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Redlynne

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Everything posted by Redlynne

  1. You can either Provoke, when you're not doing any damage yourself (resulting in a twice nothing is still nothing wash through the Threat formula) or you can take your own personal attacks and do damage with them as your opener that will draw aggro to you from the beginning. The difference is No Damage/Not Perma versus Yes Damage/Repeatable.
  2. Doing this helps: Level 2: Health (A) Panacea - +Hit Points/Endurance: Level 10 (17) Miracle - +Recovery: Level 20 (27) Numina's Convalesence - +Regeneration/+Recovery: Level 30 Level 2: Stamina (A) Endurance Modification IO: Level 50+5 (5) Performance Shifter - EndMod: Level 27 (19) Performance Shifter - Chance for +End: Level 21 Also, what do you need Hasten for?
  3. Reactive Defense (a full 6 slots) ironically offers less recharge bonus than doing a 5 slot Red Fortune + 1 slot Luck of the Gambler global recharge. The former is 8.75% global recharge ... while the latter is 12.5% global recharge from the same number of slots ... for a +/- 3.75% differential between the two options. The difference, of course, is the Scaling Resists from Reactive Defenses, which I'd argue on a Super Reflexes build is worth it to have. That said, if reaching for a 6-slot Reactive Defense, my personal recommendation is to put that into Leadership: Maneuvers since the loss of Defense on the available enhancements relative to the 5+1 Red Fortune/LotG combo is quite minimal (I think it's like -0.2% or something pretty marginal in the final computation). Dipping into the Leadership pool instead of the Fighting pool will mean that you won't have as much +Defense from Maneuvers as you would from Weave (it's about half of Weave's buff), but if you're on a team with anyone else who ALSO has Maneuvers then between the two of you you're both at Weave levels of +Defense (and so is everyone else on the team who sticks with your group) ... so the only downside is when you're soloing, or when no one else on the team took Maneuvers (the selfish bahstids!). However, reaching for Leadership to get Maneuvers instead of Weave also gives you access to Tactics, which when 6-slotted with Gaussian's Synchronized Fire Control will make up the difference you "lost" by taking Maneuvers instead of Weave ... AND Tactics with the Build Up proc in it will tend to supercharge your +ToHit and +Damage in a Team-8 context (and even moreso in leagues!). You may have seen me post why this happens in other threads, but it bears repeating here in this context. Each Build Up proc out of Tactics will give you an additional +40% +ToHit AND +100% +Damage for 5.25 seconds on a Scrapper. Does that sound like something worth investing in? So if you take Leadership instead of the Fighting pool ... what happens? Well, for one thing you won't need to take Boxing (and then not slot or use it for anything). You won't have Tough to slot Resistance set IOs into, so there's a net loss when factoring in +Defense Resistance IOs You won't have Weave. Instead you'll have Maneuvers, presumably 6-slotted with Reactive Defenses so as to get the Scaling Resistances buff. Instead you'll have the option(!) to take Assault, if your build has the leftover power pick for it, and which is a One Slot Wonder power that needs no additional enhancement. You'll want to take Tactics and 6-slot it for Gaussian's Synchronized Fire Control, bringing the +Defense boost from the pool overall back up to the level of what Weave was offering you in the first place. So basically you can either go with 3 power picks from the Fighting pool like you have and invest +6 additional slots in them like you have ... or you can got with 2-3 power picks from the Leadership pool and invest +10 additional slots in them and get a LOT MORE out of your powers and picks (for yourself AND your teams!) ... and you're going to "get" a lot of those extra slots from your investment into Focus Chi (1-2 slots for recharge instead of 6 slots for Gaussian's in Focus Chi) and then be able to get MORE PROCS from the Gaussian's Build Up in teams than you would from using Gaussian's in Focus Chi. So, really ... the only thing you lose by going with Leadership instead of Fighting is ... Tough ... and the IOs that can be slotted into Tough. Just something to think about, since I seem to be the only Scrapper/Tanker who thinks that Leadership is a superior choice to Fighting ... but then that's really about the difference between being a Team player and a Solo player.
  4. To be honest, with Minimal FX Mystic Flight in the game, I seriously have to wonder why people who reach for the Flight pool just for Fly (and nothing else) aren't instead reaching for the Sorcery pool so as to pick up Mystic Flight. The reason that I say that is because Mystic Flight is Fly PLUS a Teleport. You can enhance the Fly side of the power but you can't enhance the Teleport side of it (and honestly, you don't need to enhance the Teleport side of it). So Mystic Flight works just like Fly but has a lower endurance cost to use (go figure, eh?) and the Teleport built into it gives you access to some really tricky maneuvering that wouldn't otherwise be available to you (such as teleporting around corners while autorun moving forwards just by using camera look instead of mouse look). Also, you don't need to use a Freebird's set IO if all you're reaching for is endurance reduction, since you can get that out of a Common IO. You'd want to be using a Freebird's set IO if you were reaching for the End/Fly IO instead ... although, honestly, at the flight speeds you can get up to without enhancement but no Afterburner, you might as well just use a common endurance reduction IO and have done with it. The alternative, of course, would be to use a +3 HO that gives you End/Fly/Jump/Run instead. Given the fact that you've slotted everything as a Level 50 enhancement, if those enhancements are not attuned then the first time you Exemplar below Level 47 you're going to get a VERY RUDE awakening when pretty much ALL of your set bonuses "stop working" for you. However, if your sets are attuned then the set bonuses will Exemplar down to the minimum Level of the respective sets and go -3 Levels beyond that (so a 30-50 set will still have its set bonuses active at Exemplar Levels 27-50, for example). My point being that even if you don't "need" Combat Training: Offensive at Level 50, it's still a decidedly handy thing to have when you Exemplar, particularly when you Exemplar into the lower levels of play, either via Ouroboros or through team play involving supersidekicking.
  5. If you need an alternative take on the concept, you could always check out my SR/MA NO GET HITSU!! Tanker build. Might give you an idea (or few) ... although that build is going to need a revamp after the Tanker update gets pushed out to Live Homecoming servers.
  6. Yes ... some ... but honestly it feels like I spend more time playing the forums than I do playing the game. 😖 Oh and the v2.0 Tri-Form Kheldian builds are posted now ... and yes ... what I learned from making this Mastermind build informed how to build my Kheldians. The knowledge loops back around.
  7. Nah ... I'm good. 👟
  8. Might I pressure you into doing a Bold, Italicized, 16 point font size for this? Tags - 60% Melee/Ranged/AoE Defense For me, the best part of the NO GET HITSU!! build is that you get all that Defense BEFORE reaching for Incarnate slots ...
  9. Humans are merging with Kheldians! Please be careful!
  10. Alright … time to explain the bindloadfile strategy that I use for controlling my Kheldians, because without well written bindloadfile keybinds you're going to find playing a Kheldian WAY MORE annoying that it necessarily needs to be! So, first of all, I need to explain what my keyboard and mouse setup is, simply so as to make the ergonomics of my user interface is like. I use a (wired) full keyboard Apple Keyboard (I'm a Mac user) ... and I use a dirt cheap wired Logitech M100 mouse. These items look like this: My actual default keybinds that get used for ALL of my alts as a baseline which then gets overwritten by character specific keybind files is this one: keybinds.txt The ESC through F1-F12 keys get used. The Tilde through Backspace keys get used. TAB is rarely (if ever) used, but it does happen occasionally. Q and A are usually used for "throttle" functions in games, but I use them here for things like Auto Run/Walk and cancelling power queuing on the Q key (with modifiers for the extra functions) and doing the Ninja Run, Power Surge/Sprint toggling on the A key (with modifiers to differentiate) via slotting of those powers in specific slots in tray 9. WER SDF are my movement keys, and I "invert the T" so as to put side to side strafing movement on top, with turning down below. Backspace is used to return tells. Backslash is used to open the Menu (so as to change costumes, check ID or simply Quit). The Return key I have custom coded to require Shift+Enter to startchat, so as to prevent "rolling startchat" after hitting Enter to actually send a chat. The Semicolon key I have custom bound to toggle my Contacts window (with a smartphone emote). Shift+Semicolon does the same thing for the Auction House. M is simply there to toggle my Map from the keyboard. Spacebar is, of course, Jump and "fly up" ... while Shift+Spacebar is used to "fly down" when needed ... and Control+Spacebar activates the Jump Pack via keybind to a specific slot in tray 9. Which then brings me to all of the Kheldian keybinds that I layer on top of this (including for controlling Mastermind Pets, as it turns out). WS.txt T shifts to Nova Form. G shifts to Human Form. B shifts to Dwarf Form. Right Arrow activates Shadow Step or Black Dwarf Step so as to use the Teleport Rings to visually check destinations manually (if needed). Shift+Right Arrow activates Shadow Slip for teleportation to other zones. Down Arrow activates Shadow Recall to summon teammates to your current location. Shift+Left Arrow toggles on/off Nebulous Form. LShift+LButton activates Shadow Step or Black Dwarf Step so as to teleport all in one click (the Teleport Bind™). Simple and easy to use … because I'm not calling up other bindloadfiles depending on what form I'm in, and the power activation keybinds work on a "fall through" implementation where if a key can't be used in one form it'll fall back to being used in the next form, thanks to the Form lockouts. Additionally, since everything is addressed by tray and slot positions I can rearrange my powers in my trays without needing to rewrite by bindloadfile that controls my user interface. The only trick is to dedicate Tray 1 to all of your Nova and Dwarf Form powers and keep Tray 1 visible at all times, then use Trays 2-9 for Human Form powers. Note that the above keybinding scheme is an All In One format which uses only a single bindloadfile to control all three forms (simultaneously?) and relies on the intellegence/situational awareness of the Player to take full advantage of everything and "know" what needs to be done when (and why) when playing a (MFing) Warshade(!).
  11. Humans are merging with Kheldians! Please be careful! Reserved for future use (if needed).
  12. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.1 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Warshade - Umbral Blast - Umbral Aura.mxd
  13. Okay, I'm just going to come right out and say it … this Warshade build gives me chills just by looking at it, since it is so downright UNFAIR to $Targets compared to the "sweetness and light" that my counterpart Peacebringer build brings to the table. Make no mistake, this Warshade takes full ownership of BOTH terms in the name archetype name. This is a WAR that Brings The SHADE wherever it goes. And then it starts getting MEAN to the $Targets you have to torment … Suffice it to say that when none other than Dechs Kaison teamed up with me on a Doctor Quaterfield Task Force back on Virtue while I was playing my Warshade and letting loose with my $Battlecry of … Your soul is my chewtoy! … after which the comment from The Man Himself™ was, "MFing Warshade indeed…" I didn't have the heart at the time to tell him that I hadn't read his guide yet … Also, just like last time … this is intended to be a Level 1-50 Tri-Form Warshade build that evolves over time as you increase in levels in a way that builds strengths upon strengths. Now, something that some people may question in this build is the use of the Decimation set in Edon Eye and the Entropic Chaos set in Dark Nova Blast. Please note that with the slotting used here it is perfectly possible to run a T2H/T2N/T2H/T2N attack cycle on infinite repeat against a single target, and that due to the animation times you'd be able to use the 5.25 second Build Up proc from Decimation on the next FOUR attacks in that repeating single target attack chain, which is pretty good for exploiting that proc. Meanwhile, the Entropic Chaos proc, backed up by the global heal proc of Essence Transfer will help ensure that you have some healing mitigation while in Nova Form simply by virtue of attacking. This in turn will reduce the need/demand to drop out of Nova Form to use either Stygian Circle (Human) or Black Dwarf Drain (Dwarf) in order to heal yourself. Being able to "buff your green bar" while in Nova Form can change the Time To Debt calculus in some interesting ways. Dark Nova Scatter and Dark Nova Detonation are your Cone and Target AoE attacks respectively, so if you want to be delivering damage from a distance to multiple $Targets you'll need to be in Nova Form when using this build. Fortunately you can do a repeating attack chain against multiple $Targets of … Dark Nova Scatter (T3N) Dark Nova Detonation (T4N) Ebon Eye (T2H) Dark Nova Blast (T2N) … and have next to zero downtime on the repeat, with the added benefit that if you score a Decimation Build Up proc from Ebon Eye that it'll last through the Blast/Scatter/Detonation attacks in the chain cycle, increasing the damage production of 3 powers, which considering that 2 of them are AoE attacks(!) makes for an extremely high rate of return on investment since the Build Up proc increases damage on ALL $Targets hit while the buff is active. So let me say that again, in case it wasn't clear enough … Decimation Build Up procs from Ebon Eye will multiply(!) damage throughput from Nova Scatter and Nova Detonation in a way that straight damage procs in either power or in Ebon Eye/Dark Nova Blast would not. Trust me … it'll be impressive when it happens … and THIS is why I've got the Decimation set slotted into Ebon Eye, because you can use Ebon Eye in more than just Nova Form (so you get "more bites at the apple" so to speak) for the unique Decimation Build Up proc IO. At this point I really ought to mention something about Dwarf Form because I've updated the build since I first posted it yesterday and it's gotten EVEN BETTER because of 1 little change I made from the initial posting. Originally, I had Touch of the Nictus 5-slotted with the Theft of Essence proc in Black Dwarf Drain, mainly because the Theft of Essence set includes a +3% Damage set bonus which was running afoul of the Rule Of Five and getting wasted. But the "conflict" that set bonus was having was with a prior build that used a 2-slot Lockdown in the Gravity Well power which gave a +3% Damage set bonus. However, once I ran the Proc Fu maths and found that the Blistering Cold Hold proc had an over 90% chance to proc for a MAG 2 Hold for 8 sec in PvE, I realized that the 2-slot Lockdown that I was using to duplicate that was rather superfluous at that point and swapped out the 2-slot Lockdown set for 2-slots of the Entomb set in order to get the Absorb proc. That then freed up the +3% Damage set bonus under the Rule Of Five cap and I then reversed the slotting in Black Dwarf Drain ... and OH MY is that reversal an improvement! Using a 5-slot Theft of Essence ironically reduced the recharge value from the enhancements, which in turn boosted the proc chances for both the Theft of Essence (+Endurance upon proc) and Touch of the Nictus (71.75 Negative Energy damage upon proc) such that with the slotting I'm using the proc chances for each of these is ... 86.14% each(!) ... and you can use Black Dwarf Drain every 7.35 seconds (minimum) at Exemplar Levels 24+(!). This means that with a +24% global damage buffing from sets and slotted with only Accurate Healing set IOs, Black Dwarf Drain will deliver 68.96 Negative Energy damage on its own, but 86.14% of the time the Touch of the Nictus proc will increase that by 71.75 Negative Energy damage to be a total of 140.71 Negative Energy damage when Touch of the Nictus procs. If I prorate the proc chance through the damage output of the proc, the average yield over infinite time will be +61.81 Negative Energy damage ... resulting in and average throughput yield of 130.77 Negative Energy damage every 7.35 seconds (or more, depending on attack chain rotations). That's actually competitive with the damage delivery (per attack) from using Black Dwarf Smite(!), the "heavier" of the two Dwarf main melee attacks ... meaning that Black Dwarf Drain is both ON PAR with the main Dwarf attack powers for damage delivery, even though Black Dwarf Drain doesn't have ANY damage enhancement slotted into it, only a proc that does damage (86.14% of the time!). So if you're ever running low on endurance in the middle of a combat ... switch to Dwarf Form and start using Black Dwarf Drain to gain endurance faster than once per 10 seconds(!) ... and then drop to Human Form and use Stygian Circle when there are enough corpses lying around for you to drain ... and then get right back into steamROFLstomping your way through whatever dares to oppose you. Ultimately, however, this particular change from the counterpart Peacebringer build means that although recharge on the Warshade is slightly (slightly) slower (+90% global from sets rather than +106.3% global from sets), this Warshade build will hit slightly (slightly) harder per attack and thus be that little bit extra efficient at converting endurance into damage output (and thus, throughput onto $Targets). Just one of those "huh ..." moments when reflecting on how the two builds diverge away from their common core investments and competencies. Now, on the Human Form side of attacking stuff, things get VERY different from how you'd want to be playing a Peacebringer and it's somewhat challenging to explain exactly how, but I'll try my best here. First and foremost, I'm sure that people will notice that I have committed the heresy (burn the heretic!!) of putting a full 6 slots into Orbiting Death, which I'm sure will be quite the head scratcher for a lot of people. I mean … isn't Orbiting Death kind of … y'know … WEAK … as an attack power? It does sub-20 damage per tick every 2 seconds, which is barely anything … right? Well … yes … but it does all of that damage in a large radius … a 20ft radius to be exact … and it can hit up to 10 $Targets simultaneously. Name another attack that a Warshade can use which can do 15.44 Negative Energy damage (in this build) to up to 10 $Targets simultaneously every 2 seconds (so up to 154.4 Negative Energy every 2 seconds) at a cost of only 1.3 endurance every 2 seconds(!). A mere 10 seconds of exposure to that aura can deliver up to 772 damage spread among 10 $Targets at a cost of 6.5 endurance total. Does up to 118.77 Negative Energy damage per endurance point sound like an efficient way to deliver XP to you? It does to me … especially since it means I can whittle $Targets down close to defeat and let Orbiting Death take them out for me (on the cheap) while I switch $Targets and continue delivering the beatdown onto other $Targets that won't "waste" damage on overkills. And mind you, the numbers that I'm throwing around here don't include single/double Mire buffs to damage or even the Decimation Build Build Up proc in Ebon Eye and/or the Gaussian's Synchronized Fire Control Build Up proc in Tactics boosting the damage output of Orbiting Death EVEN HIGHER for a short time, increasing the throughput from Orbiting Death even more(!). And that's also not even including the fact that I've slotted Orbiting Death with two damage procs (Smashing and Energy, as a matter of fact) that have a chance to proc every 10 seconds for almost as much damage as Orbiting Death can deliver in 5 damage ticks every 2 seconds … meaning that I've got TWO chances to "critically hit" for what amounts to 10 seconds worth of "exposure" damage to Orbiting Death every 10 seconds, and those "critical hit procs" deliver all of their damage instantly, rather than waiting for the damage over time to wear stuff down. Is Orbiting Death starting to sound better to you? Spoiler alert … it's sounding really good to me … whether there's an aggro magnet around to keep attention away from your (MFing) Warshade or not. I look at Orbiting Death as a force multiplier for not only the damage production that my Warshade can output, but also the speed at which a team can "take out the trash" that gets herded up onto an aggro magnet (assuming that's not my Warshade). While I'm animating my Human Form attacks, up to 10 $Targets within 20ft of my position are getting burned down by Orbiting Death. It's kind of remarkable how good of a "mop up" job Orbiting Death can do for you once you get used to the idea of letting $Targets "exist to death" while in proximity to you … with the moral of the story being "You're already defeated, you just haven't gotten the memo yet" … since using it to shave off those last slivers of HP while you move on to dealing with the next $Target on your hit list is really what it's all about. Just remember that while Orbiting Death isn't especially "fast" at defeating $Targets, it IS incredibly efficient at turning endurance into damage output. But what makes Orbiting Death even more … deadly … in the hands of a (MFing) Warshade is that you've got the necessary herding tools in your Human Form attacks to keep piles of aggro right where they need to be (to die in defeat). Gravitic Emanation will both "throw $Targets in the corner" and Stun them so you can move in and let Orbiting Death take a bite out of their lives. Combined with Inky Aspect this can help you lock down a significant chunk of spawn groups and deny them the opportunity to retaliate while using Orbiting Death to whittle their lives away into their inevitable demise in your Stygian Circle. But I'm getting ahead of myself. Gravity Well has obviously been frankenslotted to provide a relatively decent chance at making a one hit Hold on a Boss, thanks to the Blistering Cold Hold proc slotted into the power. This was done mainly because Gravity Well doesn't have any other Hold powers it can be stacked with. Given that it takes 2.07s to animate Gravity Well, and another 7.22s to recharge afterwards … needing to wait almost 10 seconds to attempt to stack a Hold on a Boss seems a tad … excessive … to me. But a chance at a one hit Hold on a Boss/Quantum/Void/etc.? Yes please (in that context)! Speaking of which … Starless Step. Starless Step is a utility power for making hard groups easy to deal with. Got a Quantum Gunner/Void/Cyst in a group that you don't want to tackle head on? Use Starless Step to move the worst offender somewhere that you can deal with them 1 on 1 rather than in a many on one scenario. Starless Step $Targets into the air outside of buildings and let the environmental falling damage maim them for you. You can even switch to Nova Form and follow them as they fall, ensuring they have a Really Bad Day™ when they splat. Granted, you won't use Starless Step all the time … but when you do, you'll be using it in combination with your other powers to take down opponents that would otherwise be more troublesome than they're usually worth (with anti-Kheldian types topping the list). It's up to YOU however to figure out how you want to make use of Starless Step for maximal advantage. Quasar will be available every 49.03s (46.03s recharge and 3s animation) and delivers 377.5 Negative Energy damage in a 25ft radius and is also slotted to do KnockDOWN rather than KnockBACK, but also has the Obliteration proc for a 90% chance to deal an additional 71.75 Smashing damage. Needless to say, this will increase depending on whether or not you've got a single/double Mire in effect at the time and whether either (or both?) of your Build Up procs from Ebon Eye and/or Tactics are in effect. So think of Quasar as being a 449.25 (combined) damage "minimum" type of power that can be boosted significantly higher for serious "blow them away" potential (although not quite the same as a Peacebringer using a combination of Photon Seekers, Solar Flare and Dawn Strike together). Dark Extraction for making more Fluffies™ are available every 80s (76.25s recharge and 3.2s animation) and have been slotted with the Overwhelming Force proc so as to have a chance to deal KnockDOWN with EVERY attack that they make. With a duration of 200s this means you can have (on average) up to 2.5 Fluffies™ out and blasting your Foes, and knocking them down for you, along side you at any time (so usually 2 but sometimes 3). Note that if you want to play a "different flavor" of Human Form attacker, you can swap the investments in Gravity Well and/or Orbiting Death for other options, but your choices are much more limited in this regard relative to what a Peacebringer has to choose from. My basic notion is that if you want to be ranged blasting with a Warshade, there's just too much advantage to shifting over to Nova Form to get that job done. Likewise, if you're wanting to herd and burn tank, use Dwarf Form … but the mix of ranged, melee and PBAoE powers available in Human Form push me (at least) towards wanting to be able to use a different set of criteria for HOW to engage using Human Form that is more oriented towards disrupt and burn, rather than just merely herd and burn. This puts my Human Form strategies more in line with being a supporting attacker, rather than a primary attacker, who can AoE and Mez at the same time as a sort of quasi-Controller to compliment the Blaster (Nova) and Brute(-ish Dwarf) roles. Eclipse is perma once fully slotted, but it does require (live) $Targets to drain for advantage. In a solo context, you'll only need 5 $Targets for Ecplise to push your Resistances beyond the hardtop of 85%. Because of this it's perfectly possible for there to be "gaps" in your Eclipse coverage simply due to the availability of (live) $Targets to fuel it. But in a $Target Rich Environment that (hopefully) will not be a problem. Among the last things I want to mention is the inclusion of the Leadership and Concealment pools in this build exclusively as One Slot Wonders due to the demand for slots elsewhere in the build. In this case, Maneuvers, Grant Invisibility and Vengeance are simply Luck of the Gambler mules for the global recharge bonus, with Shadow Cloak rounding out the opportune powers for these enhancements. I also included Tactics with a Gaussian's Synchronized Fire Control Build Up proc purely as an option for "supercharging" your Human Form attacks while in a Team-8 context (~41.5% chance every 10 seconds for +72% damage for 5.25s is nothing to sneeze at) … let alone in a League-35 context (90% chance every 10 seconds for +72% damage for 5.25s anyone?). When soloing or in small groups, leaving Tactics toggled off would be perfectly fine, but when in large groups/leagues and staying in Human Form it would make sense to toggle on Tactics since the Build Up buff will give a larger damage buff increase than Nova Form will (when it procs). Note that reserving this proc for an AoE power like Tactics was the reason why I didn't slot it into Nova Form (now that I know Proc Fu…). I'd like to think that most of the rest of the build is relatively self-explanatory beyond the points enumerated above, so … enough blathering … on with the build details!
  14. Alright. You all know the drill by now (and if you don't, well … you're going to learn!). If you've read ANY of my other builds that I've posted, you know what's coming … WALL OF TEXT CRITS YOU!!! Yes … You Have Been Warned … again … And for anyone who isn't clear on the concept (yet), you're going to see this same preamble of the common features repeated on both my Peacebringer and my Warshade builds, simply because it does bear repeating due to the common features shared by both (before they diverge into their own build specifics). For anyone who wants to refer to the v1.0 versions of these builds, which are being made obsolete by these posts, you can find them here: v1.0 Peacebringer v1.0 Warshade So in this case of (fraternal) "twinned" builds … I'm dealing with a pair of Tri-Form Kheldian builds for Peacebringer and Warshade that are, for all intents and purposes, essentially built on the same underlying Tri-Form "chassis" (for lack of a better way of putting it). That's simply because the layout of investments for additional slots (always at a premium for Tri-Form Kheldians!) and how to structure them around the additional Forms shares a lot of really strong commonalities on the Nova and Dwarf Form powers. That then gives me a "common set of leftover investments" to put into the Human Form powers after getting everything squared away with the Nova and Dwarf Forms. One thing that will become VERY obvious when looking at my Kheldian builds is that they reach for the "lifeblood" of every powerhouse Kheldian build … global recharge boosting. The primary set bonus I'm reaching for in every power that can get to it is recharge from set bonuses. In a lot of ways, recharge bonuses are what make enough of the build perma for things like perma-Hasten and perma-Inner Light ... as well as perma-Light Form and perma-Eclipse. You know, the Basic Goodies™. Anyway … on with the story. In any Tri-Form Kheldian you are first going to need to decide what the … split … of investment in slots is going to be between your Human, Nova and Dwarf powers is going to be, because you're NEVER going to have enough slots for them all (trust me, I've tried!). In these two builds I'm posting, I've got 14(!) level up power picks that are One Slot Wonder™ powers, simply because I haven't got enough slots to go around to give them anything … and my Nova and Dwarf Forms each have One Slot Wonder™ sub-powers of their own (1 for Nova and 3 for Dwarf) simply due to the scarcity of slots. That's not even including all of the Inherent and P2W powers that can also accept slots but which are kept in One Slot Wonder™ status. Think about that for a moment. Of the 23 Human Form power picks you get to make (with your secondary T1 being not being a "choice" per se in this context) … 14 of those are powers that I simply can't afford to spend any additional slots on! After slotting up my Forms, there's only enough slots left over for some 10 power picks between Levels 1 and 50 to do "useful" things with. Yes, Virginia … the "slot crunch" for Tri-Form builds is VERY real! So what does that mean, in terms of build choices and build structuring? Well … specifically … in both builds I'm investing: +2 slots into Health for increased endurance recovery (Panacea, Miracle, Numina's Convalesence) +2 slots into Stamina for increased endurance recovery (Performance Shifter) +4 slots into Nova Blast (Entropic Chaos) +4 slots into Nova Emanation (frankenslot for range, damage and proc) +4 slots into Nova Detonation (Annihilation with debuff proc and Essence Transfer) +4 slots into Dwarf Smite (Crushing Impact) +5 slots into Dwarf Flare/Mire (Kheldian's Grace and Fury of the Gladiator proc) +5 slots into Dwarf Sublimation/Drain (Preventive Medicine or Touch of the Nictus with Theft of Essence proc) = +30 slots for Inherent and Form powers Considering you only get +67 additional slots for an entire build, that's a pretty steep investment into powers other than your Human Form power picks. It means that there are only +37 additional slots available for 24 power picks from Level 1-50 for an average of +1.55 slots per power chosen. Now consider that I'm spreading those remaining +37 additional slots among 10 of the 24 power picks that I get as a Tri-Form Kheldian, meaning there's less than 4 slots on average for those 10 powers (because 37/10=3.7) and you can start to see that you REALLY need to be getting the highest return on investment that you can manage per slot(!). It's why I can only afford 5 powers with +5 slots in the overall build in total, and everything else has to make do with "less" than maximal slotting. The first thing to take note of over the prior build(s) I'd posted is that I've completely drained 4 slots out of the Dwarf Strike (T1) power and turned it into a One Slot Wonder™ just like I've always done with the Nova Bolt (T1) power. A significant motivator for doing this comes from the fact, which I didn't appreciate at the time (back in May 2019) that Homecoming allows the Human Form T1 power to be used in Dwarf Form and the Human Form T2 power to be used in Nova Form. I've since discovered that you can use BOTH the T1 AND T2 Human Form powers in Nova AND Dwarf if you're willing to use the power you "shouldn't" while in Human Form before switching to Nova or Dwarf Forms (and if you switch back to Human Form you'll need to "use again" to keep access to the power you shouldn't be able to use when switching forms, but one (re)use is enough for this). The advantage here is that you can build a repeating attack chain out of T2H+T2-4N as well as T1H+T2-4D (using Dwarf Taunt as necessary) and not "miss out on" the use of the T1 Nova or T1 Dwarf attacks. By using the T1 and T2 Human Form powers as "dual use" powers like this you help mitigate the slot crunch that all Tri-Form Kheldians have to deal with. However, as it happens ... it turns out that dropping the slotting for the T1 Dwarf Form power freed up 4 slots which then let me expand my slotting in Health and Stamina for increased endurance recovery (which is ALWAYS useful!) and add +1 more slot to my Human Form budget so as to account for needed(!) investments into Human powers that would otherwise have to be neglected. So in the context of the overall build plan, the Dwarf Strike power was the lowest hanging fruit to "harvest" the needed slots from in order to make the needed (higher return on) investments elsewhere. Note that this change basically REQUIRES the availability of the Human Form T1 and T2 working in Dwarf and Nova Forms respectively in order to work out advantageously for the build overall. One last thing to pay attention to is the Kheldian ATOs … Kheldian's Grace and Essence Transfer … because they "work" the same way for both Peacebringers and Warshades. In a build that is reaching for every global recharge set bonus you can lay your hands on, you're going to be wanting to 3-slot Essence Transfer twice and 5-slot Kheldian's Grace once in order to pull +21.25% global recharge out of a total of 11 slots spread between 3 powers, which is a seriously good return on investment. But the key point here is that doing a 3-slot Essence Transfer then lets you do a 2-slot of some other set for a total of 5 slots in a pair of powers, which then opens up interesting proc opportunities while simultaneously allowing you to put "adequate" quantities of enhancement value into attack powers in order to make them serviceable (given the slot crunch of competing priorities). In my case this meant putting Winter's Bite and Essence Transfer into the Human Form T1 Bolt power as an anti-runner measure and to help neutralize Bosses/Elites/Archvillains/Giant Monsters on the cheap where a movement speed and recharge debuffing would help keep them "boxed in" where I'd want them to be. Nova Detonation received the "other half" of that formulation with Annihilation (for the resistance debuffing proc) and Essence Transfer slotting. Dwarf Flare/Mire then receives the 5-slot Kheldian's Grace set so as to leave 1 slot left over for putting a Fury of the Gladiator proc into. This means that both the Nova target AoE and the Dwarf PBAoE attacks each has a resistance debuff proc slotted into them to increase beatdown rates while soloing (and while grouping) against groups of $Targets rather than against singular $Targets. So with all of that background setup out of the way … let's get down to specifics, shall we?
  15. Alright … time to explain the bindloadfile strategy that I use for controlling my Kheldians, because without well written bindloadfile keybinds you're going to find playing a Kheldian WAY MORE annoying that it necessarily needs to be! So, first of all, I need to explain what my keyboard and mouse setup is, simply so as to make the ergonomics of my user interface is like. I use a (wired) full keyboard Apple Keyboard (I'm a Mac user) ... and I use a dirt cheap wired Logitech M100 mouse. These items look like this: My actual default keybinds that get used for ALL of my alts as a baseline which then gets overwritten by character specific keybind files is this one: keybinds.txt The ESC through F1-F12 keys get used. The Tilde through Backspace keys get used. TAB is rarely (if ever) used, but it does happen occasionally. Q and A are usually used for "throttle" functions in games, but I use them here for things like Auto Run/Walk and cancelling power queuing on the Q key (with modifiers for the extra functions) and doing the Ninja Run, Power Surge/Sprint toggling on the A key (with modifiers to differentiate) via slotting of those powers in specific slots in tray 9. WER SDF are my movement keys, and I "invert the T" so as to put side to side strafing movement on top, with turning down below. Backspace is used to return tells. Backslash is used to open the Menu (so as to change costumes, check ID or simply Quit). The Return key I have custom coded to require Shift+Enter to startchat, so as to prevent "rolling startchat" after hitting Enter to actually send a chat. The Semicolon key I have custom bound to toggle my Contacts window (with a smartphone emote). Shift+Semicolon does the same thing for the Auction House. M is simply there to toggle my Map from the keyboard. Spacebar is, of course, Jump and "fly up" ... while Shift+Spacebar is used to "fly down" when needed ... and Control+Spacebar activates the Jump Pack via keybind to a specific slot in tray 9. Which then brings me to all of the Kheldian keybinds that I layer on top of this (including for controlling Mastermind Pets, as it turns out). PB.txt T shifts to Nova Form. G shifts to Human Form. B shifts to Dwarf Form. Right Arrow toggles on/off Energy Flight while also toggling off Quantum Acceleration and Jump Pack. Shift+Right Arrow toggles on/off Quantum Acceleration. Down Arrow toggles on/off Combat Flight while also toggling off Energy Flight, Quantum Acceleration and Jump Pack. Shift+Left Arrow toggles on/off Quantum Flight while also toggling off Jump Pack. LShift+LButton activates White Dwarf Step teleport all in one click (the Teleport Bind™). Simple and easy to use … because I'm not calling up other bindloadfiles depending on what form I'm in, and the power activation keybinds work on a "fall through" implementation where if a key can't be used in one form it'll fall back to being used in the next form, thanks to the Form lockouts. Additionally, since everything is addressed by tray and slot positions I can rearrange my powers in my trays without needing to rewrite by bindloadfile that controls my user interface. The only trick is to dedicate Tray 1 to all of your Nova and Dwarf Form powers and keep Tray 1 visible at all times, then use Trays 2-9 for Human Form powers. Note that the above keybinding scheme is an All In One format which uses only a single bindloadfile to control all three forms (simultaneously?) and relies on the intellegence/situational awareness of the Player to take full advantage of everything and "know" what needs to be done when (and why) when playing a Peacebringer.
  16. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.1 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Peacebringer - Luminous Blast - Luminous Aura.mxd
  17. Okay, I'm just going to come right out and say it … there's simply NO ROOM in this build for a Force Feedback proc without necessarily sacrificing something else for it, despite the fact that there's Knockback in 2 of the 5 Human Form powers, 2 of the 4 Nova Form powers, and even 3 of the 6 Dwarf Form powers. If I did want to swap enhancements to put Force Feedback procs into the build, I'd want to put them into AoE powers … and the best candidates for that would be in Solar Flare (replacing Sudden Acceleration), Bright Nova Scatter (replacing Achilles' Heel) and/or White Dwarf Flare (replacing Fury of the Gladiator). The reason why I don't do that is because I feel that the respective non-Force Feedback procs are a superior option where they are, and because the build just doesn't "need" all that much more recharge. Hasten is 1.63 seconds shy of being perma, which really isn't that much. Likewise, Light Form is 6.3 seconds beyond perma. Inner Light can be cast every 28.5 seconds (including animation plus recharge time). Dawn Strike can be used once every 45 seconds. Basically, the build has as much recharge enhancement as it "needs" to operate at a very high level of efficiency. Also, just like last time … this is intended to be a Level 1-50 Tri-Form Peacebringer build that evolves over time as you increase in levels in a way that builds strengths upon strengths as you grow. Now, something that some people may question in this build is the use of the Decimation set in Glinting Eye and the Entropic Chaos set in Bright Nova Blast. Please note that with the slotting used here it is perfectly possible to run a T2H/T2N/T2H/T2N attack cycle on infinite repeat against a single target, and that due to the animation times you'd be able to use the 5.25 second Build Up proc from Decimation on the next FOUR attacks in that repeating single target attack chain, which is pretty good for exploiting that proc. Meanwhile, the Entropic Chaos proc, backed up by the global heal proc of Essence Transfer will help ensure that you have some healing mitigation while in Nova Form simply by virtue of attacking. This in turn will reduce the need/demand to drop out of Nova Form to use either Reform Essence (Human) or White Dwarf Sublimation (Dwarf) in order to heal yourself. Being able to "buff your green bar" while in Nova Form can change the Time To Debt calculus in some interesting ways. Bright Nova Scatter and Bright Nova Detonation are your Cone and Target AoE attacks respectively, so if you want to be delivering damage from a distance to multiple $Targets you'll need to be in Nova Form when using this build. Fortunately you can do a repeating attack chain against multiple $Targets of … Bright Nova Scatter (T3N) Bright Nova Detonation (T4N) Glinting Eye (T2H) Bright Nova Blast (T2N) … and have next to zero downtime on the repeat, with the added benefit that if you score a Decimation Build Up proc from Glinting Eye that it'll last through the Blast/Scatter/Detonation attacks in the chain cycle, increasing the damage production of 3 powers, which considering that 2 of them are AoE attacks(!) makes for an extremely high rate of return on investment since the Build Up proc increases damage on ALL $Targets hit while the buff is active. So let me say that again, in case it wasn't clear enough … Decimation Build Up procs from Glinting Eye will multiply(!) damage throughput from Nova Scatter and Nova Detonation in a way that straight damage procs in either power or in Glinting Eye/Bright Nova Blast would not. Trust me … it'll be impressive when it happens … and THIS is why I've got the Decimation set slotted into Glinting Eye, because you can use Glinting Eye in more than just Nova Form (so you get "more bites at the apple" so to speak) for the unique Decimation Build Up proc IO. Now, on the Human Form side of attacking stuff, you're ideally going to want to be in melee range with this build so as to use Incandescent Strike, Glinting Eye, Gleaming Bolt, Solar Flare on repeat in order to still have the any Build Up buff from Decimation still in effect when you activate Gleaming Bolt, Solar Flare and Incandescent Strike when repeating the rotation. Note that Solar Flare is slotted to do KnockDOWN (80% chance) and not KnockBACK, so as to not mess up herded groupings, and has a 6.04s recharge and a 2.1s animation, meaning you can use Solar Flare more than within a 10s time span (or up to 7 per minute if that's how you like to calculate things). Given how long it can take Knocked $Targets to regain their footing, this can represent a pretty significant mitigation against incoming damage. Dawn Strike will be available every 45s (41.13s recharge and 3s animation) and delivers 377.5 Energy damage in a 25ft radius and is also slotted to do KnockDOWN rather than KnockBACK. Photon Seekers are available every 56s (53.98s recharge and 2.03s animation) and have been slotted with the Overwhelming Force proc so as to deal KnockDOWN instead of KnockBACK as well, augmenting their ability to deliver damage to a $Target without unnecessary scattering. For MEGA NUKE situations … use Inner Light, Photon Seekers, Solar Flare, Dawn Strike … to deliver 848.2+208+551.5=1607.7 Energy damage, with a chance for +71.75 Smashing (Obliteration procs in Solar Flare and Dawn Strike) on top of that … according to what the build planner is claiming. It would take 7.13s to animate Photon Seeker, Solar Flare and Dawn Strike (inner Light lasts for 30s and recharges in less than 30s for perma status), but it ought to ... "scour" ... the immediate area of hostile $Targets rather clean(ly)/completely once per minute as a combo attack. If you're limited to attacking from range while in Human Form (it does happen) then Gleaming Bolt/Glinting Eye/repeat will cycle plenty fast for you to use, although usually if you're going to want to be doing ranged attacking you'd want to swap to Nova Form temporarily. Incandescent Strike has obviously been frankenslotted to provide a relatively decent chance at making a one hit Hold on a Boss, thanks to the Blistering Cold Hold proc slotted into the power with a 90% chance to proc(!). This was done mainly because Incandescent Strike doesn't have any other Hold powers it can be stacked with. Given that it takes 3.3s to (slowly!) animate Incandescent Strike, and another 6.82s to recharge afterwards … needing to wait 10.12 seconds to attempt to stack a Hold on a Boss seems a tad … excessive … to me. But a chance at a one hit Hold on a Boss/Quantum/Void/etc.? Yes please (in that context)! Note that if you want to play a "different flavor" of Human Form attacker, you can swap Incandescent Strike for Radiant Strike (for a faster/heavier hitting melee cycle). Likewise you can swap Solar Flare for Proton Scatter or Luminous Detonation so as to do your AoE business "over there, rather than over here" so as to stay out of melee range. You can even swap out Incandescent Strike and Solar Flare for Proton Scatter AND Luminous Detonation and be able to 6-slot both powers (because Incandescent Strike and Solar Flare are both 6-slotted) for a more melee-phobic build that only enters melee range to unload Dawn Strike and possibly Photon Seekers. My point here being that if Incandescent Strike (melee) and Solar Flare (PBAoE) don't suit your personal playstyle for a Peacebringer you DO have other options that are easily within your grasp to better play the way that YOU want to play your Peacebringer. Essence Boost is perma once fully slotted with Regenerative Tissue. Get in the habit of using it every time it's recharged. The +25% buff to regeneration lasts for 120s, and the increase in HP will multiplicatively increase that advantage. Don't save it for when you need a heal … you've got Reform Essence and White Dwarf Sublimation to do that job for you. If Essence Boost is recharged, switch to Human Form (if needed) and use Essence Boost before returning to what you were doing. Don't let Essence Boost just sit in your power tray unused. If it's recharged ... use it. Among the last things I want to mention is the inclusion of the Leadership and Concealment pools in this build exclusively as One Slot Wonders due to the demand for slots elsewhere in the build. In this case, Maneuvers, Stealth and Vengeance are simply Luck of the Gambler mules for the global recharge bonus, with the other two powers to round out the Rule Of Five being Combat Flight and Quantum Acceleration. I also included Tactics with a Gaussian's Synchronized Fire Control Build Up proc purely as an option for "supercharging" your Human Form attacks while in a Team-8 context (~41.5% chance every 10 seconds for +72% damage for 5.25s is nothing to sneeze at) … let alone in a League-35 context (90% chance every 10 seconds for +72% damage for 5.25s anyone?). When soloing or in small groups, leaving Tactics toggled off would be perfectly fine, but when in large groups/leagues and staying in Human Form it would make sense to toggle on Tactics since the Build Up buff will give a larger damage buff increase than Nova Form will (when it procs). Note that reserving this proc for an AoE power like Tactics was the reason why I didn't slot it into Nova Form (now that I know Proc Fu…). And while some might question the point of having Group Energy Flight be the power pick at Level 49, there are a few edge cases where having this power can be extremely helpful. The best example would be Hamidon Raids, where having a single PC with Group Energy Flight will allow anyone who can jump high enough to STAY up in the air during the Green Mitos beatdown phase, since Group Energy Flight will affect up to 255 Teammates (including yourself, of course). That then lets everyone else in the League shut down their Fly power(s) while delivering the static beatdown against the Green Mitos, saving the entire League time and endurance. Another endgame application example would be on Rikti Mothership Raids, where being able to "Fly EVERYONE(!)" above the central bowl of the mothership, to deny spawning ground bound Rikti the opportunity to melee anyone would seem to be of value. Low cost … (flying) high return (on investment) … Another example would be helping out teammates who don't have Fly powers against area denial patches such as Caltrops, Ice Slick and Burn, where getting a little height above them can effectively "negate" their hostile effects. And finally … there's always Shadow Shard travel … assuming cats can be herded well enough to cooperate for the flight duration from island to island. Definitely NOT a "use all the time" kind of power, but makes for a decent niche use if used sparingly and wisely (and is always fun to use in Pocket D during Radio Broadcasts!). I'd like to think that most of the rest of the build is relatively self-explanatory beyond the points enumerated above, so … enough blathering … on with the build details!
  18. Alright. You all know the drill by now (and if you don't, well … you're going to learn!). If you've read ANY of my other builds that I've posted, you know what's coming … WALL OF TEXT CRITS YOU!!! Yes … You Have Been Warned … again … And for anyone who isn't clear on the concept (yet), you're going to see this same preamble of the common features repeated on both my Peacebringer and my Warshade builds, simply because it does bear repeating due to the common features shared by both (before they diverge into their own build specifics). For anyone who wants to refer to the v1.0 versions of these builds, which are being made obsolete by these posts, you can find them here: v1.0 Peacebringer v1.0 Warshade So in this case of (fraternal) "twinned" builds … I'm dealing with a pair of Tri-Form Kheldian builds for Peacebringer and Warshade that are, for all intents and purposes, essentially built on the same underlying Tri-Form "chassis" (for lack of a better way of putting it). That's simply because the layout of investments for additional slots (always at a premium for Tri-Form Kheldians!) and how to structure them around the additional Forms shares a lot of really strong commonalities on the Nova and Dwarf Form powers. That then gives me a "common set of leftover investments" to put into the Human Form powers after getting everything squared away with the Nova and Dwarf Forms. One thing that will become VERY obvious when looking at my Kheldian builds is that they reach for the "lifeblood" of every powerhouse Kheldian build … global recharge boosting. The primary set bonus I'm reaching for in every power that can get to it is recharge from set bonuses. In a lot of ways, recharge bonuses are what make enough of the build perma for things like perma-Hasten and perma-Inner Light ... as well as perma-Light Form and perma-Eclipse. You know, the Basic Goodies™. Anyway … on with the story. In any Tri-Form Kheldian you are first going to need to decide what the … split … of investment in slots is going to be between your Human, Nova and Dwarf powers is going to be, because you're NEVER going to have enough slots for them all (trust me, I've tried!). In these two builds I'm posting, I've got 14(!) level up power picks that are One Slot Wonder™ powers, simply because I haven't got enough slots to go around to give them anything … and my Nova and Dwarf Forms each have One Slot Wonder™ sub-powers of their own (1 for Nova and 3 for Dwarf) simply due to the scarcity of slots. That's not even including all of the Inherent and P2W powers that can also accept slots but which are kept in One Slot Wonder™ status. Think about that for a moment. Of the 23 Human Form power picks you get to make (with your secondary T1 being not being a "choice" per se in this context) … 14 of those are powers that I simply can't afford to spend any additional slots on! After slotting up my Forms, there's only enough slots left over for some 10 power picks between Levels 1 and 50 to do "useful" things with. Yes, Virginia … the "slot crunch" for Tri-Form builds is VERY real! So what does that mean, in terms of build choices and build structuring? Well … specifically … in both builds I'm investing: +2 slots into Health for increased endurance recovery (Panacea, Miracle, Numina's Convalesence) +2 slots into Stamina for increased endurance recovery (Performance Shifter) +4 slots into Nova Blast (Entropic Chaos) +4 slots into Nova Emanation (frankenslot for range, damage and proc) +4 slots into Nova Detonation (Annihilation with debuff proc and Essence Transfer) +4 slots into Dwarf Smite (Crushing Impact) +5 slots into Dwarf Flare/Mire (Kheldian's Grace and Fury of the Gladiator proc) +5 slots into Dwarf Sublimation/Drain (Preventive Medicine or Touch of the Nictus with Theft of Essence proc) = +30 slots for Inherent and Form powers Considering you only get +67 additional slots for an entire build, that's a pretty steep investment into powers other than your Human Form power picks. It means that there are only +37 additional slots available for 24 power picks from Level 1-50 for an average of +1.55 slots per power chosen. Now consider that I'm spreading those remaining +37 additional slots among 10 of the 24 power picks that I get as a Tri-Form Kheldian, meaning there's less than 4 slots on average for those 10 powers (because 37/10=3.7) and you can start to see that you REALLY need to be getting the highest return on investment that you can manage per slot(!). It's why I can only afford 5 powers with +5 slots in the overall build in total, and everything else has to make do with "less" than maximal slotting. The first thing to take note of over the prior build(s) I'd posted is that I've completely drained 4 slots out of the Dwarf Strike (T1) power and turned it into a One Slot Wonder™ just like I've always done with the Nova Bolt (T1) power. A significant motivator for doing this comes from the fact, which I didn't appreciate at the time (back in May 2019) that Homecoming allows the Human Form T1 power to be used in Dwarf Form and the Human Form T2 power to be used in Nova Form. I've since discovered that you can use BOTH the T1 AND T2 Human Form powers in Nova AND Dwarf if you're willing to use the power you "shouldn't" while in Human Form before switching to Nova or Dwarf Forms (and if you switch back to Human Form you'll need to "use again" to keep access to the power you shouldn't be able to use when switching forms, but one (re)use is enough for this). The advantage here is that you can build a repeating attack chain out of T2H+T2-4N as well as T1H+T2-4D (using Dwarf Taunt as necessary) and not "miss out on" the use of the T1 Nova or T1 Dwarf attacks. By using the T1 and T2 Human Form powers as "dual use" powers like this you help mitigate the slot crunch that all Tri-Form Kheldians have to deal with. However, as it happens ... it turns out that dropping the slotting for the T1 Dwarf Form power freed up 4 slots which then let me expand my slotting in Health and Stamina for increased endurance recovery (which is ALWAYS useful!) and add +1 more slot to my Human Form budget so as to account for needed(!) investments into Human powers that would otherwise have to be neglected. So in the context of the overall build plan, the Dwarf Strike power was the lowest hanging fruit to "harvest" the needed slots from in order to make the needed (higher return on) investments elsewhere. Note that this change basically REQUIRES the availability of the Human Form T1 and T2 working in Dwarf and Nova Forms respectively in order to work out advantageously for the build overall. One last thing to pay attention to is the Kheldian ATOs … Kheldian's Grace and Essence Transfer … because they "work" the same way for both Peacebringers and Warshades. In a build that is reaching for every global recharge set bonus you can lay your hands on, you're going to be wanting to 3-slot Essence Transfer twice and 5-slot Kheldian's Grace once in order to pull +21.25% global recharge out of a total of 11 slots spread between 3 powers, which is a seriously good return on investment. But the key point here is that doing a 3-slot Essence Transfer then lets you do a 2-slot of some other set for a total of 5 slots in a pair of powers, which then opens up interesting proc opportunities while simultaneously allowing you to put "adequate" quantities of enhancement value into attack powers in order to make them serviceable (given the slot crunch of competing priorities). In my case this meant putting Winter's Bite and Essence Transfer into the Human Form T1 Bolt power as an anti-runner measure and to help neutralize Bosses/Elites/Archvillains/Giant Monsters on the cheap where a movement speed and recharge debuffing would help keep them "boxed in" where I'd want them to be. Nova Detonation received the "other half" of that formulation with Annihilation (for the resistance debuffing proc) and Essence Transfer slotting. Dwarf Flare/Mire then receives the 5-slot Kheldian's Grace set so as to leave 1 slot left over for putting a Fury of the Gladiator proc into. This means that both the Nova target AoE and the Dwarf PBAoE attacks each has a resistance debuff proc slotted into them to increase beatdown rates while soloing (and while grouping) against groups of $Targets rather than against singular $Targets. So with all of that background setup out of the way … let's get down to specifics, shall we?
  19. Maximum 1 proc per activation of power. However an AoE attack checks proc chances against each $Target hit, so if you're attacking more than 1 $Target with the AoE you get multiple chances to proc ... but you'll still only get 1 Force Feedback proc per power activation. This is why people advise you to put Force Feedback procs into AoE attacks, because in aggregate you're more likely to successfully proc per attack than you would if putting the proc into a single target attack, despite the modifiers to proc chance for being an AoE. In most cases, so long as you're hitting 2+ (sometimes 3+) $Targets your chance for a successful proc is higher from an AoE than from a single target attack. So you don't get multiple PROCS per AoE attacks, but you do get multiple proc CHANCES per attack ... and if any of them are successful then that's your 1 successful proc for that AoE attack. In other words, you only "need" one proc to "work" out of an AoE for it to "count" for the proc being successful on that attack.
  20. You'll want to ask our proc testers like @Bopper or @Sir Myshkin or even @SmalltalkJava for the answer to that question.
  21. Because sometimes standing right next to your $Target puts you inside the blue/red/pink ZONE OF DEATH™ that you don't want to be standing in ...?
  22. We make every pretense of competency around here ... It is simply THE best power for dealing with anti-Kheldian Foes (Quantum Gunners, Voids and Cysts) without necessarily needing to take on entire spawn groups all at once (while soloing). Got a Q Gunner in that group? Starless Step them away from their friends, preferably around a corner or other line of sight blockage from their original location, and take them down 1 on 1. It turns them into a cakewalk for you, rather than a trial by fire. The same applies to Malta Sappers, although they don't appear until the late game, where sometimes it's best to just Starless Step them out into a prepared "patch" of some sort (Trip Mines being an excellent example here) so as to "dispose of them safely" before engaging the rest of a spawn group. Nemesis Lieutenants are obnoxious when they Vengeance buff everyone around them. Pull them out of a spawn group and defeat them individually, so their Vengeance buff gets "wasted" and you can then defeat the rest of their spawn group MUCH more easily. This kind of thing works even better on Snipers WHO CANNOT MOVE (their feet are nailed to the ground) and you can park them on ground that is advantageous to you and bad for them. Granted, Starless Step isn't a power you're going to be using ALL the time ... but whenever you come up against a grouping that looks like it would be difficult to tackle either in place or "in parallel" due to positioning/aggro radius you'll be able to use Starless Step to "pick them apart" and defeat them in a location that is much more favorable to You (and anyone grouping with you) so as to take them down sequentially rather than in parallel. And that's not even including doing things like using Starless Step to "drop" $Targets off buildings (outside) to soften them up for falling damage and so on. I've even been known to select a particularly hard $Target, move some 150-200ft to a ledge above them(!), Starless Step them UP in the air (where they'd fall a LONG way), shift to Nova Form after using Starless Step and blast them on the way down to the ground while they're falling and then just mop up whatever is left of them after the splat, since falling damage CANNOT BE RESISTED ... and since I did damage to them I'll get the credit for defeating them, even if "environmental damage" was the majority of what took them out. Remember, environmental falling damage can't defeat them outright in one hit, but if your $Target is at less than Max HP when they hit the ground then environmental falling damage CAN do the job of Finish Them! for you. In other words ... Starless Step allows you to get VERY CLEVER in your engagement strategies, and gives you options that wouldn't otherwise be present when deciding how you want to deal with a particular $Target that would otherwise give you a lot of trouble. I figure that's worth a One Slot Wonder power pick ... and since Quantum Gunners and Voids are a threat in the early going, I make it a point to get Starless Step to (literally) TAKE THEM OUT as "unfairly" as possible while soloing in the early going. Your mileage may vary, of course. Well, from Levels 1-5 you're limited to the Bolt and Eye attacks. As soon as you hit Levels 6-19 you're going to be doing a LOT more Nova blasting, and the combination of T2 Human plus T2 Nova will usually 2 shot most Minions, which is HUGE in the early going! Once you reach Levels 20-42 and have Dwarf Form you'll have mez protection on demand by shifting to Dwarf form, but you don't finish out slotting Nova form until the early/mid-20s. Once you've finished slotting out Nova Form you'll want to start slotting Dwarf Form, but with the Level 32+ Human Form powers taking priority it's likely you won't be finished slotting up Dwarf Form until the early 40s (Level 42 in the case of my new rebuild that I'm working on getting posted). Finally at Levels 43-50 you can finish slotting out your Human Form powers and the whole thing comes full circle ... such that you started with Human Form and finally end your advancement investing in Human Form powers. As for playstyle, it really depends on the demands of the context for the situation. The key to playing a Tri-Former is to keep your mindset flexible enough to use the Right Tool For The Job™ that you're currently trying to accomplish. So long as you remember that you are NOT a One Trick Pony™ you'll manage better.
  23. I don't have access to a 3D printer, so I was thinking more in terms of Costume File to Printed Figure, with shipping being extra (of course).
  24. I've always been of the opinion that once you reach Level 22 and take Stygian Circle, EVERY Warshade becomes a Necromancer ... or at least it FEELS LIKE you're playing a Necromancer ... simply because of the Drain The Defeated path you start walking from that point onwards (especially once you get Fluffies at Level 32!).
  25. So ... when do we get to talk about pricing? Do you accept INF as payment for your services?
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