Jump to content

The (Almost) Complete guide to Kheldians


Recommended Posts

Hello Laucianna, and thank you for your dedication to the promotion of all things Kheld related.

 

I would like to share my proposal for a Warshade build, especially geared for survivability (and some ability to hit) in a fire farm environment.

The build is appended as a Mids build, as well as in .pdf and text only form.

 

The build is dual form - Dwarf was included for the purposes of utilising Taunt and Mire, after which it is advisable to shift back to humanoid form with all toggles already set.

It works well following a lead Tanker or Brute, contributing to the lead's defenses and offering additional firepower.

 

       Tactics include:

Dwarf-Stepping into a mob and firing off Dwarf-Mire and optionally Taunt and/or Drain, then quickly shifting to humanoid form to utilise its own defenses, heals and offenses.

 

Tapping Dark Extraction just once selects a fallen opponent - either tap it again to extract the essence for increased firepower or if in a large mob where the extracted essence is vulnerable it may be preferable to fire off Unchain Essence in the manner of an additional Nova type attack.

 

AoE attacks and effects included are: Orbiting Death, Sunless Mire, Unchain Essence and Quasar, the latter being the build's main Nova power. A KB to KD proc was considered but deferred since inclusion would result in a reduction to Fire/Cold defense, but could easily be slotted at the player's discretion.

 

Equally Aegis was originally five-slotted in Tough for additional Fire/Cold defense and Ebon Eye and Black Dwarf Strike were only two-slotted, but the slots were reallocated to the latter to take advantage of the damage buff afforded by Overwhelming Force. Again, either allocation is viable, depending upon one's preference for either Fire/Cold defense or two universal damage buffs.

 

It should perhaps go without saying that the Warshade can't compete with a well built Tanker or Brute for the purposes of farming, but playtesting this build in quite extreme conditions (+4 x8 with large mobs) has proved effective, challenging and enjoyable. It isn't durable enough to afk farm - end and health need monitoring and maintaining through the various drains included in the build), nor packs the powerful 'punch' of a well built farming Brute, for example, but holds its own in the farm environment and offers alternative strategy and gameplay.

 

I hope the build is of some interest to some Kheldian aficionados!

 

 

WS Fire Farmer - Warshade (Umbral Blast - Umbral Aura).mbd WS Fire Farmer - Warshade (Umbral Blast - Umbral Aura).pdf WS Fire Farmer Build.rtf

  • Like 1
Link to comment
Share on other sites

11 hours ago, TNMMike said:

Hello Laucianna, and thank you for your dedication to the promotion of all things Kheld related.

 

I would like to share my proposal for a Warshade build, especially geared for survivability (and some ability to hit) in a fire farm environment.

The build is appended as a Mids build, as well as in .pdf and text only form.

 

The build is dual form - Dwarf was included for the purposes of utilising Taunt and Mire, after which it is advisable to shift back to humanoid form with all toggles already set.

It works well following a lead Tanker or Brute, contributing to the lead's defenses and offering additional firepower.

 

       Tactics include:

Dwarf-Stepping into a mob and firing off Dwarf-Mire and optionally Taunt and/or Drain, then quickly shifting to humanoid form to utilise its own defenses, heals and offenses.

 

Tapping Dark Extraction just once selects a fallen opponent - either tap it again to extract the essence for increased firepower or if in a large mob where the extracted essence is vulnerable it may be preferable to fire off Unchain Essence in the manner of an additional Nova type attack.

 

AoE attacks and effects included are: Orbiting Death, Sunless Mire, Unchain Essence and Quasar, the latter being the build's main Nova power. A KB to KD proc was considered but deferred since inclusion would result in a reduction to Fire/Cold defense, but could easily be slotted at the player's discretion.

 

Equally Aegis was originally five-slotted in Tough for additional Fire/Cold defense and Ebon Eye and Black Dwarf Strike were only two-slotted, but the slots were reallocated to the latter to take advantage of the damage buff afforded by Overwhelming Force. Again, either allocation is viable, depending upon one's preference for either Fire/Cold defense or two universal damage buffs.

 

It should perhaps go without saying that the Warshade can't compete with a well built Tanker or Brute for the purposes of farming, but playtesting this build in quite extreme conditions (+4 x8 with large mobs) has proved effective, challenging and enjoyable. It isn't durable enough to afk farm - end and health need monitoring and maintaining through the various drains included in the build), nor packs the powerful 'punch' of a well built farming Brute, for example, but holds its own in the farm environment and offers alternative strategy and gameplay.

 

I hope the build is of some interest to some Kheldian aficionados!

 

 

WS Fire Farmer - Warshade (Umbral Blast - Umbral Aura).mbd 48.88 kB · 0 downloads WS Fire Farmer - Warshade (Umbral Blast - Umbral Aura).pdf 106.64 kB · 1 download WS Fire Farmer Build.rtf 7.91 kB · 1 download


A lot of good information here for any Warshades!!! Might be cool to have some videos of a PeaceBringer and WarShade farming to show that it is easily possible for us to do XD

 

 - Lauci x

Link to comment
Share on other sites

  • 4 weeks later
  • 3 weeks later

I have a few notes about a Peacebringer’s Knockback to share with folks.  Yes, PB’s have a lot of powers with Knockback, but there’s large variety of KB magnitude among them.  The below info is intended to help players know which powers they need to be careful of, and which ones they can safely let fly.

 

The following list is the powers with KB, in order of most powerful KB to least.

 

- Dawn Strike, 100% chance of 18.7 KB.  If you’re going to mitigate the KB of only one power, this is the one.  At 18.7, this power will absolutely scatter mobs and really frustrate your teammates.

- Solar Flare, 80% chance of 4.1 KB.  While not as bad as Dawn Strike, this will still scatter everything around you.  Highly recommend some mitigation.

- Luminous Detonation, 50% chance of 3.8 KB.  Now we’re getting to a power where you might choose to not mitigate the KB since it will only affect half the targets.  The magnitude is still fairly high though.

- Bright Nova Detonation, 50% chance of 3.7 KB.  Same as Luminous Detonation.

- Radiant Strike, 60% chance of 2.0 KB.  At this point, you may not feel the need to reduce the KB since this affects only a single target and it won’t fly that far.  Just be prepared to finish them off with a ranged attack if they survive.

- Photon Seekers, 50% chance of 2.0 KB.  Another judgment call on this one.  The KB from a single seeker isn't bad, but all three going off simultaneously can be unpredictable.  Especially if one lifts the target a bit and the second or third one goes off a moment later.

- White Dwarf Smite, 100% chance of 0.7 KB.  No mitigation needed.

- White Dward Flare, 80% chance of 0.7 KB.  No mitigation needed, unless you’re fighting a lot of low-level targets.

- Incandescent Strike, 80% chance of 0.7 KB.  No mitigation needed, especially since you’re probably using this against a Lt/Boss/EB/AV who’s not going to be easily tossed around.

- White Dward Strike, 30% chance of 0.7 KB. No mitigation needed.

- Bright Nova Blast, 10% chance of 1.9 KB.  No mitigation needed.  This happens so rarely that you’ll forget it can happen but may be annoyed when it does.

- Gleaming Blast, 10% chance of 1.9 KB.  No mitigation needed.  Same as Bright Nova Blast.

 

One more thing to keep in mind when you’re thinking about what powers to mitigate is the level of opponents you’ll face.  If you’re routinely fighting evil doers who are above your level, then KB will be less pronounced.  In which case you can get away with not mitigating the KB of some powers.

Edited by Mack008
  • Like 2
Link to comment
Share on other sites

22 hours ago, Mack008 said:

I have a few notes about a Peacebringer’s Knockback to share with folks.  Yes, PB’s have a lot of powers with Knockback, but there’s large variety of KB magnitude among them.  The below info is intended to help players know which powers they need to be careful of, and which ones they can safely let fly.

 

The following list is the powers with KB, in order of most powerful KB to least.

 

- Dawn Strike, 100% chance of 18.7 KB.  If you’re going to mitigate the KB of only one power, this is the one.  At 18.7, this power will absolutely scatter mobs and really frustrate your teammates.

- Solar Flare, 80% chance of 4.1 KB.  While not as bad as Dawn Strike, this will still scatter everything around you.  Highly recommend some mitigation.

- Luminous Detonation, 50% chance of 3.8 KB.  Now we’re getting to a power where you might choose to not mitigate the KB since it will only affect half the targets.  The magnitude is still fairly high though.

- Bright Nova Detonation, 50% chance of 3.7 KB.  Same as Luminous Detonation.

- Radiant Strike, 60% chance of 2.0 KB.  At this point, you may not feel the need to reduce the KB since this affects only a single target and it won’t fly that far.  Just be prepared to finish them off with a ranged attack if they survive.

- Photon Seekers, 50% chance of 2.0 KB.  Another judgment call on this one.  The KB from a single seeker isn't bad, but all three going off simultaneously can be unpredictable.  Especially if one lifts the target a bit and the second or third one goes off a moment later.

- White Dwarf Smite, 100% chance of 0.7 KB.  No mitigation needed.

- White Dward Flare, 80% chance of 0.7 KB.  No mitigation needed, unless you’re fighting a lot of low-level targets.

- Incandescent Strike, 80% chance of 0.7 KB.  No mitigation needed, especially since you’re probably using this against a Lt/Boss/EB/AV who’s not going to be easily tossed around.

- White Dward Strike, 30% chance of 0.7 KB. No mitigation needed.

- Bright Nova Blast, 10% chance of 1.9 KB.  No mitigation needed.  This happens so rarely that you’ll forget it can happen but may be annoyed when it does.

- Gleaming Blast, 10% chance of 1.9 KB.  No mitigation needed.  Same as Bright Nova Blast.

 

One more thing to keep in mind when you’re thinking about what powers to mitigate is the level of opponents you’ll face.  If you’re routinely fighting evil doers who are above your level, then KB will be less pronounced.  In which case you can get away with not mitigating the KB of some powers.


That is so neatly laid out and pretty!!!!!!! Are you okay if I include that list in the guide and credit you hun?

 - Lauci x

Link to comment
Share on other sites

@Laucianna can you rename the Toggle Suppression section to Toggle Suspension? Suppression is tech that causes effects from a Toggle to stop working when certain conditions are met. For example, stealth effects suppressing when you attack, or damage auras suppressing when you are mezzed. Those toggles are still on and using endurance, they just stop doing anything for a short duration.

 

Toggle Suspension is new tech that was introduced to Khelds and Granite Armor that suspends the use of toggles when you form switch. This pauses the toggle, so no endurance is used, and it will reactivate when you reenter the proper form.

Edited by Bopper
  • Like 2

PPM Information Guide               Survivability Tool                  Interface DoT Procs Guide

Time Manipulation Guide             Bopper Builds                      +HP/+Regen Proc Cheat Sheet

Super Pack Drop Percentages       Recharge Guide                   Base Empowerment: Temp Powers


Bopper's Tools & Formulas                         Mids' Reborn                       

Link to comment
Share on other sites

4 hours ago, Bopper said:

@Laucianna can you rename the Toggle Suppression section to Toggle Suspension? Suppression is tech that causes effects from a Toggle to stop working when certain conditions are met. For example, stealth effects suppressing when you attack, or damage auras suppressing when you are mezzed. Those toggles are still on and using emduramce, they just stop doing anything for a short duration.

 

Toggle Suspension is new tech that was introduced to Khelds and Granite Armor that suspends the use of toggles when you form switch. This pauses the toggle, so no endurance is used, and it will reactivate when you reenter the proper form.


There you go! That is updated for you as yeah that term makes more sense ❤️
 
 - Lauci x

  • Like 1
Link to comment
Share on other sites

  • 2 weeks later

I never made a Kheldian on Live as I couldn't really understand what they were trying to do.

 

After reading this, the GD Peacebringer and the MFing Warshade I went with decided to roll a PB as I prefer consistency over performance due to factors I cannot control.

 

I did a couple DfBs. During the first one I unlocked Bright Nova and pretty much stayed in that form the entire time. I thought it was cool but I have Blasters that do the same. 

 

During the second DfB I unlocked the first melee attack. It bothered me that the attack was ready but not available in Nova form. I changed form, ran in and punched a dude before turning back into a Nova to blast. It was then that a switch flipped and I understood what I was supposed to do. 

 

After that I would switch forms, use what powers were available and switch back. I was both forms at once. Now I'm 2 levels from Dwarf form and I'm excited to add another facet to my gameplay.

 

Thanks for the guides. I'm having a lot of fun so far. I'm going to be rolling a Warshade soon.

  • Like 2
Link to comment
Share on other sites

  • Game Master
3 hours ago, Procellus said:

I never made a Kheldian on Live as I couldn't really understand what they were trying to do.

 

After reading this, the GD Peacebringer and the MFing Warshade I went with decided to roll a PB as I prefer consistency over performance due to factors I cannot control.

 

I did a couple DfBs. During the first one I unlocked Bright Nova and pretty much stayed in that form the entire time. I thought it was cool but I have Blasters that do the same. 

 

During the second DfB I unlocked the first melee attack. It bothered me that the attack was ready but not available in Nova form. I changed form, ran in and punched a dude before turning back into a Nova to blast. It was then that a switch flipped and I understood what I was supposed to do. 

 

After that I would switch forms, use what powers were available and switch back. I was both forms at once. Now I'm 2 levels from Dwarf form and I'm excited to add another facet to my gameplay.

 

Thanks for the guides. I'm having a lot of fun so far. I'm going to be rolling a Warshade soon.

For me I found the changes in playstyle as I levelled was interesting. I now have incarnate PB and WS and while I enjoy PB, I prefer WS just because it fits my playstyle better. I must admit I don't really use the human forms much any more. I use the nuke on my PB, and light form, but outside of those I get a lot of work out of the two forms. The WS gets more of a workout with eclipse, 2 mires, a nuke and the ability to drag all the enemies into my grasp, plus a pet I can summon from their cold dead corpse. Unfortunately the way slotting works you have to specialise and things have to get ignored. For me (and other people have different opinions and play styles) I found that concentrating on the nova and dwarf, plus the powers that provide immediate advantage was the only way to make a viable character. And trust me, I'm very viable. Even if I do sometimes have to rely on my self rez as part of my attack chain 😛 TP in, go human to ecl.... crap I died... No biggie.... Where was I? Oh yes, eclipse, mire., dwarf, mire , human, nuke, dwarf, slap the enemies till they fall over, strip their life force out of their body for a rather sweet pet. Repeat as necessary 🙂 

  • Like 1
Link to comment
Share on other sites

I'm confused by this

 


/bind E "powexec_toggleoff White Dwarf$$powexec_name White Dwarf Smite$$powexec_toggleon White Dwarf"

 

Shouldn't that be toggling ON white dwarf, using he skill then toggling it off?  Also do all those happen with 1 click or do you need to click multiple times?  

  • Like 1
Link to comment
Share on other sites

4 hours ago, brians9824 said:

I'm confused by this

 


/bind E "powexec_toggleoff White Dwarf$$powexec_name White Dwarf Smite$$powexec_toggleon White Dwarf"

 

Shouldn't that be toggling ON white dwarf, using he skill then toggling it off?  Also do all those happen with 1 click or do you need to click multiple times?  


You need to press it twice in rapid succession to get it to work, ir basically toggles the power on - fires power - toggles off leaving you free to do another attack instantly rather then waiting for the entire attack animation to play out.

 

 - Lauci x

Link to comment
Share on other sites

15 hours ago, Laucianna said:


You need to press it twice in rapid succession to get it to work, ir basically toggles the power on - fires power - toggles off leaving you free to do another attack instantly rather then waiting for the entire attack animation to play out.

 

 - Lauci x

 

That's what i thought but it says toggle power OFF, then fire attack then toggles white dwarf on, so just seemed backwards.  

Link to comment
Share on other sites

  • 2 months later

Just checking out the additions to the guide and wow you've added a bunch.

 

Statement & Question though:

"Power Pools:

  • Force of Will - Not seen anyone use this as there are better pools. ...."

 

FoW can be very powerful, as my main build is currently using it. I'm more easily able to solo +4x8 arachnos and carnies with it.

I'm curious to know what you'd recommend that i use instead since there are better pools that I may achieve the same solo content?

 

Also glad to see you added "White Dward Flare, 80% chance of 0.7 KB.  No mitigation needed, unless you’re fighting a lot of low-level targets."

I don't know why but when I said that in discord the information wasn't received.

 

 

 

  image.png.04ed478057818a73ab719505f04b29ea.png                    image.png.42c80ce1c325baca8986b52f21ef6e81.png

Link to comment
Share on other sites

2 hours ago, Harakh said:

Just checking out the additions to the guide and wow you've added a bunch.

 

Statement & Question though:

"Power Pools:

  • Force of Will - Not seen anyone use this as there are better pools. ...."

 

FoW can be very powerful, as my main build is currently using it. I'm more easily able to solo +4x8 arachnos and carnies with it.

I'm curious to know what you'd recommend that i use instead since there are better pools that I may achieve the same solo content?

 

Also glad to see you added "White Dward Flare, 80% chance of 0.7 KB.  No mitigation needed, unless you’re fighting a lot of low-level targets."

I don't know why but when I said that in discord the information wasn't received.

 

 


What in Force of Will are you using hun? And what are the other power pools you already have?

 

 - Lauci x

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...