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Erydanus

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Everything posted by Erydanus

  1. I happen to have a penchant for using the Shoji items for lighting my bases and I recently took some screenshots so I have the perfect thing for showing how shoji wall lights work, along with Large Shoji lanterns. https://photos.app.goo.gl/2r9ed7grgGEvXf3M9 If you look on the left side of the picture the 1 square wide wall is actually a doorway room and as you know those tend to be quite dark. The regular shoji wall lamp is casting a marked diamond shaped pattern of illumination on the wall, consistently the upper right has a shadowy bar that shows where the light cast ends. You'll see the dark bar a few more times across the side and back wall of the room as well. Directly below the supergroup banner tip you can see another one shoji lamp. What's there is actually 2 planter boxes side by side with a small wall in front. The shoji wall lamp is up against the wall centered right over the seam of the two boxes, having it there washes both planter boxes in illumination just like the typical outdoor garden light. Without it, that area inside the planter would be pitch dark; since it's where it is, you don't see the typical light cast dark bar that you see again in the back of the room and it suffuses the area. The ambience stacks too so if you put one in the middle and one on each end it's bright enough it just seems like ambient room light. Likewise in the hallway/doorway square, one lamp in the middle there creates light cast, if I had one on each side the whole area would just be lit up without any definition. You can kind of see that in the right hand wall of the room behind the inspiration storage. There's no light cast bar from the shoji wall lamp because there's a large shoji lantern on the right side of the stairs just outside the frame of the screenshot.
  2. If you goof something up, hit CONTROL + Z and it will undo the last thing. I've recently had a lot of problems where an item I selected didn't stay selected when I move it, I just drag the floor to ceiling and create a pillar by accident. Control+Z over and over. In fact, I think you can back up 4 or 5 steps if they are in the current editing session.
  3. After taking a few months off for the summer I'm back and have been working on my base. My goal was to just get a really nice aesthetic going and accent with a few decorated rooms after getting the core layout clean and accessible. The design was originally based on one I had on Virtue which blended the Asian style elements, with wood and plant accents and a lot of shoji lanterns and wall lights plus arcane touches here and there. In this iteration I used warm brickwork for the majority of the walls instead but wanted to accent it with the clean lines of stonework and a few rooms which have a slightly Roman feel (most notably the swimming pool room). I moved away from using clipped potted plants and instead started using the metal texture tintable planter boxes. However at first there was too much of a clash between the metal texture of the boxes and wood & cloth textures, but I used more stonework and mitigated that. I'm having a bit of trouble figuring how to embed these so for now I'm just going to link to Google Photos, sorry for the inconvenience. Here's the entrance room; the Tardis is the in-base teleport network access: https://photos.app.goo.gl/Cg3eg7WCaefAQicD8 This is the hero zone teleporter room which shows off the curved option for the stonework planters: https://photos.app.goo.gl/d6u1afTARmoffZrU8 One of the RP areas is a library. As the chandeliers are not a working light source, and the base is set to be relatively dim and then hand lit by lamps, I embedded large spotlights into the ceiling to cast light onto the chandeliers themselves and make them look lit. Unfortunately the ambient lighting isn't captured too well in the photos, it looks fantastic in person. https://photos.app.goo.gl/SzxVWZf64wCGf9nB7 This is the main conference room which has access to the natatorium and my storage room where I keep extras of decorative items that I've color tinted in advance. I think it shows off the synergy between the modular planter walls, the nested planter boxes, and the Shoji elements. https://photos.app.goo.gl/uwpQ7WNmMw5fRUD56 There are a few more screenshots in the base photo album, including the medical area, workshop, and pool room (inspired by a Roman bath, but needing more detail work right now). https://photos.app.goo.gl/ztjsDdWWaTZMA4Lq5
  4. We got one, but it wasn't licensed just derivative, and it was terrible. "Bright" on Netflix.
  5. Why aren't you just forming a themed super group where everyone's character has to be tied to a Shadowrun concept? You can even make the fantasy "races" in the character creator. There are elf ears! Rigger - bots mastermind, maybe someone with traps Street Samurai - various scrapper, blaster, stalker, and sentinel combinations that use claws, katanas, axes and guns of varying sizes. Heck Mercy in the Dragonfall videogame is pretty much a dual pistols/traps defender who took the medicine pool. Street samurai with a penchant for stealth? Stalker. Giant troll with an axe? Tanker. Shaman & Mage - various controllers, dominators, defenders, blasters, especially powersets with pets. Coyote shaman? Beast mastermind. Fireball chucking mage? Fire blaster. Decker would be harder to emulate but you could just RP the concept. Since they often provided tactical support by hacking building security systems, someone with a heavy investment in leadership - possibly a VEAT - could be your party decker. An illusion controller or a kheldian might also be a way to RP the whole "ghost figure moving through the matrix" kind of angle as well. City is very flexible. If you create your shadowrun character concept first and then just think about how to represent it in game, I think most of them will come pretty easily.
  6. Aha and so that's probably why you couldn't re-enable the tray without respeccing back into mystic flight. I hate to tell you this though, you didn't need to respect. You could have just switched to your second build and taken sorcery on it to gain access to the command. But why did you want to reactivate the tray? Did you think you needed to drag the power icon for Takeoff out of it? You can get your power icons including innates and temp from the powers menu (not the one where you slot things). You can drag icons out of it. If for some reason Takeoff wasn't showing, you could also have put it back on by making a macro that just triggered the powers "/macro Takeoff powexecname Takeoff"
  7. Kudos for figuring out the day job marker was hovering above the portal. I personally thought it had been left behind at the previous location. Honestly though that portal's in an inconvenient location, it should be moved over by the starting area where the trainer and first contact are, as should the P2W vendor. Everybody has to ask where the Mercy P2W person is in help channel.
  8. I'd like to point out that the bigger breakfree inspirations last a fair while. If I were going to fight Tsoo with this build, I'd just stock up on them and take them as prevention. There's also a power in Sorcery that grants you direct protection against most mezzes as well as a damage resistance buff. It has a very long recharge so you can't keep it up permanently but it could be a tide turner to have should you wade in to a particularly large group of mezzers. It may not be worth the investment in your build though. Glad the knockdown trick is helping!
  9. I have 3 pages of characters and the list is growing, dragging them across pages and trying to order 3 dozen characters is cumbersome. As characters get played their levels will change and require constant hand adjustment. That's why I'm suggesting a sorting function might be worth the effort.
  10. I believe the mechanics invisibility powers, as opposed to stealth powers (even stacked) are slightly different. I think because of this, Superior Invisibility and Hide would shrug this positioning power off. Super Invis does not suppress when you attack in the same way that stealth does, though your defense is reduced; it also has a -threat component. It would be interesting to open your combat attributes and monitor your defense and see if it takes a reduction when you get within range of them. I think Hide is the same way. It would also be interesting to have someone use Grant Invisibility and then test this as well.
  11. It's a complex topic but just speaking of SOEEs (Single Origin Enhancement Equivalents, ie level 25 generic IOs or SOs) the logic chain is like this: 1. If you miss your attack, you wasted endurance. Slot for accuracy. 2. If your attack doesn't do enough damage you have to use another one. Slot for damage. 3. If your attack costs an appreciable chunk of end, reducing its endurance cost is effective. Slot for endurance. 4. If your attack isn't fast enough to suit you, then slot for recharge. 5. Slot for whatever else you need with the 6th slot, whether it be bonus accuracy or a secondary effect or more recharge. This is only for generic attacks, attacks with special effects override anything. (Ex: if you want to slot parry for defense before damage and eat the end cost, that's reasonable.) In practice what I recommend people - at least new players just getting into the low 20s and learning how the enhancement system even works - is slot in this order: Accuracy, 2x Damage, 1x End reduction, 1x Damage, then a recharge if necessary. Especially in the low 20s, 2 damage SOEEs should be enough to be effective and slots are at a premium. By the same token it's more important to give an attack power a slot for end reduction than an inexpensive personal shield toggle (cost of 0.26 end/second). It can definitely be tuned better when more slots are available or with Frankenslotting.
  12. Definitely keep in mind that building "insides" are actually below them on the map. However sometimes markers just glitch. There was someone on help a few months ago who couldn't find his mission door in Mercy Island. Finally I offered to come help him look so he invited me to the team. I found the door immediately - he was being shown a broke marker almost a block away from the actual mission door.
  13. I have a macro that uses the powexeclocation command on my TARGET. This allows me to teleport right out of a clogged mass of foes directly to a boss or whoever needs a good shanking. When I come out of the teleport I typically hit build up and then drop a nice big direct attack or AoE. For this I've actually used the macro icon variant to craft a combat teleport button for myself. It's especially great on MSR, trials, or any time 2 masterminds are on the team.
  14. Regarding the Stalker ATO chance for build up: this is a global and you can put it into any attack, not just one you use a lot. In fact AoEs have a very high chance of triggering it, I've found. Secondly if you happen to have Aim or Build Up but don't happen to be running tactics, especially with a big team; like, say you're a stalker who soloes, it turns out the Gaussian proc fires off at a very high rate off of these kinds of powers; its probably around 66% chance. Which means that there's a very decent chance you'll fire off build up and get Double Build up. Finally a note about the energy font power. This one was a little tricky to get a grip on and has a low proc rate and are really only likely to trigger very occasionally on most single target attacks. However, it seems to work well in AoE immobilizes as they're slightly slower recharge and they hit a lot of targets. The pets have about 500 hit points and emanate a small AoE stun field. I've seen one of them shut down 3 even level council minions at the same time for about 8 seconds. For some controllers this is greatly helpful, and others, not so much. It really depends on your exact build and play style.
  15. And of course /editbase 0 exits base editing mode. I will second what shenanigunner said in the linked post: 2 and 3 act buggy. Actually have you guys noticed since the change so that the base editor interface has options like rotation degree and applying a sky, but can be exited with a click of the button at the bottom of the options button, when you come out the UI is a little weird? The pop-up that lets you go into edit base or edit plot mode usually has the detail window stacked on top of it as well. I've found if I do edit base 0 to get out it usually doesn't, though sometimes I've had to do editbase 1 editbase 0 a couple times to "shake" that detail window off. Just odd, huh?
  16. I think there's definitely levels of depth you can go into with build planning. I also want to deliver this ugly truth: lots of times the set bonuses you get are not really worth anything and it's easy to be lured into slotting a set to get a bonus and then actually sacrificing the functionality of the power. Now at 50 when you're tuning a build for Content X using max level enhancements or attuned enhancements, that's less an issue. While leveling I think the key is to get good numbers in your major powers, if you want to use sets then just cherry pick the good procs and easy to get set bonuses (and this has all been detailed above already). Finally as far as mapping out your build to get things started, especially when you're going by concept (like me) what I like to do is this: 0. If you pick every power in your primary and secondary you will still need to pick 2 pool powers to complete your build (this will happen at levels 24 and 30). Start thinking about if you want a travel power and when or if there's other abilities you feel you're going to need i.e., hasten. Also you can only pick 4 of the 5 powers in your epic pool unless you give up either your tier 8 or 9 in your secondary. Keep this in mind. 1. open the planner and pick your 2 starting powers. 2. With the planner still on the next low level power choices, skip ahead and look at the highest level powers. Start selecting the ones you are going to take as soon as they're available and work your way down from about tier 9 to about tier 5. (The planner will automatically put them in the lowest slot available unless you've picked a higher power slot.) Typically you never skip anything in your primary (it's usually attacks) but in your secondary, well, that's another story. Some people don't like those powers, which tend to make them super specialized. For instance in a lot of melee secondaries the tier 8 is a self rez. Personally I do tend to take those powers but not until about level 49 as they're handy for trials; for ordinary game play I'm fine with the self rez temporary power or an awaken. 3. As you reach down into the middle of your build you'll want to select powers like mez protection or personal defense shields, or any power that's essential for the AT to function (like stalker's assassin's strike, or mastermind pet summons and their upgrades) as top priorities. Remember things you skip in this wave are not being skipped always, they are just not being flagged must-get-immediately. 4. Now, starting at the bottom go ahead and start picking the powers from low levels to top. As you're doing this be thinking things like, "Ok at level 5 I'm going to go to King's Row, do I want another attack, do I want to take Hover here?" and just keep going up. As you'll see you already made some choices of cornerstone powers and while you're able to usually get everything eventually you'll typically see you only have 3-5 powers to pick freely from because you've got some other things planned. For me, personally, a lot of my builds I do this and it's "Ok, travel power at 12 or 24, there's no other spot for it." 5. When it comes to the epics this can really be helpful. You can start tapping into the epic at 35 so if you have a tier 8 that you're ok passing on that's a chance to often get something really valuable like a defense shield, an essential attack, or something with high utility early so when you get to 41 you can go to the tier 3 of the pool. Anyway once you've got your power order sussed out the slots usually take care of themselves, at least at the leveling level. Be sure to fill in slots for stamina (because it's easy to forget it since it's in the inherent section) and the spaces where you're sticking a proc and it's not the inherent slot, but keep in mind you're going to need to get attack and damage (etc) into your lowest level powers first, so I usually assign those using slots around level 10 so I'm not choked.
  17. I would personally have suggested rad/rad and then tuned the colors to make them more 'sickly', just for theme reasons. One thing about the anchors in radiation infection is that they do trigger a run away and aggro response in the AI, which is one reason it's a really nice power as a secondary on a controller: for most controllers, it's easy to immobilize the anchor target so they can't run off with it. For a defender, you just need to learn to micromange; it may be helpful to take the new willpower pool which has a jumping power than can be used to cause knockdown. I haven't tried this myself but imagine an anchor starts to run off and you do this knockdown jump move. Alternately have you taken Shockwave? Put a knockback to knockdown IO in there and use that to interrupt your foes running away. Your highest level secondary powers will also allow you to sleep and disorient so this may sort itself out.
  18. I didn't yank this into a builder - mine is outdated anyway - but you can't use stealth and shadow fall together. Shadow fall IS an AoE Stealth power, it's also a resistance and defense power. It is exclusive of other stealth powers. You can stick LOTG in it. You can turn on superspeed and its inherent stealth with combine with SF to give you full invisibility. Also I see you took Hasten but not burnout. Burnout is key for Thugs masterminds because you can use it to DOUBLE GANG WAR. Basically drop the stealth pool and pick something else, you've already got maneuvers and shadow fall and twilight grasp. The defense buff and granted invis are really not going to help you.
  19. Yeah like, Mass Levitate should actually be treated as the ridiculous damage power it is not a proc dumping ground. I've just put the Force Feedback proc in it and I'm evaluating it but after the trials I ran this weekend I think it's going to be replaced with a damage proc; the other 5 slots are normal attack power slotting.
  20. No I think people are talking right over me assuming they know best for my character when they haven't even seen my build or asked me what my playstyle is. To flip your analogy around people are telling me to expand my living room which is big enough already for the gang to watch tv in, when I'm saying I'm going to expand all 3 bedrooms so they can comfortably fit king sized beds and put in a sunken tub in my bathroom. ANYWAY. Thanks for the given advice, I think we're done here.
  21. Agreed. Just look at the bonuses and see if they're what you need in your particular build. With the chance to build up proc I think the most important thing is to just get it into your set anywhere you can because it's a GLOBAL not tied to just that attack. I have a Psi Melee stalker so I have an AoE in Mass Levitate, I took weapons mastery and got Exploding Shuriken, and in my incarnate powers I took Void Judgment which is a PBAOE. Whenever I use one of those powers it's about a 2/3 chance to immediately reset build up. So literally sometimes it's been BU -> Mass Levitate -> BU -> Exploding Shuriken -> Void Judgment -> BU -> Mass Levitate.
  22. Do Ice Dark. Sweep in with Arctic Air and Shadowfall both going. Slot some damage procs in Arctic Air; who cares if they aggro mobs you've got Shadow Fall (and later, Fade). Stun them with Howling Twilight. Pin them in place with Frostbite, slot it with the energy font proc and create stun aura minions to pacify them further. Drop Tar Patch on them point blank (a macro to make it PBAOE or targeted would be handy). Drain their souls with Soul Absorption, because you're probably about to end crash at this point.) Toss Ice slick out on them at this point to keep them in the tar patch. At higher levels unleash Jack Frost and Dark Servant on them. Use pool attacks if necessary at lower levels to finish off the foes you have shredded to helplessness at this point, and pick an ancillary pool with a great AoE attack. If you bring 7 minions (i.e., players) it will go faster but they won't strictly be necessary if you enjoy a relaxed pace where you can maniacally laugh as you turn your foes into helpless confused mobs.
  23. Ok well you guys need break yourself of this fixation about damage always being the best. I am getting serious "well ok if you want to do it the wrong way dude..," vibes from these comments. To the point I am starting to wonder if you have actually not been very thoughtful about what these choices make in your own builds. So I'm going to push back hard right now and show you some numbers to back up why I pretty much discounted Musculature. So let's look at some numbers. Psi Blade slotted with Superior Assassin's Mark is as follows: Accuracy: 81.5% Damage: 101.3% Endurance: 49.6% Recharge: 104.35% I would say most of the time I Frankenslot for about 45-60% accuracy, 90-95% damage, 32+% endurance and 65-95% recharge in attacks, but I'm going to use the ATO as kind of a worst case scenario since at this point I'm starting to think purple sets are realistically within reach and they'll have inflated numbers too. If I add Musculature Core Paragon I get 45% damage added and 2/3 of that ignores ED, so up to 133.62% damage, which is like adding a beefy SO of damage in 8 powers. The other aspects of this alpha have no benefit to my build whatsoever. If I go with Musculature Radial Paragon the damage goes to 125% (so about 30% more, still about an SO) and I'd get roughly an SO's worth of end mod in Stamina, Physical Perfection, and Resurgence. So about 11 SOs worth of boost instead of just 8. I'm not saying getting my damage buffed up to 133% isn't of value, but this game generally rewards diversification at every level, I'm also a stalker with build up, a proc that resets build up, and a build up proc IN build up; I'm routinely self buffed for 80-240% damage because I can quad stack build up on myself, and almost always do right in the middle of every fight. I'm also really good about eating a steady stream of inspirations so this doesn't actually impress me that much. If you forgot the math, the Stalker damage cap is 500%: 100 base, 95 from my enhancements, up to 240% from my stacked build ups = 435% out of the 500% cap. It's true that's only at my peak moments but again, stalker. Plus, if I'm on a team and there's a Kin with Fulcrum Shift there is no question I'm going to be damage capped. So in that case the Musculature Alpha isn't doing much for me at all, is it? On the other hand if I go with Vigor Radial Paragon the numbers for that attack become: Accuracy: 112% Endurance: 82.69% So that's 2 more beefy SOs in every damaging attack, plus Boggle gains those and a very useful 1 SO of Confuse. And most of my attacks will probably be going more like from 45-60% to 75-95% in accuracy and endurance, not even touching the ED cap and basically providing a very useful amount of extra accuracy and end reduction for fighting higher level/incarnate foes. Additionally, almost every one of my powers benefit from endurance reduction so add in Reconstruction, Mind Over Body, Indomitable Will, Heightened Senses, Concentration, and Teleport to the attacks. (Heck at this point I could pick up targeting drone and not notice the end drain.) High Pain Tolerance, Reconstruction, Fast Healing, Health, and Physical Perfection each gain 1 SO of healing. (Also please keep in mind that High Pain Tolerance is a hit point booster so this will also increase overall regeneration a bit more). In total, I gain THIRTY additional SOs worth of directly useful benefit, much of it just coming to the ED cap. To me this seems like a far better investment than the damage. Right now I'm at the tier 3, Vigor Total Radial Revamp and I can report that it's AMAZING. My end bar just sits there doing nothing, my heals and passive regen have kicked it up a notch, it's fantastic. I think anyone playing Willpower or Regen seriously look at Vigor. It's not just for "healers."
  24. I didn't say that either set could take a "TON" of procs. I said it wasn't accurate to say 1) they weren't particularly proc-able, and 2) Dark Affinity comes with no more controls. 1) You can put procs in several of the powers and you have multiple options to do interesting things if needed or desired. If your definition of proc-able is damage procs only well, I think you have a skewed perspective. Not that opportunities for using procs is actually a metric I would make my primary decisions about a set about. I'd like the set to do what it needs to do and /Dark is great and already slot hungry. If a power is good you should be wanting to use it for what it is. However, several powers in this set can be slotted for full effect and still have room to squeeze in a little something extra, which you can see for yourself easily in a planner. 2) Howling Twilight is a powerful autohit stun and fear power (and slow, and -regen) which is an additional control, and Dark Servant has Tenebrous Tentacles which is an additional control, and Black Hole is a phase shift which is an additional control (albeit one a lot of people don't like), and finally while Tar Patch and Darkest Night are not mezzes per se they provide a significant tactical advantage which is going to enhance your ability to - get this - control fights.
  25. Well uh, actually this statement is seriously inaccurate. Some of Dark's powers can take a stupid amount of procs and the set as a whole contains 2 more soft controls and a controlling pet, that's actually a lot.
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