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Dungeoness Eloora

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Posts posted by Dungeoness Eloora

  1. /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.

  2. 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.

    • Like 1
  3. 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. 

  4. Just in case this point hasn't been clarified, this is my understanding of it. Soul Absorption auto-hits defeated enemies within its radius. No accuracy check whatsoever.  A bit cheekily, it also shows the proc damage from the Cloud Senses set hitting nearly every already defeated enemy.

     

    Only enemies still conscious when it fires off will trigger the Accuracy check - for the team regen and recovery, the to-hit debuff, and any procs you might have in the power.

  5. That sounds like a pretty rough patch to go thru for such a Good Seed! I hope you have a speedy recovery, and keep in touch when you can 😊

     

    This is Champion Pangaea, and I've had a blast on both of the weekly runs I've been welcomed to with you guys! A great bunch of weeds I'd leave in my garden year round! Looking forward to the next meeting of the Vines.

  6. On 8/14/2019 at 1:12 PM, Cutter said:

    Would the other heal set procs also work in LS? Could be neat to to just throw all the heal/end procs in there.

    Panacea affects the targets of the heal because it was made to, with a power description to match. The other heal procs do not, so only affect yourself.

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  7. I can see flickering, on myself, nearby PC's and NPC's both, regardless of shadow distance settings. The frequency of the flicker does change, flashing less often the lower the shadow distance setting is, and the further away you are from another PC/NPC with the effect. I have yet to find a shadow setting that completely eliminates the issue.

     

    I'm on Nvidia driver v430.86.

  8. I just took this power and discovered the flickering as well. Took a quick snap of it with my phone, looks like this. For everyone that receives this buff, their character model flickers like that. It's very distracting and looks terrible :(. There is no minimal FX option for Fade, nor does it have a "Soul Noir" graphics option like most of Darkness Affinity has.  Both original and color tintable options flicker.

     

    Would love to see a fix for this!

  9. Glad to have some degree of granularity in the options for displaying these, I just wish the game stopped displaying health bars completely on defeated targets. I like having bars on most of the time, but when the corp....defeated start piling up, all their black bars become such a distracting mess, lol.

  10. That was me that was having the problems.

     

    Caveat, I'm at work so can't test these.

     

    The bind load needs underscores. Bind_load_file

    Underscores are not needed in the bind command, nor powexecname, powexecauto, powexectoggleon, and so forth. They aren't required or even parsed, they just make a command easier to read by our human brains :). Slashes are also not needed in front of the commands in a text file.

     

    To execute the commands you are trying to achieve, here are some examples of lines from my own bind files, which work 95% of the time, as long as I wait for animations to play before loading another:

    [WSHuman.txt]

    y "gototrayalt2 8$$powexectoggleon Black Dwarf$$bindloadfile ./WSDwarf.txt"

    q "gototrayalt2 9$$powexectoggleon Dark Nova$$bindloadfile ./WSNova.txt"

    6 "powexecalt2slot 6"

    lshift+lbutton "powexecname Shadow Step$$+first"

     

    [WSDwarf.txt]

    t "gototrayalt2 1$$powexectoggleoff Black Dwarf$$bindloadfile ./WSHuman.txt"

    6 "powexeclocation target Black Dwarf Step"

    lshift+lbutton "powexecname Black Dwarf Step"

    tilde "targetenemynear$$targetcustomnext enemy alive Quantum$$targetcustomnext enemy alive Void$$targetcustomnext enemy alive Cyst$$targetcustomnext enemy alive Sapper$$powexecunqueue"

     

    [WSNova.txt]

    t "gototrayalt2 1$$powexectoggleoff Dark Nova$$bindloadfile ./WSHuman.txt"

    mousechord "inspexecname escape$$inspexecname emerge$$inspexecname break free"

    lshift+lbutton "nop"

     

    My bind text files are located in the same directory as the game executable, which means I don't need to call the entire directory location to load the files, hence "./WSDwarf.txt" is all that is needed. Infernal's should work as "./data/warshadedwarf.txt", by extension.

     

    Swapping trays, toggling a form and loading a new bind file are about the only commands I string together in one line. YMMV but it's better to separate any commands you don't need to happen immediately in one key press. You don't usually need to swap forms and TP somewhere immediately, so the key to bind shadow/dwarf step can live in its own command line.

     

    In dwarf form, I bind the 6 key to TP to my target, so in my human form file, I rebind it to just be the 6th key on the alt2 tray. Both human and dwarf TP skills are bound to shift+left mouse in their respective files. I threw in my break free shortcut as well as one for targetting Quantums and other annoying baddies in case others might find them useful.

     

    Hopefully this makes some sort of sense. Hammering out bind command woes is like a rite of passage for Kheldians  :P

     

     

  11. I managed to install the updated files correctly, or so I thought, but the version still read 2.22 in the titlebar, and the Warshade related issues that I was aware of still seemed present. I thought maybe, since I installed it to the existing, previous version hero designer folder, that I somehow still had the old application. Tried to run setup again, but it just quit out after the verification window popped up for 2 seconds.  I did a proper uninstall, got rid of extraneous files and ran the setup again, but it isn't installing the usable application files anymore.

     

    Click Once might as well be a computer virus to me. I can't remember the last time it worked properly for me, heh. Not sure how to get this working, any ideas?

  12. Forms do not affect whether or not you receive set bonuses, only exemplaring too far below the IO's level does. Place sets like you would any other AT.

     

    As for power choices, my first bit of advice is to pick whatever sounds interesting or useful to you, as you are leveling up (unless you just plan to farm PL to 50),knowing you can and will respec later. I like trying out as many skills in my arsenal as I can, so I can make more informed choices about what works best for me at endgame. Warshade has a lot of situational powers at its disposal, so if you think there's even a small chance that you might want to use a particular one, grab it I say, especially if it won't require extra slots.

     

    Even though my intent is to happily nuke away in nova form most of the time, I personally still execute a lot of powers in human form: Sunless Mire, Eclipse, Quasar, Unchain Essence, and Dark Extraction. The first 2 most would consider mandatory, the latter 3 are a matter of preference. Shadow Cloak should always be picked up as a LotG mule, but the stealth is useful at times as well. Nebulous form has its benefits, when used properly. Despite so many other travel and teleport powers available, I still made room in my tri-form build for Shadow Slip, and Stygian Return sees use pretty much any time I am facing challenging content.

     

     

  13. I can't speak to whether such an auto-scan of targets ever existed, but if you make a macro using the guide on this wiki page, you can edit the name in it to be whatever you're hunting at the time. Just put the macro button somewhere easy to reach and spam it while you run around.

  14. That double Mire bind is pretty sweet! I'm not sure I ever trusted that the game could execute 2 powers in such quick succession, consistently in one bind, so I never tried it. Works well in preliminary tests.

     

    As for the build, have you made and played it yet, or is this just theoretical still? I'm still level 48 on my tri-form, but I've played a good month or so. I avoided as many of the human form shields as I could, as I saw no common occasion where I'd want to remain in human form and put a bunch of toggles on. Maybe someone that's done a lot more high level content can chime in on when any of these have earned their place in a constant form swap build.

    The only ones I've taken and used thus far are Shadow Cloak (obvious place for LotG, useful for stealth), Orbiting Death (totally personal choice, looks cool XD, actually an ok DoT for situations where you don't feel like swapping a bunch to lay down some DPS) and Nebulous Form (even more stealth, SJ when you want it, oh sh** button, another place to put KB protection, slow protection or stealth IO)

     

    I'd suggest you at least 5 slot Sunless Mire, as you did with the dwarf version, with Obliteration. Also I'd recommend 4 or 5 slotting the dwarf heal drain with Theft or Nictus, as there will be times when a meatier heal is welcome, especially if corpses aren't handy. It heals for more than Essence Drain does, and makes that power rather skippable, giving you the option to choose something else you might not have had room for. The 3rd slot in Hasten gives nominal recharge gain over 2 slots, and can be placed elsewhere.

  15. Much appreciation for keeping this tool updated. When either my SO or I are sitting at our PC, staring at a character build for a ridiculous amount of time, we've started calling it "pining over Pine's"  ;D

     

    Just a small existing bug still in effect for Warshades (and Preacebringers too probably, but haven't checked) - you can't "legally" choose the Flight or Teleportation pool without big, angry red letters telling you so in the tooltip, and powers chosen within the pool are red lettered and italicized. Those pools are available to the AT now in game.

  16. Note that I didn't say anything about eliminating IO sets altogether! I merely wanted to see what could be done with a WS build that stuck to orange and yellow quality sets (archetype sets are alright too). To me, those are "expensive enough" because A) I haven't settled on a main to focus most of my resources on yet, and B) while I do have a decent Corruptor capable of farming, it's not an activity I enjoy very much, and I'd rather gain resources while spending my time accomplishing fun and useful things in game. Those 2 points, along with time of course, limit the inf/merit generation that I tend to have. OK, maybe an inordinate amount of time reading about builds and "pining over Pine's" take up a good chunk of my time, too >.>....

     

    And yeah, I view builds as a long term investiture as well. I tend to make a first iteration, with plans to respec at least 2 or more times as I acquire the more expensive IO's along the way. So, I guess my reframed question to you is: what might that build look like? I saw earlier in the thread that you didn't manage to get alternate enhancement sets for skills working in your export, which is a bummer! That probably would give me most of the insight I seek. As for what I'm willing to sacrifice...I don't know yet. I'm used to playing Corrs and Trollers, if that helps. I understand squishy needs Defense and Status protection so that they can let their amazing mayhem ensue. I understand Resist-based builds and playstyles a lot less, and I haven't dabbled much in melee this time around.

     

    Anyhoo, your insight, as always, is appreciated. I had a blast on my WS for a few hours yesterday. I have no clue what I'm doing, but it sure was fun!

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