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chi1701

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  1. Tbh, few changes I would like, wouldnt change its how tanky or how much damage it does, but some quality of life changes, issue is how to balance around what I percieve as quality of life changes. Changes such as having more access to abilities in forms. Dwarf would have 2 heals which would be balance issue for example. Then have community it self, players feel that Dwarf is a "Tank" in same right as a proper Tank and Brute since it has taunt. Personaly feel, that when in the forms, I dont provide any benefit to the team other than taunting off team members or simply doing damage. As a tri form players, I have abilities simply for the IO set bonuses which for me, is a shame.
  2. Like i said, its been awhile, not sure what would the max damage be called? cant remember if it is 400 or 500% based on self and team buffs. Apollogies for use of wrong terminology. Would be nice if dwarf/nova form supported the team more. Cosmic balance unless it has changed, only gets buffed if have other keldians in your team. Would still be nice to have more self buffs in the forms. Dont think the amount of damage the forms do is bad. For me, more ulitlity and qol changes for more fluid gameplay.
  3. Talking past tense as in made suggestions and got shot down, as in cant make any suggestion that will effect holy trinity of damage, healer and tank. Would love to have access to more abilities within the forms, remove the healing ability from dwarf and use the base one would be example of balance and not having 2. It can be hard to activate abilities like hasten mid tanking something. Damage buff is the same for nova form, needs activating when human. Do you reduce to healing cooldown but expose your self to more incoming damage, or have longer cooldown reducing hps. Always liked the option of within a team, being able to "off tank" as in support team if mobs are somehow peeled off the tank. My build has 60-70% resistance in dwarf, perma hasten average of 15% defence to all damage.
  4. Took break due to community, constantly demeaning any attempt to make suggestions that could or couldnt make heats easier to play, or give a role to. As a BI form (squid and dwarf) both dont bring anything to the table. Squid attacks are average and Dwarf below average. Constant need to shift to activate self buffs. Heats have a low damage modifier. Dwarfs have no defence, limited status resistance/defence. (no energy drain resistance etc), and forms do not bring any support or team buffs. Could go on, but feel like im still beating the dead horse.
  5. Tanks will have access to debuff resistance based on their primary power chosen whilst dwarf has no debuff resistances at all.
  6. If mind control does not need pets, why is it then that these so called "pets" do not give experience points for foes they defeat?
  7. have you ran into any performance issues?
  8. Nice, only getting around 16% defence to melee, ranged and aoe just with set bonuses, perma hasten and lf without incarnates or procs. Built for purpose or playing at nearly any level and still get as many set benefits as possible. But defo nice and interesting build.
  9. I do have a question about your s/l defence stating that you can reach 45% constantly, barrier is 10 seconds 120 second cool down and unleased potential is 60 second duration and 171 second cooldown, if my math is correct, leaves a gives you 70 seconds of capped defence and a large gap?
  10. I keep playing my keldian peace bringer, having forms for ranged damaged and higher survivability melee and at low level gives it a consistent play style for a larger level range.
  11. im lucky that I use an mmo mouse and have created macros so that my right thumb can choose between each form and each form lower trays change accordingly, once mastered as you said, pb is much easier to play
  12. Like that having forms, both squid and dwarf gives you more attacks/powers at much lower levels which is very handy when doing low level teaming/task forces
  13. O Not an easy build to suggest possible avenues, but I have found another option, change overwheling force, chance for knockdown/knockback to knockdown to force feedback: chance for recharge since your mainly will be flying nova, should have higher chance of proccing
  14. Then my only solution would be to remove the range extender from bright nova scatter and add an additional -recharge onto hasten making it 3 slotted which would make hasten 119.2s recharge and +5 them as well
  15. interesting build but I went for more even approach to defence and only managed to get 16%/17% defence on ranged, melee and aoe with recharge bonus of +191.25% (291.25%)
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