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Dungeoness Eloora

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Posts posted by Dungeoness Eloora

  1. On 4/17/2023 at 10:12 PM, Harakh said:

    Updated OP Post Builds to include level 45+ Psi Resist Build (fixed wrong enhancement), and freshly recreated Exempt Build.

     

    Exempt Build:

      Reveal hidden contents

    #2 Exempt Build

     

    x Perma Hasten

    x Great on Endurance Bar

    x Great AoE

    x Nova and Dwarf attacks enhanced well for low level play (can move slots from nova bolt to glinting eye - I prefer bolt animaton)

    x All essential defensive/buff skills are over slotted for lower level play (enhancement values reduced)

    x Great for 50+ play as well - although not as sturdy due to lower defensive values compared to the above "PsI Resist Build"

    x At level 36: 63.75% Psi Resist Human / 58.75% Nova&Dwarf Forms

       At level 20: 55% Psi resist Human Form/ 50% Nova&Dwarf Forms

     

    This Hero build was built using Mids Reborn 3.4.7
    https://github.com/LoadedCamel/MidsReborn

    Click this DataLink to open the build!

    Level 50 Natural Peacebringer
    Primary Power Set: Luminous Blast
    Secondary Power Set: Luminous Aura
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Concealment
    Power Pool: Teleportation

    Hero Profile:
    Level 1: Glinting Eye -- Empty(A)
    Level 1: Incandescence -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(9)
    Level 2: Shining Shield -- ImpArm-ResPsi(A)
    Level 4: Bright Nova -- RctRtc-Pcptn(A)
    Level 6: Radiant Strike -- Hct-Acc/Dmg/Rchg(A), Hct-Dam%(13), Hct-Dmg(13), Hct-Dmg/Rchg(15), Hct-Acc/Rchg(46), Hct-Dmg/EndRdx(40)
    Level 8: Essence Boost -- ImpArm-ResPsi(A), DctWnd-Heal/Rchg(9), Prv-Heal/Rchg(11), NmnCnv-Heal/Rchg(11), Mrc-Heal/Rchg(50)
    Level 10: Inner Light -- RechRdx-I(A), RechRdx-I(21), GssSynFr--Build%(40)
    Level 12: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(33), Rct-ResDam%(7)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(23)
    Level 16: Stealth -- LucoftheG-Def/Rchg+(A)
    Level 18: Grant Invisibility -- LucoftheG-Def/Rchg+(A)
    Level 20: White Dwarf -- ImpArm-ResPsi(A), UnbGrd-Max HP%(29), UnbGrd-ResDam(33), ResDam-I(34), ResDam-I(39)
    Level 22: Reform Essence -- DctWnd-Heal/Rchg(A), Prv-Heal/Rchg(29), NmnCnv-Heal/Rchg(50)
    Level 24: Conserve Energy -- RechRdx-I(A), RechRdx-I(46)
    Level 26: Dawn Strike -- Arm-Dam%(A), Arm-Dmg/EndRdx(34), Arm-Acc/Rchg(34), Arm-Acc/Dmg/Rchg(36), Arm-Dmg/Rchg(36), OvrFrc-Dam/KB(36)
    Level 28: Quantum Maneuvers -- LucoftheG-Def/Rchg+(A)
    Level 30: Restore Essence -- Prv-Absorb%(A)
    Level 32: Light Form -- Ags-Psi/Status(A), Ags-ResDam/Rchg(17), TtnCtn-ResDam/Rchg(39), GldArm-RechRes(17), UnbGrd-Rchg/ResDam(19)
    Level 35: Glowing Touch -- Heal-I(A)
    Level 38: Thermal Shield -- ImpArm-ResPsi(A)
    Level 41: Quantum Shield -- ImpArm-ResPsi(A)
    Level 44: Teleport Target -- Acc-I(A)
    Level 47: Combat Teleport -- Range-I(A)
    Level 49: Fold Space -- Acc-I(A)
    Level 1: Cosmic Balance
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Clr-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(31), Pnc-Heal/+End(50)
    Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(3)
    Level 1: Energy Flight -- WntGif-ResSlow(A)
    Level 10: Combat Flight -- LucoftheG-Def/Rchg+(A)
    Level 1: Quantum Acceleration
    Level 6: Bright Nova Blast -- SprKhlGrc-Acc/Dmg(A), SprKhlGrc-Dmg/Rchg(7), SprKhlGrc-Acc/Dmg/Rchg(27), SprKhlGrc-Dmg/EndRdx/Rchg(31), SprKhlGrc-Acc/Dmg/EndRdx/Rchg(33), SprKhlGrc-Rchg/FormBuff(42)
    Level 6: Bright Nova Bolt -- SprEssTrn-Rchg/Global Heal(A), SprEssTrn-Dmg/Rchg(25), SprEssTrn-Acc/Dmg/EndRdx/Rchg(40)
    Level 6: Bright Nova Detonation -- PstBls-Dam%(A), PstBls-Acc/Dmg(45), PstBls-Acc/Dmg/EndRdx(46), PstBls-Dmg/EndRdx(48), PstBls-Dmg/Rng(48), SuddAcc--KB/+KD(48)
    Level 6: Bright Nova Scatter -- PstBls-Dam%(A), PstBls-Acc/Dmg(19), PstBls-Dmg/EndRdx(31), PstBls-Acc/Dmg/EndRdx(43), PstBls-Dmg/Rng(43), Rgn-Knock%(45)
    Level 20: White Dwarf Antagonize -- MckBrt-Taunt/Rng(A)
    Level 20: White Dwarf Flare -- Erd-Acc/Dmg/EndRdx/Rchg(A), Erd-%Dam(37), Erd-Acc/Dmg/Rchg(37), TchofLadG-%Dam(37), AchHee-ResDeb%(43), FrcFdb-Rechg%(45)
    Level 20: White Dwarf Smite -- CrsImp-Acc/Dmg(A), CrsImp-Dmg/EndRdx(3), CrsImp-Dmg/Rchg(5), CrsImp-Acc/Dmg/Rchg(5), CrsImp-Acc/Dmg/EndRdx(25), CrsImp-Dmg/EndRdx/Rchg(27)
    Level 20: White Dwarf Step -- Wrp-+Special(A)
    Level 20: White Dwarf Strike -- SprEssTrn-Acc/Dmg(A), SprEssTrn-Acc/Dmg/Rchg(15), SprEssTrn-Dmg/EndRdx/Rchg(23)
    Level 20: White Dwarf Sublimation -- Prv-Heal/Rchg(A), Mrc-Heal/Rchg(39), DctWnd-Heal/Rchg(42), NmnCnv-Heal/Rchg(42)
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 4: Ninja Run
    Level 50: Pyronic Core Final Judgement
    Level 50: Barrier Core Epiphany
    Level 50: Reactive Radial Flawless Interface
    Level 50: Vigor Core Paragon
    Level 50: Assault Radial Embodiment
    Level 50: Portal Jockey
    Level 50: Task Force Commander
    Level 50: The Atlas Medallion
    Level 50: Freedom Phalanx Reserve
    ------------
    ------------

     

    Psi Resist + Ranged Defense Build:

      Reveal hidden contents

    Able to solo Arachnos, and Carnies without inspirations by using barrier, Unleash Potential, and keeping at range whenever possible

         Arachnos Mu, & Carnies that debuff can make things difficult - keep range and targets knocked down/back

         Can use Hybrid: Control Radial Embodiment to add extra defensive layer through soft control and higher status resist

     

    x With barriers 5% resist - Psi resist in nova & dwarf forms is 66%, and 71% in human + reactive scaling resist.

    x Has a base 22.9% ranged defense.  45% ranged in all forms when using barrier 5% defense and Unleash Potential at 17.5%.

    xstatus duration reduced to 49.69% to more quickly drop stacked status effects //

      status duration reduced to 41.45% with Hybrid: Control Radial Embodiment

     

    x Can use Destiny: Ageless for non Arachnos, and Carnies for a smoother endurance bar.  otherwise:

       Alternate between Unleash Potential, and Conserve Energy to Manage Endurance Bar

     

    This Hero build was built using Mids Reborn 3.4.7
    https://github.com/LoadedCamel/MidsReborn

    Click this DataLink to open the build!

    Level 50 Natural Peacebringer
    Primary Power Set: Luminous Blast
    Secondary Power Set: Luminous Aura
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Concealment
    Power Pool: Force of Will

    Hero Profile:
    Level 1: Glinting Eye -- Dvs-Acc/Dmg(A)
    Level 1: Incandescence -- GldArm-3defTpProc(A), ImpArm-ResPsi(9)
    Level 2: Shining Shield -- StdPrt-ResDam/Def+(A)
    Level 4: Bright Nova -- RctRtc-Pcptn(A)
    Level 6: Radiant Strike -- Hct-Acc/Dmg/Rchg(A), Hct-Dam%(13), Hct-Dmg(13), Hct-Dmg/Rchg(15), Hct-Acc/Rchg(46), Hct-Dmg/EndRdx(40)
    Level 8: Essence Boost -- ImpArm-ResPsi(A), DctWnd-Heal/Rchg(9), Prv-Heal/Rchg(11), NmnCnv-Heal/Rchg(11)
    Level 10: Inner Light -- RechRdx-I(A), GssSynFr--Build%(21)
    Level 12: Luminous Detonation -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Acc/Dmg/EndRdx(17), TchofLadG-%Dam(7), Bmbdmt-+FireDmg(17), SuddAcc--KB/+KD(19), FrcFdb-Rechg%(23)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(21)
    Level 16: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(33), Rct-ResDam%(50)
    Level 18: Stealth -- LucoftheG-Def/Rchg+(A)
    Level 20: White Dwarf -- ImpArm-ResPsi(A), UnbGrd-Max HP%(29)
    Level 22: Reform Essence -- DctWnd-Heal/Rchg(A), Prv-Heal/Rchg(29)
    Level 24: Conserve Energy -- RechRdx-I(A)
    Level 26: Dawn Strike -- Arm-Dam%(A), Arm-Dmg/EndRdx(34), Arm-Acc/Rchg(34), Arm-Acc/Dmg/Rchg(36), Arm-Dmg/Rchg(36), SuddAcc--KB/+KD(36)
    Level 28: Quantum Maneuvers -- LucoftheG-Def/Rchg+(A)
    Level 30: Mighty Leap -- WntGif-ResSlow(A)
    Level 32: Light Form -- Ags-Psi/Status(A), Ags-ResDam/EndRdx(33), Ags-ResDam/Rchg(39), Ags-EndRdx/Rchg(34), Ags-ResDam/EndRdx/Rchg(39), Ags-ResDam(40)
    Level 35: Restore Essence -- Prv-Absorb%(A)
    Level 38: Weaken Resolve -- AchHee-ResDeb%(A)
    Level 41: Unleash Potential -- RedFrt-Def/Rchg(A), LucoftheG-Def/Rchg(46), Rct-Def/Rchg(50)
    Level 44: Grant Invisibility -- LucoftheG-Def/Rchg+(A)
    Level 47: Quantum Shield -- ImpArm-ResPsi(A)
    Level 49: Thermal Shield -- ImpArm-ResPsi(A)
    Level 1: Cosmic Balance
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Clr-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Mrc-Rcvry+(A), Pnc-Heal/+End(50)
    Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(40)
    Level 1: Energy Flight -- BlsoftheZ-Travel(A), BlsoftheZ-Travel/EndRdx(31)
    Level 10: Combat Flight -- LucoftheG-Def/Rchg+(A)
    Level 1: Quantum Acceleration
    Level 6: Bright Nova Blast -- SprKhlGrc-Acc/Dmg(A), SprKhlGrc-Dmg/Rchg(7), SprKhlGrc-Acc/Dmg/Rchg(27), SprKhlGrc-Dmg/EndRdx/Rchg(31), SprKhlGrc-Acc/Dmg/EndRdx/Rchg(33), SprKhlGrc-Rchg/FormBuff(42)
    Level 6: Bright Nova Bolt -- SprEssTrn-Rchg/Global Heal(A)
    Level 6: Bright Nova Detonation -- Rgn-Dmg(A), Rgn-Dmg/Rchg(45), Rgn-Acc/Dmg/Rchg(46), Rgn-Acc/Rchg(48), Rgn-Dmg/EndRdx(48), SuddAcc--KB/+KD(48)
    Level 6: Bright Nova Scatter -- Artl-Acc/Dam(A), Artl-Dam/End(19), Artl-Dam/Rech(31), Artl-Acc/Dam/Rech(43), Artl-Acc/Rech/Rng(43), Artl-End/Rech/Rng(45)
    Level 20: White Dwarf Antagonize -- MckBrt-Taunt/Rng(A)
    Level 20: White Dwarf Flare -- Erd-Acc/Dmg/EndRdx/Rchg(A), Erd-%Dam(37), Erd-Acc/Dmg/Rchg(37), TchofLadG-%Dam(37), AchHee-ResDeb%(43), FrcFdb-Rechg%(45)
    Level 20: White Dwarf Smite -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(3), Mk'Bit-Dmg/Rchg(5), Mk'Bit-Acc/EndRdx/Rchg(5), Mk'Bit-Acc/Dmg/EndRdx/Rchg(25), Mk'Bit-Dam%(27)
    Level 20: White Dwarf Step -- Wrp-+Special(A), BlsoftheZ-Travel(3), BlsoftheZ-Travel/EndRdx(39)
    Level 20: White Dwarf Strike -- SprEssTrn-Acc/Dmg(A), SprEssTrn-Acc/Dmg/Rchg(15), SprEssTrn-Dmg/EndRdx/Rchg(23), SprEssTrn-Acc/Dmg/EndRdx/Rchg(25)
    Level 20: White Dwarf Sublimation -- Prv-Heal/Rchg(A), DctWnd-Heal/Rchg(42), NmnCnv-Heal/Rchg(42)
    Level 44: Takeoff
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 4: Ninja Run
    Level 50: Pyronic Core Final Judgement
    Level 50: Barrier Core Epiphany
    Level 50: Reactive Radial Flawless Interface
    Level 50: Vigor Core Paragon
    Level 50: Assault Radial Embodiment
    Level 50: Portal Jockey
    Level 50: Task Force Commander
    Level 50: The Atlas Medallion
    Level 50: Freedom Phalanx Reserve
    ------------
    ------------

     

    That's an interesting flex on an incarnate level PB, Harakh! Once again, let me thank you for maintaining these posts and sharing your builds over the years.

     

    I must admit, I've never built a PB without Solar Flare! It's such a fast recharging, satisfying bit of extra damage and soft CC, particularly when used back to back with Dwarf Flare. If it were equal in damage to DF I'd feel less bad about only having that, but it does about 34% more damage. I know, I know, this is a ranged build, and you get DF for "free" so having one if you need it is better than none.

     

    You could eke out a little more ranged def, at the expense of the 6% psi resist IO, by forgoing the smaller bonus from slotting 2x sets of Blessing of the Zephyrs, and instead 6 slotting Essence Boost with Numina's. You also gain that set's unique, some hit points and more global healing. You also gain a slot back, which you can put in Bright Nova Bolt and slot the last remaining Superior Essence Transfer ATO, to get 3% health from that 2 set. Just my opinion, but all that seems like a reasonable return for losing a little psi res.

     

    Alternatively, if you're still attached to that Impervium Armor being there, Essence Boost is rather easily made perma with just 2 boosted heal/recharge IOs, still freeing that slot to migrate over to get the 2 set ATO bonus.

     

    Lastly, it might be worth considering how valuable the self rez is. Having a fairly low recharge rez, plus untouchable time to rebuff and heal up, has always been a nice little extra in the Kheldian toolset. With how easy it is to keep email stocked with big rez inspirations, and the relative infrequency of needing the skill at all, I wonder if there isn't a more useful one-slot-wonder to consider. Nothing jumps out at me as a clear winner, so I'll just list a few to spark discusison:

    • Pulsar. Sure it's a universally skipped, slow animating, damage-less mag 3 stun, but has a 20 ft. radius, which is greater than all of our other aoe powers save Dawn Strike. A better looking choice if you go with Control Radial Hybrid option. Easily usable outside of melee range.
    • Solar Flare. Grab it as a quick, guaranteed way to proc Force Feedback. You can safely hover out of reach of melee to use it as well.
    • Photon Seekers. Throw the Soulbound Allegiance dam/rech/acc in there and throw these out for even more AoE damage whenver the mood strikes you.
    • Quantum Flight. Could be a clutch power to hit if you know something nasty is coming, or if you really, really want to skip through a bunch of enemies with impunity.
    • (The absorb proc from the rez could easily be moved to replace one of the dwarf heal's heal/rech IOs without losing anything substantial)

    Anyhoo, those are my observations on the build. I haven't tried it yet but I am pretty tempted to try some incarnation of it out.

    • Thanks 1
  2. First of all, thank you @Harakh for keeping this thread updated, and continuing to share your builds and various playstyles with the community!

     

    I will preface this to say that I completely understand you are under no obligation to even post builds or guides here. However, I have some questions and challenges related to your exemping build in particular, if you would indulge me.

     

    How do you personally define exemplaring, in terms of what the level range the build is expected to play at? Is it every bit of 1-49, or capped at some other threshold? And do you feel like the expensive purple sets, hami-os and boosters in such a build are explicitly necessary? In the OP, you mention Hasten is perma by 30. That's a great detail related to the purpose of the build, but what else? I ask these questions for two main reasons:

     

    Expense. This alone is prohibitive enough for many players to never even consider maintaining a second build, regardless of how useful it might be. It is apparent that you are flush with influence and delight in devoting it to a plethora of alternate builds for the purposes of squeezing out as much performance as possible across all levels of play. This isn't a criticism on you, just an observation. Your playstyle and build choices are as valid as any other. I just think that modest budget-minded players could really benefit from being shown what a perfectly playable and enjoyable build, that doesn't cost 600 million inf or more, looks like.

     

    Necessity. The necessity of packing 6 purple purple sets, including converted winter sets and ATOs, plus 2 dozen boosters, into a sub-50 build, is going to be subjective, and dependent on playstyle to some degree. Perhaps if you decide to expound upon some of what I asked above, this aspect might be better justified. That said, I struggle a bit in believing that these high-performance investments are vital to running level-locked TFs and Ouro content effectively and enjoyably.

     

    The tl;dr I'm getting at is this: As a very experienced player and creator of Mids builds, you have an understanding of play performance and build structure that most players lack. I challenge you to consider the expense and performance necessary to run a Widow effectively outside of endgame content, and consider what a budget-friendly, content-aware build would look like. Dare to make the most expensive part of this build the ATOs, at their base, orange quality.

     

    I bet you can, and I bet I'm not the only one interested in seeing it!

    • Thumbs Up 1
  3. 4 hours ago, Xiddo said:


    I’ve managed to wiggle it into mine without losing too much bar a couple of psi res mules. I’ll DM you my build once home today.

    I just redid my human form PB build, and decided I just had to have Fold Space in it. It is definitely not easy to squeeze in, and I ended up short on LotG spots and also fell short of my psi res goal of 50%. The TP pool doesn't give much of a return on investment in that category, besides more travel power unique mules, but at least they don't need extra slots!

    • Like 1
  4. 1 hour ago, Thrax said:

    Is there a cool macro that would target the strongest enemy dead body for use with dark extraction?

    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.

    • Like 1
    • Thumbs Up 1
  5. 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.

  6. 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.

    • Like 1
  7. 3 hours ago, LadyKalma said:

    Dear gods, you people are crazy. I played all through live and a brief return in 2019, now I've been back a few weeks and thought I was pretty good at costumes, but you guys have dumpstered that belief! 

     

    So I come to you with a challenge: Bringer of Dreams and Nightmares from the board game Spirit Island, except female, for my Dark/Dark tank.

     

    I know it won't be possible to get too accurate so just carry that tall, thin nightmare spirit vibe if you can. Thanks in advance you mad costume warlocks!

     

    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.

     

    Bodan 1.jpg

    Bodan 2.jpg

    Bodan 3.jpg

    Bodan 4.jpg

    • Like 5
  8. 49 minutes ago, tidge said:

     

    Has anyone tried to use 'costume powers' while in non-human form? I have to admit that I haven't ever tried.

     

    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.

  9. 14 hours ago, dylliebug said:

    I'm looking for a build that has the most Life steal potential/abilities.

    (preferably a ranged build but anyone have a recommendation?

     

    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?

  10. On 3/6/2023 at 9:54 PM, Number Six said:

    It's related to Build Up. Was working on some stance related stuff for page 6 and bumped into this during a debugging session. Did a deeper dive and fixed an issue internally that I'm pretty sure is responsible.

     

    @Number Six Thank you for posting about this. I am very much looking forward to seeing if your proposed fix will correct the issue!

     

    1 hour ago, Starhawk32 said:

    I have been seeing this as well on multiple characters ATs.  Are you saying it is a fix in the works or that you have already put in the fix?

     

    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.

    • Thumbs Up 1
  11. @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.

    • Like 1
  12. 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.

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  13. 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.

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  14. On 10/13/2022 at 5:39 AM, Nostromo21 said:

     I'm baffled that no one takes Fly+Hover with a ranged build - I couldn't play without that freedom!

    Plus you can add Freebird Stealth to supplement Mask Presence then, so you don't need to have a useless Sprint toggled on sucking end. What am I missing folks...?

     

    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.

  15. On 10/27/2022 at 7:40 PM, Snarky said:

    After screwing with this for a couple hours I realized it is completely untenable.  I had to do multiple respecs to "discover" what powers could be used in squid form.  There are not many.  Do I/O builds in the (not greyed out, HARD RED NOT THERE) powers even count for set bonuses?  Too many questions, not enough interest lol

    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)_/¯

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  16. 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.

  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. On 7/14/2022 at 10:10 AM, KaizenSoze said:

    Combat teleport is also nice for getting right next to a key mob in a crowded spawn.

     

    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!

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