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Dungeoness Eloora

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Everything posted by Dungeoness Eloora

  1. You could create a macro that targeted boss corpses by name, but you'd hit the character limit pretty quickly, as there are a lot of different bosses in the game. You'd essentially need a macro for every mob type in the game that you frequently fight. Nothing accomplishes what you're asking automatically. Just slam the Dark Extraction skill twice when a fresh corpse is around, and move on with whatever you get. Extra fuss isn't worth it, and just increases the chance your summon will fail due to the disappearing corpse bug.
  2. I have a water/nature corruptor and a fire/atomic blaster, so I've never played this pairing together but have played both a fair bit, so I'll share my unsolicited thoughts. It appears to suffer from a rather unfortunate power choice imposition at level 2. Electron Shackles is fairly useless (I know damage got boosted on these but it's still the worst attack in the set), but Negatron Slam is a very solid attack that water benefits from having in its rotation. Hydro Blast and Aqua Bolt are an obvious either/or choice based on personal preference. Then at level 2, it's all fairly bad choices. Water Burst is TERRIBLE DPA! It got hit pretty hard with the KB/KD tax I guesss. I skipped this power on my corruptor and I don't miss it at all. She had better options to take in /nature, though. But here, it's either that, or one of 2 superfluous single target skills we've already passed up, so I would take WB, but I wouldn't give it more than 2 slots (KD procs) and I wouldn't use it in a typical AoE rotation. It's a KD/soft control utility skill, nothing more. A well-timed Whirlpool and well-aimed Steam Spray offer more damage, defense debuffing and slow power. Seriously, don't sleep on Steam Spray. It's easier than you might think to hit 3-6 or more enemies with it. It's a little slow to cast, but pretty impactful if used correctly, and a great place for an Achilles Heel proc. And speaking of procs, throw a Radioactive Cloud into the AoE mix with 5 procs (4 damage 1 Lockdown +2 mag) and an ACC/RECH from Unbreakable Constraint. SUPER FUN reliable damage and cc in a 20 ft. radius. I'd put your FF proc in Negatron Slam, in lieu of the Hecatomb proc. Geyser has a decently short cooldown, but I see FF go off a lot with the aforementioned slotting.
  3. What powersets, and how are you reproducing the issue still? I haven't noticed it anymore on my electric melee stalker, though I crashed for some reason before extensive testing.
  4. Happy to help! Like you mentioned earlier, sometimes I feel like I can throw together some slick costumes, but then I'm humbled by the creativity on display in game, on the discord and on this forum. It's always fun to dip a little bit into crowdsourced inspiration! I definitely intended to build her with the monstrous claws glove option, but you can only build that with smooth forearms, and I liked the idea of a spikey detail there more than just long fingernails. There's also not a lot of ways to create a very geometric yet tribal pattern, so I scrapped a more robotic initial design for something more organic.
  5. I took a brief stab at it. It's a very unique looking character and, like you said, not possible to faithfully recreate in this game. I made some stylistic choices of color and design that might convey a sinister magic being. I used the Talons 02 head for the horrifying, gaping mouth, but sadly there's no way I'm aware of to have a colored aura emanate from a character's mouth, so the eyes might have to do. Let me know if you have any questions or notes about any of the pieces.
  6. Costume powers are toggles, and are suppressed the same way other toggles are. That said... I was running around doing a TF on my Warshade in my succubus costume the other day. When I hit my dwarf form macros that execute form change, skill and form drop in rapid succession, I would only ever flash to my human form appearance for a split second, if at all. When I just hit a key to switch form alone, I appear in my human form for about 3 seconds, and then the dwarf form appearance overwrites it. So, if you are comfortable with macro use, and don't plan to sit in any of the WS forms for very long, it is possible, via costume power use, to totally eliminate the alien form visuals.
  7. I remember throwing a similar challenge at myself a while back, and went through Mids plotting build combos that seemed the most vampire-like. It wasn't just the search for the most "life steal" powers, though, since vampires historically tend to also have mental influence, some sort of darkness/shadow manipulation, invisibility, flight and sometimes even a bestial nature. Unfortunately, there isn't a satisfying build in this game that is devoted to direct "take mob's hp and heal me with them" kinds of powers, so your options are to let the idea pass (something I've done a hundred times myself), or go deeper into the type of character you want to play, and lean into a broader theme to help you choose. What theme are you going for? How would you want your character to look? What is their style of attack?
  8. Do not allow any high ranking agents of Arachnos to discover that you have been calling the perfect efficiency of their training procedures into question. Such impudence is rarely tolerated.
  9. @Number Six Thank you for posting about this. I am very much looking forward to seeing if your proposed fix will correct the issue! I assume "fixed an issue internally" means it hasn't been pushed to the live build yet, as I can still easily replicate still, particularly on my Elec melee Stalker.
  10. @HexxenBeast, I'm not sure what exactly a self healing skill that takes 4.33 seconds to cast, and doesn't even restore a third of your HP, is supposed to accomplish for you. If you manage to stay alive for 5 more seconds after taking a big hit, you likely don't need the heal that badly to begin with, so why lock yourself in that animation? You'd get more use out of a tray full of healing or resistance insps, and a more defensive mentality when in combat, IMHO.
  11. I recently respec'd my Triform WS and can confirm, hopping into lower level content is much more fun with so many abilities available sooner. The conundrum I found was that you are able to choose between anywhere from 2 to 6 different clutch powers in the 20's now! The new range of choices we now have to make can almost be worse than our hands being tied by the level gate. Anyways, I always appreciate when Kheld players share their builds and enthusiasm for these classes, so thank you for that. That said, your style of build isn't the sort I, nor most WS players I've chatted with, would typically use. Rather than outline my opinion on your choices, I'd rather hear your reasoning behind things like the lack of Hasten, taking every Umbral Aura shield, and the notable lack of procs for supplemental damage.
  12. Tidge gave some good examples of how these teleport skills can be used to great effect, aside from just long distance travel. I, too, need to unfu....unstuck myself from ridiculously magnetic cave wall sconces or waist height warehouse debris in virtually every mission I play, and having a quick escape maneuver helps a lot. Another example use of the powexec_location command is to make a macro that teleports you straight up. I will use such a thing on my fire/psi Dom on occasion, who also uses the Sorcery pool. For example, first I pick a centered target in the pack, and teleport directly to them with the powexec_location target command, immediately fire off Drain Psyche on a tight pack of mobs, and then use this command to move just out of melee range of most if not all of the mobs around me: "powexec_location up:10 Translocation" Now I'm hovering 10 feet above the pack, effectively out of melee range, while Hot Feet still ticks away their health from above, and any other pbaoe skill of 15 or greater foot radius also still hit pretty much every target nearby. It's great for taking a bit of heat off of me while I get to work, and allows me to quickly return to melee range to deliver heavy single target hits. You could put any distance you want in there, depending on how out of reach you want to be. A final useful variation of the powexec_location command is the cursor modifier. "powexec_location cursor Translocation" This command will teleport you to wherever your mouse pointer is currently. It's a little more tricky to use, especially in tight spaces, but it allows you to "just go there" with one key press, rather than activating the skill and then having to left click where you want to go. It also makes a great oh sh*t button for when you need to extricate yourself from danger, and somewhere in the upper left of your screen looks safe. Boom, now you're there in an instant! A final tip. I have created different bind files in the game's main folder for each category of travel power, and load them as needed on whichever character can use them. I have these 3 files, named: fly.txt tp.txt jump.txt In each file I use the same key to activate/toggle whichever travel power I'm using, since I'm never going to have characters with both Fly and Super Jump, for example. It has simplified the hassle that goes along with setting up binds and hotbars for alts a fair bit. Some example binds from my "fly.txt" file are: W "powexectoggleoff sprint$$powexectoggleon afterburner$$powexectoggleon evasive maneuvers$$powexectoggleon fly$$powexectoggleon hover$$powexectoggleon mystic flight" (I use ESDF as my movement keys, so W is always free as an easily reachable shortcut. Rebind as you see fit) With one bind I am able to activate every flavor of flight skill in the game other than the ones Kheldians get (and those characters have a mountain of bind files all their own). Starting from right to left it will activate Mystic Flight, if I have it, Hover, if I have it, and on down the line. If I have 2 or more of these skills, hitting the key again toggles on the next skill in right-to-left order, until every available skill has been activated. Already hovering but it's time to fly fast? One tap, done. Already flying but that mission door is half a mile away? One tap turns on Afterburner, unless you also have Evasive Maneuvers, in which case one tap enables that, then a second tap brings that sweet, sweet speed. Obviously, the skill order can be tailored to your taste. Sprint is always toggled off with one key press, regardless of whether any skills were toggled on. From the "tp.txt" file, I have these 2 binds: C "powexeclocation target jaunt$$powexeclocation target translocation$$powexeclocation target combat teleport" MBUTTON "powexeclocation cursor jaunt$$powexeclocation cursor combat teleport$$powexeclocation cursor translocation" Even Speed of Sound users can find some use out of these! Whichever power is at my disposal, hitting C will quickly take me to my target, be it a team member or enemy. And the middle button bind is more for travel purposes with a single click. Finally, from the "jump.txt" file, I have: W "powexectoggleon double jump$$powexectoggleon super jump$$powexectoggleon mighty leap$$powexectoggleon combat jumping" Again, since it's executed from right to left, one tap will get you combat ready when unbuffed. One more tap will get you travel-ready with either SJ or ML, and lastly it will toggle on Double Jump for the most air control. There are dozens of ways to customize your character's ability to move about in Paragon City! I hope these examples offer some help.
  13. If you enjoy flight as much as I do, along with the safety of range when you want it, I highly recommend you fit the Sorcery pool into your build. You will gain: Spirit Ward, which is mostly just a great place for the Preventive Medicine absorb proc, but is also a rather nice buff to put on a squishy friend (or pet!). Mystic Flight, as good as Flight from the Flight Pool, but you trade Afterburner for Translocation, which has infinite uses as a tool for getting around annoying terrain, bypassing mobs or teleporting right next to a target within 100ft. of you - be it a team member, or the group of mobs you want to Wail on. Holler if you want the macro I use for this. Rune of Protection, which most people regard as one of the best, if the most tragically fleeting, mezz protections and resist buffs in the game. Widows are difficult to build with decent resists without sacrificing damage and/or recharge bonuses, so having this occasional buffer, not to mention the instant break free if you do get mezzed, is a very useful tool that fills one of the few gaps Widows have in their toolset. I forgo picking up Tough and my precious second Assault for this, but they aren't that sorely missed. I've also never been a Spin fan so that's not occupying a precious slot. I still grab Hover, mostly for the flight control, as more slots for Lucks aren't even necessary for Widows.
  14. I mean, we told you as much, lol. Squid form can literally just use the 5 attacks that appear in the popup bar when you shift to that form, but also Ebon Eye, incarnate abilities and I guess all of the temp powers that aren't toggles. Nothing else. No human powers. No pool powers. No epic pool is even available to pick from, regardless of spec. It isn't even the petless MM 2.0, it's just a half-assed, incomplete toon that shouldn't be played past DFB or Posi 1 on your shits and giggles 3rd spec ¯\_(ツ)_/¯
  15. If you are trying to make a Kheldian that uses none of its human powers whatsoever due to a rigid character concept, you are going to have a bad time, and I suggest you don't bother. If you are trying to build a Kheldian that wants to stay ranged and flying about 80% of the time, shifting back to human to hit buffs, hasten, heals, and rushing in to nuke now and then, you could probably accomplish that with reasonable success on a PB. Squid form just doesn't have access to many powers other than 5 ranged attacks and incarnates. Base buffs, along with all toggles, are suppressed as well.
  16. It should animate much faster, and the check for the viable corpse should happen instantly. Shame for such a unique, class defining skill to just fail to do anything 1/3rd of the time you try to use it.
  17. Warshades are still not full fledged tanks, regardless of their ability to maintain defensive toggles in human form. Dwarf form remains the same as before - the only place you have a taunt, and toggles still do nothing in that form. You can tank most content sub-50 fine, but so can pretty much any thoughtfully built AT.
  18. To me, the main benefit of toggle suppression, as it relates to my WS, is that I don't have to use binds or macros to activate whatever toggles I always want on in human form. Sprint, Shadow Cloak, Orbiting Death, Inky and Maneuvers are set and forget now, and I treat them the same way I treated toggles for every other non-kheldian archetype - on until I die. I keep them on an extra hotbar for reactivation the old fashioned way, since I don't run cutting edge content and have a need to get re-toggled lickety split when revived. Is there a particular reason you still need them associated with rolling binds that I'm missing?
  19. This is another reason I stick with Sorcery. Since I generally manage my end well enough to keep Mystical Flight going, it lets me use a Translocate macro to port right up on my targets. Not as fast as Combat Teleport, but a handy bonus!
  20. The line featuring the psi res says PvP only. I don't think this thread is discussing PvP only power features, though I wasn't aware there was a difference since I never mess with that side of the game. Also,
  21. Where are you seeing a psi res bonus on Quantum Shield, the beta server? Edit: just respec'd a copied PB onto the beta server and Quantum shield still has no psi res like always. Would be great if it did. Is there a particular reason psi resistance wasn't added to any part of the Luminous Aura set?
  22. Toggle suppression for a hard 8 seconds after a mez wears off, no matter the character or power sets, is just arbitrarily harsh and punishing. Why can't the suppression fit the number of offensive toggles the character was actually using? The game should know this value if it's applying the suppression mechanic. Something like 2 seconds per toggle suppressed would still be in the ballpark of a reasonable tradeoff, IMHO, without punishing the vast majority of characters running only 1 or 2 at most.
  23. Persistent effects that aren't toggles, like all the ones you mentioned, do persist in the different forms. Base buffs fall off, though.
  24. They are certainly counted in my build, and the resist value adjusted correctly when I unslotted and reslotted one of them.
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