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Reader Comments (5)

Posted: Jul 13th 2011 7:03PM Daemodand said

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Ah, Khelds! The great failed experiment. They have their fans, but even after a few rounds of buffs, they leave much to be desired. The slot crunch and clunky transformations need some serious looking at, as they sap most of the fun out of the Archetype.

Posted: Jul 14th 2011 9:15AM fallwind said

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@Daemodand I think the biggest issue with Khelds is that people try and play them like WoW druids, where you pick one form and stay there for the whole pull.

My warshade would run in while in human form, pop a few powers, swap to dwarf form, pop a few powers, swap back to human to fire a nuke, then change to nova to finish off the pull... back to human and do it again.

sure, you can just stay in nova/dwarf/human and never change, but you will suck.
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Posted: Jul 13th 2011 11:13PM J Brad Hicks said

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There actually is a good overview that needs to be written, for all four epic archetypes, because what they did instead of offering you multiple powersets is they offered you about twice as many powers as you can possibly take and about three times as many attacks as you could possibly effectively equip. Which means that a human-only peacebringer plays nothing like a human/dwarf form peacebringer plays little or nothing like the most common leveling build, the nova/dwarf form peacebringer -- and warshade builds are even weirder than that. Similarly, a soldier or widow isn't going to have much variety in their secondary (you pretty much need to take almost every power), the huge variety of attacks means that you can build for mixed damage type, for optimal single-target damage of either damage type, or for AoE-heavy big-team builds and they'll play differently in each case.

I know that issues 19 and 20 made me really, really love my tri-form peacebringer; it's a raiding *machine.*

Posted: Jul 14th 2011 1:37AM (Unverified) said

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Just curious really not trolling but have you guys noticed a dip in population since Champs went F2P???

Posted: Jul 14th 2011 12:47PM Valdamar said

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Tri-form Warshades used to be awesome against big spawns (I levelled mine mostly in hazard zones for that very reason) - especially at L38+ when you could pop Eclipse (+resist based on how many enemies nearby, easy to cap at 85% resist cap so you only took 15% damage, and with invention enhancements by Warshade had about 25% resist to all positions to) and be very hard to kill, then pop both Mires (human-form and dwarf-form +dmg buffs, with the modifier based on how many enemies were close to you) and cap your damage modifier as well, then open up with your area attacks in Nova form and basically decimate the spawn around you (I used to teleport into the air then switch to nova, so I could rain my cone and area attacks down on the enemies which were now gathered beneath me - looked awesome and was very effective too), then after the spawn was dead you could convert the boss's corpse into a pet (I had enough +recharge to have three pets out at a time) and then suck health/endurance from the other corpses to top yourself up to 100% on both, then hit the next spawn and do the same again.

It seemed monstrously overpowered, until I realised later that certain Blasters (like my Archery/Energy - Aim+BU+RainOfArrows ftw!) and some VEATs (especially Fortunatas and Crabs) could demolish 8-player spawns just as quickly and with a lot less effort and prep-time.

I haven't played my Warshade in years though, so it may not be true anymore - they nerfed/buffed the Dwarf mire (improving it as an area-attack/taunt for dwarf form, while simultaneously making it worse as a damage buff for tri-forms) but I didn't play my warshade that extensively after that. Speaking of Dwarf-form, my Warshade also tanked Romulus and the Nictus at the end of the ITF a few times too back when that content was introduced (heck, with Eclipse up I tanked them in Nova for a while, as Nova's damage was a better taunt than the Dwarf attacks, back before Dwarf form got buffed when the mire was changed), though holding aggro on multiple targets was a lot harder for Dwarves than it was for Tankers due to lacking a multi-target Gauntlet effect and also lacking a taunt aura toggle.

I could never get on with Peacebringers though (played one into the L20s) as they just didn't seem to have the damage, survivability or control that my Warshade had, so it was kinda hard to see what use they were. Although Dwarf-focused Peacebringers did make for a passable tank for small groups (they could build area threat more easily than Warshade Dwarves, due to having an area attack with a much shorter cooldown - which I think is the reason the Warshade's Dwarf mire was later changed to have a short cooldown), so I guess that's one possible role - and I was told by a friend they were fairly decent for soloing the usual 2-3 mob spawns, but then few archetypes ever really struggled at that - and really what's the point in soloing 2-3 mobs when as a Warshade I could take on 10+ mobs and wipe them all pretty quickly. Peacebringers just lacked damage in my experience, but hopefully that changed at higher level (or with changes since).

Honestly as much as I liked my Warshade, I much preferred my Arachnos Widow and Arachnos Soldier, even though their flexibility was in separate builds - my Tri-Form Warshade may have had flexibility in a single build, but that was in 3 separate forms (Human for control, Dwarf for tanking/melee, and Nova for ranged damage) and switching between the forms did get tiring after a while (form-dancing as we called it), mainly cos each form switch into Nova/Dwarf was a 2 second animation during which you're basically not doing anything, and that could delay your on-the-spot flexibility to react to changes in combat (such as needing to take over from the tanker if he died). Also each form only had a small selection of powers in itself, although for the build as a whole you had so many powers that it was hard to find slots to make the best of them all (Kheldian builds really do need some kind of focus, which can cut your flexibility a bit - my Warshade's sacrifice was that his human-form was basically worthless for anything except throwing out a couple of control powers plus Eclipse/Mire - most of my slots went towards Dwarf and Nova form) - at least with my Bane/Crab Spider builds and my Fortunata/NightWidow builds I had all the flexibility in a single form (both melee & ranged for most of my VEAT builds, and usually some control/buffs/debuffs/pets too), with my costume on view all the time (Dwarf/Nova forms did begin to look a bit drab once the novelty value of being a space-squid/space-lobster wore off), and ultimately a lot more survivability due to having status protection, and also defence being a lot more useful than resistance in a lot of situations (such as soloing the RWZ challenge, Rikti Pylons, or archvillains :p ).

The lack of status protection on Kheldians (except for Dwarf form having some) was ultimately why a lot of people gave up on those epic archetypes - I did a Rikti Mothership Raid with my Warshade once and it wasn't pretty - the amount of stuns getting thrown around - though at least when the archetype was revamped you could switch to Dwarf form while suffering from control effects in Human/Nova form, so you could at least put out some melee damage or do some off-tanking while waiting for the control effects to wear off.

Kheldians are interesting archetypes, but they're definitely not for everyone.

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