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Dungeoness Eloora

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Everything posted by Dungeoness Eloora

  1. Just curious if anyone has tested their Warshade against a Pylon, and how that has turned out. There are some very impressive kill times for scrappers and the like, and I know this AT doesn't excel at single target damage, I'm just curious what anyone has had success with. I feel like their regen is the biggest hurdle to overcome, outside of our own shortcomings. Well?
  2. I will go ahead and jump in this thread with the recent paring down of macros that I learned to be satisfied with. Firstly, I want to say that simply loading all of your active-use human-form abilities onto your main hotbar, then putting the dwarf and nova skills on their own bar, respectively, which you swap to when you want to use them, is a fine baseline tactic for playing a kheldian, and it works fairly well. I would ditch the pop-up bar regardless, though, keeping your skills confined to the main 10 hotbar banks. I've done it all on my kheldian playing journey: from binding hotbar tray swaps to mouse thumb keys that also load new keybind files full of unique binds for each form, to the newer technique of turning every used skill into a macro with its form toggle or de-toggle included, with the goal being to double tap/click each skill fast enough that the form change isn't visible at all. With both methods and similar, something always messed up for me. Binds from my kheld files leaked into my main keybinds.txt file and show up for non-kheld toons, I'd get "stuck" in one form or another after the game didn't like how fast I wanted to load the different files or macros. And no matter how quick or well-timed my double-tapping was with the latter method, sometimes it just wouldn't fire the skill, requiring yet a third tap/click, or me just moving to a new skill with exasperation. Finally I thought, why don't I just abuse the hell out of autofire? Macroing a form change plus the autofire of a given skill executes both perfectly every time, with a single tap/click, and faster than if I manually hit one key to switch forms and then another key to execute the skill. And as soon as I know the skill has begun to fire, either by my character's animations or the animations on the skill button, I know I can move onto the next skill. It all happens much faster than that explanation suggests! It's effectively a queue system for skills, in a game that doesn't feature that option. I still have several skills bound to keyboard shortcuts, so I am still able to pop Hasten on autofire when needed. Yes, it still involves macros, which also necessitate me keeping the actual skills visible on a separate hotbar to monitor cooldowns, but the setup isn't all that difficult or lengthy, and it's easy to revert to any other method of play.
  3. Really, the only detail I miss the most from other MMO mod apps is being able to easily see the latest additions or updates. While the mod list is indeed short, relatively speaking, I don't have every mod that I've already seen and skipped committed to memory. It would just be handy to know at a glance when something new pops up, that's all. If it doesn't appeal to anyone else or would be more trouble than it's worth, I'll take your word for it. Thanks for the consideration.
  4. That function immediately downloads the file to wherever my browser defaults to saving them, but doesn't open it after for me, so I have to click on it still. You might want to check if you see the files in your corresponding location.
  5. Still loving this program! I'm curious, though, if there is any plan to display other helpful info in the UI? I would find it helpful being able to sort the mod list by date added or updated, author name, number of downloads or file size, even.
  6. Have you tried the Reunion server yet? Since it's the official EU server there might be more players of all types in your time zone there.
  7. I was getting an error with v3.0.5.9 today that I hadn't noticed before. Tried a repair install but same deal. Removed and reinstalled it and the program would open at least, but I get this error after trying to open basically any saved build I try.
  8. I'd love to see this! An option for both costume and backstory, respectively, would be wonderful! I do send tells to compliment people on one or the other now and then, but an easier way to give someone a "drive by" nod of appreciation would prompt me to make it rain kudos :D
  9. I wanted to try your latest build out, so I loaded the respec helper window in Mids, but ran into some confusion at level 24. It appears that you are using an older version of Mids, v3.0.4.7, that doesn't have the database updated to reflect the changes made to our flight abilities, as well as the Fly and Stealth pool skills. I understood what powers you intended, but Quantum Maneuvers loaded as its former incarnation Quantum Acceleration, without an enhancement slot, and with no way to delete the power and replace it. Checking my version of Mids, I realized I was ahead of yours, but behind the latest, and my ability to check for updates had stopped working, so I did a clean install of v3.0.5.9, and loaded the build you posted above. Quantum Maneuvers was at least named properly on its level 24 selection, but was still messed up with no base enhancement slot. Now at least it could be unselected and reselected from the power list, where it reappeared normally with its slot. ANYHOO, I just wanted to mention the idiosyncrasies if you weren't aware. Peacebringer is already "a lot", and issues with builds not displaying correctly might hinder anyone that's not familiar with the class. Would you mind uploading your current FoW build from an up-to-date version of Mids for us?
  10. Well, I wouldn't miss the opportunity to check out a Bopper-approved Widow build! Looking at the ST proc Fort build, I am curious about a couple of choices you made. Leaning into the Sorcery pool for Rune of Protection as an "oh shit" boost to ALL resists is a solid plan, for sure. It's sort of killing me that my Widow is thematically more natural in origin, and taking any skills from the Sorcery pool would somehow bother me more than the fact that she can already wade into a pack of enemies and Wail them to death with her mind, lol. RP reasons aside, I do question the choice to put the Preventive Medicine proc in Spirit Ward. Since it requires a power to be activated to trigger, you'd never have it go off in the absence of allies (or pets). If you're ever solo tackling difficult content, I'd imagine that would be a bummer. Wouldn't it be more broadly useful to leave it in Heath? Sure, it can fire before you technically feel you need it, and the ICD is on the long side, but you would gain its benefits at all times. On the flip side, I'm not sure I could part with the leadership pool Assault power, especially on an offense-focused build. Widows are second only to Defenders, and on par with Controllers and Corruptors, for Leadership pool buff values. It's such a nice bonus to constantly have going, both for yourself and your party, especially since so few players seem to take it. Of course the same reasoning can be applied to Maneuvers, as far as buff values go, but I find it rather overkill and redundant in light of all the other defensive buffs we provide. It's obvious that you put a lot of thought into your builds, with a focus on survivability first and foremost. I'm curious about your reasoning on when you do and don't take TT:Leadership, and whether you've played around with a more offensive-focused build before deciding that stronger defensive choices were necessary.
  11. Thanks for the consideration. I look forward to future releases!
  12. First of all, thanks for creating this! I was just looking for a combat log analyzer, but I was actually hoping to find one that analyzed damage taken. I think that would be helpful for examining the survivability of a given build. Is that functionality on your radar and/or is parsing that accurately even possible? Also, would you be willing to add a pie graph that displayed skills by DPA (damage per activation)?
  13. Getting this error, too. Updated prerelease and beta servers for whatever good that seemed to do, but all 3 servers in the HC launcher throw that error. Trying to avoid having to reinstall with just a chance it would work. Any more info or workarounds to this issue?
  14. The effects of all clickable buffs with a duration persist into Dwarf and Nova forms. With enough recharge, you are able to recast LF before it even falls off, so that even when the crash that takes half your hp and end happens, you're already capped on your resists again, making the reliance on resists from Dwarf form unnecessary. As long as you keep track of your human form cooldowns while shapeshifted (I keep copies of LF, Inner Light and Dawn Strike on another hotbar), you shouldn't have periods of extreme vulnerability. Again, this requires a significant investment in global recharge, but it is very doable.
  15. You can't execute a command with two powexecname command, since all it does is hang on the first command, trying to execute it over and over. That's why casting one of them as autofire enables both powers to fire with one key press. There are various solutions you could employ in order to set your autofire back to Hasten/Domination/AM, whatever. One popular choice is to bind one of your most used movement keys, say the forward key, to both move you forward, and autofire a skill. For example: /bind w "+forward$$powexecauto hasten" Every time you press w, or whichever key you hit a lot, it will try to both toggle and detoggle Hasten. This is because the power execution functions the same way as the movement key does - do something while I'm holding the key; do something else when I let it go. Most of the time, the power activation works as advertised, but sometimes you will see it go from autofire to nothing in a split second, and have to press the movement key again. It's still easier/faster than remembering to hit a separate key to get Hasten back to auto again for me. YMMV.
  16. You can macro almost any 2 powers into one command by using this format: powexecauto POWERNAME$$powexecname POWERNAME The power named in the right-most command fires, assuming it's not on cooldown, followed by the power now set to autofire with the left-most command, with a single key press. This works for attacks, heals, travel powers, buffs etc.. Only on my Warshade did I have experience trying to fire off multiple skills that relied on corpses to fire, and from what I remember, these skills didn't...uh...leave anything behind to be targetted a second time, shall we say. It was always one of the worst aspects of gameplay for me. BUT, give veng and fallout a try together, and report back!
  17. Here's the same page on the supposedly most up-to-date, Homecoming wiki, https://hcwiki.cityofheroes.dev/wiki/Damage#Damage_Scale. I can't really detect any changes in the numbers between the two, so it was likely copied over as-is. Whether this means the values are currently accurate may be debatable. Interestingly, it does say "Ranged attacks on melee archetypes use the melee damage scale".
  18. For my plant/storm, I threw a Performance Shifter +end proc into Lightning Storm. It goes off all the time and is a nice little buffer on my massively eroding end bar. She does have Ageless as well, though.
  19. I wasn't aware of this "Game return" option that closed all "non essential" windows. Since you didn't explain what it was or how to use it, I took a stab in the dark and typed /gamereturn in-game to see if that was it, which it was. Neat! Here's my solution for you. First, get every window and UI option set just as you like it, then type /wdwsave. Now every position is saved to a config file in your game folder. Then create a macro, or a bind, that says this: gamereturn$$wdwload Instantly, windows are closed, and your previous config is restored. I'm going to use this on all of my toons now as well!
  20. It's not about simply unslotting an IO to move it - everyone is aware of that functionality. The part that makes respeccing such a drag is being forced to start from level 1 all over again, simply because the devs didn't want to/didn't see the benefit to create a better, different UI capable of a more granular approach to choosing powers and slots. Chances are, whatever you're changing, 75% of your power and slot choices will remain the same, IO's notwithstanding. It makes more sense, to me, to rearrange the It's WAY too much clicking, across a full screen UI that blocks all view and interaction of the entire game, including chat. I can't be the only person playing this game that experiences some form of mobility or pain issues that repetitive mouse clicking exacerbates. I would literally pay for something that functioned more like Mid's, with power dragging to rearrange, and clicking to remove slots from powers. And I don't see why an improved process has to be any different than it is now in terms of checking whether or not powers and slots are placed legally. Code already exists that keeps our choices within these limitations, so you simply can't finish the process until these conditions are met. Of course, I don't believe these changes will ever make it into the game, because it would still be a lot of work to implement, but folks can dream.
  21. Throw almost every travel or movement related power into one key, in an execution order that makes sense regardless of which character you're on. Commands execute from right to left. This is how my command looks in my keybinds.txt file: BACKSPACE "powexectoggleon jump pack$$powexectoggleon ninja run$$powexectoggleon shadow cloak$$powexectoggleon hover$$powexectoggleon combat jumping$$powexectoggleon mighty leap$$powexectoggleon super jump$$powexectoggleon super speed$$powexectoggleon sprint$$powexectoggleon fly$$powexectoggleon mystic flight" Tap once to activate whichever flight power you have, since you don't need other movement powers active with those. If you don't have flight powers, one tap turns on Sprint, the bare minimum start for ground movement. If you already have Sprint on, which is likely, it skips through to the next power activation, needing one less tap. Tap twice for Sprint + SS, the classic fast runner. If you don't have SS, tap twice for Sprint + whichever long jump skill you have. If you don't use long jumps, tap twice for Sprint + whichever combat defense toggle you use - CJ or Hover. If you have both CJ and SJ, or both Hover and Flight, further taps will toggle back and forth between the travel power and the defense power. Great for between mission travel, and inner mission combat alike. Three taps turns on Sprint, SS and CJ, if you're a speeder with a little vertical maneuvering. Two taps gives your fresh noob Sprint + Ninja Run. Ready for DFB or Positron runs. Two taps gives your Warshade Sprint + Shadow Cloak for stealthing. Insert any stealth power here that you typically use instead. Lastly, the command falls back to your P2W or temporary travel power. There's probably a lot more you could add to this, depending on your AT and needs. You probably still want these powers on your bars somewhere for de-toggling (though I have another bind to tap de-toggle virtually everything as well), but it makes the act of getting moving quickly a lot smoother for me.
  22. This isn't some thing I've messed with on Homecoming, but I would assume the formatting described on this wiki page should help you. Text in the game's chat window channels can't be changed, just your chat bubble text and background color.
  23. /Cold is a pretty late bloomer as far as getting powers that feel really impactful in combat - Sleet at 35 and Heat Loss at 38 - so keep that in mind when determining how much time you intend to spend below those levels. It also has 3 powers you cannot use on yourself. That is fine if you dig buffing and support, but it would be better, IMO, if your partner was playing a set with similar skills, so you would both have more similar survivability. You do get 3 easy spots to throw LotG recharge IO's in your build, which is nice. /Rad at least is a pretty equal opportunity contributor in both buffing and debuffing. That's always an enjoyable set to play alongside. /Time is an undeniably strong set with a more even spread of solid powers across the level ranges. For whatever reason, I've never stuck with any of the many toons I've rolled with Time Manipulation. I just get bored with it, not sure why. It's worth a try, though, as I'm likely in the minority here.
  24. I don't want to muddy up this thread with end-user commentary so early in the process, but this sounds like the kind of improvement to Mids that I've been strongly desiring for a while! Am I correct in inferring that the "real world application" for this process is planned to do the following? 1. Choose slotting, power choices and IO sets within a pre-selected build (AT/primary/secondary already chosen) from scratch in order to match desired parameters for bonuses (defense, accuracy, recharge etc.). 2. Rearrange already placed slots and IO sets in a build in order to match desired parameters for bonuses.
  25. I have been disheartened in teams many times due to excessive use of Judgements and Lore pets. Sure, it's enjoyable to use them yourself, a lot of the time, but magnified by a 6-8 person team, and now you're left wondering if you should even bother targetting a mob in the next pack with one of your actual AT powers or not, figuring whoever's cooldown is up will just pancake everything within 3 seconds. I just think everyone should be able to feel individually powerful and contributory in a team setting, IF that's something they desire, and I feel that giving players options to better enable this goal wouldn't be a negative thing. Not sure if it's been brought up in this thread yet, but why not implement more options for the leader of a team to set? The full enjoyment of this game really comes through when you cooperate with others, so let's make it a more impactful (and even RP rewarding) thing to be the team leader. I would personally love to see the notoriety settings that adjust mission level and group size get a better UI. And with it, add options for the group leader to allow, or disallow, active Incarnate powers such as Judgement nukes and Lore pets. Restrictions would be off by default. Everyone in the team would get a pop-up prompt, like when you have prompt for teleport enabled, when you join a team with any restrictions in place. There should also be some sort of prominent notification, perhaps in the system channel in chat, that tells you when the team leader has changed any notoriety or power restriction settings. The restricted powers would simply be grayed out and unusable, as if you were exemplaring below their level threshold. Team members can make up their own minds whether or not they want a team with the given restrictions in place, and everyone involved has a better understanding of how the leader would like the given objectives to be accomplished. Tailoring your experience within the world shouldn't just be relegated to your costume and power choices.
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