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Everything posted by roleki
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I appreciate your making the attempt! I used to be up on this stuff, but then we had kids and I haven't bought PC hardware in forever, so I am not sure how much is hype and how much is "yeah, you're going to need this." I'm running a GTX 970 and am getting 60ish FPS at 1920 x 1080 in the couple games I do play, but now it occurs to me maybe I could be getting higher if I splurged for a more expensive monitor. Dang.
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How 'necessary' is a >60Hz monitor? Like, if I ever get a graphics card capable of doing, say, 87fps or whatever, would having it on a 60Hz monitor make a difference, performance-wise? Like, would it get choppy or whatever? I don't play a lot of AAA games, just basically CoH and Rocket League, so I am not worried a whole lot about framerate, but I don't want to make it worse!
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Not to hijack the thread, but, as long as there are monitorfolk in the building... what would be a decent widescreen (21:9) monitor for not-necessarily-4k gaming? Right now, I'm on a 24" 1920x1080 that I bought 11 years ago, and I would like something wider, but not sure what matters in a monitor anymore.
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Only thing is, it's not killing stuff as quick as it could, so apparently it's not expensive enough 🙂 Illusion and Storm both demand a lot of resources (i.e. inf) so it will tend to be one of the more expensive builds when you pair them together. Luckily, resources are easy to come by if you're willing to do a little non-traditional gaming here and there, so expense is kind of a misnomer. Myself, I don't think controllers in general need as much defense as your typical character, especially in the case of Illusion controllers, and especially if that Illusion controller has Perma PA and Spectral Terror slotted for -ToHit. PA holds aggro, and Spectral Terror dumps out *massive* -ToHit, which really shores up the defense calculations when mobs take a swing at you. Also, a macro to combine insps and crap out purples is free, and leaves you with slots you can invest in making yourself a better emitter of justice. Which, hate to say, includes slotting KB:KD wherever possible. Illusion lacks an immobilize power and unmitigated KB will absolutely KILL your efficiency. I get being a proud purveyor of chaos, but I guarantee you will have almost as much fun (if not more!) if you're melting things in moments instead of minutes. Also, KB:KD turns Gale into a powerhouse soft control, especially when slotted with FF+Recharge, and when Tornado/Lightning Storm are slotted with KB:KD, everything they hit just flops down RIGHT THERE, so there's no downtime when switching targets or chasing them. This is my Ill/Storm, built with more of an eye towards killing things than engaging in prolonged fights. It's an ugly Ill/Storm, but it's mine 🙂 Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Weather Permitting: Level 50 Technology Controller Primary Power Set: Illusion Control Secondary Power Set: Storm Summoning Power Pool: Leaping Power Pool: Speed Power Pool: Leadership Ancillary Pool: Fire Mastery Hero Profile: Level 1: Blind -- SprWiloft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(A), SprWiloft-EndRdx/Rchg(9), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(9), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(11), SprWiloft-Rchg/Dmg%(13) Level 1: Gale -- FrcFdb-Acc/KB(A), FrcFdb-Rechg%(7), SuddAcc--KB/+KD(7) Level 2: Spectral Wounds -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(13), Dcm-Dmg/Rchg(15), Dcm-Acc/EndRdx/Rchg(17), Dcm-Acc/Dmg/Rchg(17) Level 4: Super Jump -- Jump-I(A) Level 6: Deceive -- CrcPrs-Acc/Conf/Rchg(A), CrcPrs-Conf%(34) Level 8: Flash -- UnbCns-Hold(A), UnbCns-Hold/Rchg(23), UnbCns-Acc/Hold/Rchg(25), UnbCns-Acc/Rchg(25), UnbCns-EndRdx/Hold(31) Level 10: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(11) Level 12: Steamy Mist -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(34) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15) Level 16: Freezing Rain -- Ann-Dmg/Rchg(A), Ann-Acc/Dmg/EndRdx(43), Ann-Acc/Dmg/EndRdx/Rchg(43), Ann-Acc/Dmg/Rchg(46), Ann-ResDeb%(46) Level 18: Phantom Army -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(19), ExpRnf-Acc/Dmg/Rchg(19), ExpRnf-EndRdx/Dmg/Rchg(21), SlbAll-Dmg/Rchg(21), SlbAll-Acc/Dmg/Rchg(23) Level 20: Group Invisibility -- LucoftheG-Def/Rchg+(A) Level 22: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 24: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/EndRdx(31), GssSynFr--Build%(31) Level 26: Spectral Terror -- DarWtcDsp-ToHitDeb(A), DarWtcDsp-ToHitDeb/Rchg(27), DarWtcDsp-ToHitdeb/Rchg/EndRdx(27), DarWtcDsp-ToHitDeb/EndRdx(29), GlmoftheA-Dam%(29) Level 28: Superior Invisibility -- LucoftheG-Def/Rchg+(A) Level 30: Hurricane -- EndRdx-I(A), EndRdx-I(40) Level 32: Phantasm -- ExpRnf-Acc/Dmg(A), ExpRnf-Dmg/EndRdx(33), ExpRnf-Acc/Dmg/Rchg(33), ExpRnf-EndRdx/Dmg/Rchg(33), SuddAcc-KB/Acc/Dmg(34), SuddAcc--KB/+KD(37) Level 35: Tornado -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(36), ExpRnf-Acc/Dmg/Rchg(36), ExpRnf-EndRdx/Dmg/Rchg(36), FrcFdb-Rechg%(37), SuddAcc--KB/+KD(37) Level 38: Lightning Storm -- Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(39), Apc-Acc/Rchg(39), Apc-Dmg/EndRdx(39), Apc-Dam%(40), SuddAcc--KB/+KD(40) Level 41: Fire Ball -- Rgn-Dmg(A), Rgn-Dmg/Rchg(42), Rgn-Acc/Dmg/Rchg(42), Rgn-Acc/Rchg(42), Rgn-Dmg/EndRdx(43) Level 44: Thunder Clap -- AbsAmz-Stun(A), AbsAmz-Stun/Rchg(45), AbsAmz-Acc/Stun/Rchg(45), AbsAmz-Acc/Rchg(45), AbsAmz-EndRdx/Stun(46) Level 47: O2 Boost -- Prv-Heal(A), Prv-EndRdx/Rchg(48), Prv-Heal/Rchg(48), Prv-Heal/Rchg/EndRdx(48), Prv-Absorb%(50), Prv-Heal/EndRdx(50) Level 49: Fire Shield -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(50) Level 1: Brawl -- Empty(A) Level 1: Containment 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 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(3), Pnc-Heal/+End(5) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- SynSck-EndMod(A), SynSck-EndMod/+RunSpeed(3), PrfShf-End%(5) Level 50: Agility Core Paragon Level 50: Ion Core Final Judgement Level 50: Degenerative Core Flawless Interface Level 50: Warworks Core Superior Ally Level 50: Ageless Core Epiphany Level 50: Support Core Embodiment ------------
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While General gets a little crazy at times, I've not seen similar toxic behavior on Indom; maybe move a character or two over and see if it's better?
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Why does everyone seem to run +4/8 or nothing?
roleki replied to JnEricsonx's topic in General Discussion
That's why, if you're in it for drops, 2/8 is the way to go. Say it takes 10 minutes to clear a 4/8 map, but only 8 minutes to clear a 2/8. Over the course of an hour you get an extra map-and-a-half of mobs to burn through, which brings the total XP earned close-ish to what you could have generated had you run 4/8, but you get 25% more random drop chances. -
I feel that way about every AT that ISN'T a Controller. "Wait, the plan is to just attack them, and move on to the next?"
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I've put KB:KD in Repel and while it works, it's a bit too spotty and endurance-hogging to rely on as a soft control. That said, my Fire/FF has like 60 knockdown powers (Repel+KB:KD among them) and it's like popcorn city when he gets into melee range, so MAYBE Whirlwind + Repel would make it a reliable tactic?
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Just to follow-up, I'm about 86% convinced this is happening on account of mobs getting confused by Arctic Air. I can't say I'm 100% convinced, because I am absolutely certain I've seen this happen when I was nowhere near melee range, but the last couple of times I've been able to recreate it, I was in melee and there ARE confused among the mob AND I have NOT been able to recreate it with AA off.
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To be honest, if HC's methodical approach results in more stuff like Electrical Affinity, sign me up for methodical. That set is pretty much perfect.
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Oh man, if you're just getting back, next time after you exit a mission, just type /ah in the chat window. That about floored me when I was told about it.
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Bonfire and Sudden Acceleration dont work well together
roleki replied to Damoklese's topic in Controller
The funny thing is, to ME, Bonfire was an auto-skip UNTIL I saw what the KB:KD enh transformed it into. Now it's pretty much my opener on all my Fire/ stuff, and on my En/En blaster out of the EPP. I find for the most part it glues a mob in place (like an Immob) but without the ability to fire back (better than an Immob). -
Fair enough, I'll wear that all damn day, every day.
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Tell you what, if you or anyone else who threatens to stop supporting HC over their BLM statement can establish proof you've actually contributed, I will gladly pay for your absence.
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I'm not saying give BB an automatic pass on their opinion or dismiss them outright, but the entire time I've been here, Bentley has proven to take the game and its lore much more seriously than your typical rando. Their consternation regarding Blue Steel is totally in-character, whether you view it as tilting at windmills or not. And while a part of me wishes that politics were still just our vote and nothing more, fact is, things are the way they are because that... stoicism(?) made it easier for institutional racism to fester in plain sight. Worse, when oblique racism goes unopposed, it reinforces that behavior and encourages further, more overt racism.
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@Luminara Just to be clear, the issue only appears when I have deployed Disruption Arrow *before* igniting the Oil Slick, and based on testing I have done since starting this thread, the effect is exaggerated when I have the Annihilation -Res proc in Oil Slick Arrow. If I light the Oil Slick *then* deploy DA, I have not seen any repel/KB effects. I have *NOT* tried replicating it with Acid Arrow (another -Res) in place of DA but will give it a shot. I am inclined to think this is down to a weird interaction between stacked -Res; I don't even think it qualifies as a bug, it's just something that happens when X, Y, and Z converge.
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Ice/TA is either 50+2 or 50+3, and I've observed this running that little circuit around the Portal Corps parking lot, so it's usually an assortment of -1 CoT, Nemesis and Malta with the occasional Rikti and Carnival. Of those, it's CoT that are affected the most, and oddly enough, usually level 50 Death Mages. When there's a group of two, I can pretty much count on one of them miraculously popcorning out of harm's way and spending the next 41 minutes harassing me as I ply my arsenal of harmless slaps and mean looks at his doomed comrade.
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I didn't think about what effect Disruption Arrow would have on the Oil Slick itself, that's pretty groovy. That said, I never fire DA ahead of OSA (DA is usually fired between planting OSA and igniting the slick). Reason being - I'm an Ice/TA, if I miss out on 8 or 10 damage per mob I can ACTUALLY notice it, so I want the -Res in play before I set things on fire.
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Honestly, pseudopets are a mystery to me, and /TA is full of them. They had links to them in the old City of Data but I am fairly sure the links didn't work back then, either. In any event, the Oil Slick will ignite if fire or energy are used in its vicinity. In the old days, my Ice/TA had to use friggin' Taser Dart to light it, but these days I use the ranged blast out of the Sorcery pool to make it go. As far as how -Res would result in a >1.0 mag KB, I don't KNOW; I've looked and looked at the explanation for how Resistance fits into the damage calculation a million times and every time I think I've got it, I really don't. That said, if you divide a low magnitude KB (like 0.67) by a moderate magnitude -Res (like 0.20) you get a positive number like 3.35, and given the KB distance I am seeing against the level mobs I am seeing it affect, that seems like a plausible number. So maybe somewhere in the Rube Goldberg damage calculation that sort of math is happening?
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I think knockdown is just really, really low-magnitude knockback; I've noticed that if I throw a KD power at a way-gray mob, they fly backward as if it were KB. But there has to be more to it than that, because I've slotted Gale with KB:KD and still sent low-level mobs flying. In any event, I think this is down to some interaction between Disruption Arrow and the unlit OIl Slick. This afternoon, I took the Annihilation -Res proc out of OSA and it was still throwing random mobs out of the AoE in the Portal parking lot. Yellow-con Death Mages seem to be as liable to go flying as gray Possessed Scientists. If the slick is already on fire when I throw Disruption Arrow, nothing has flown out (so far). ETA: not really relevant, but I seem to get better mileage out of the -Res proc than I did a Positron's Blast proc. With the -Res proc, each tick of damage rounds up 2, whereas the damage proc hits once (when the slick is lit) and maybe hits one one guy in the group for 147 or whatever. With the -Res proc slotted, OSA gets rid of Lt's and Minions in one application. That was interesting (to me).
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If it's correct I can live with it, but it seems weird to me.
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It's not something I've run into very often myself, either, and I run a lot of -Res and KB-type characters. I wish I knew more (anything) about how procs and pseudopets work, because as I understand it, the -Res proc in OSA just fires off when I initially use the power, not when the Oil Slick pseudopet is summoned, or when the burning slick is summoned. If it works differently, I might have to reload OSA with more procs because it accepts a small slew of them.
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Unlock and populate your Lore and Destiny T3s; each one applies a level shift but it only applies to Incarnate content, so far as I can tell.
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What are the "workhorse" combos for each AT?
roleki replied to Menelruin's topic in General Discussion
I can't really speak to other ATs, but I run a ton of controllers and in my experience, nothing is as wash-rinse-repeat as a Grav/Time. That's not a BAD thing! Grav/Time just does what it does over and over and over, and it doesn't care about endurance or recharge or defense or pretty much anything happening around it. Grav/Time has an answer to whatever you run into along the way; it may not be the best answer, but it's an answer. Fire/Kin may be ubiquitous, but a MISS! can change how the next minute or so plays out; Grav/Time is pretty much agnostic on that front. -
Every so often I'll take my Ice/TA out for a drive, and the past few times I have done so, I have noticed an odd... thing happening. Basically speaking, Disruption Arrow is somehow blowing mobs out of the AoE of an unlit Oil Slick Arrow, but not an ignited OSA. Goes like this: 1) Flash Arrow (slotted 1x Siphon Insight Acc/TH, 1x Siphon Insight Acc/Rech) 2) OSA (slotted 5x Ragnarok minus KD proc, 1x Annihilation -Res proc) 3) Disruption Arrow (slotted 2x Rech IO) 4) Mobs blown violently out of AoE, like easily 10' from where they were standing. But, if I do this: 1) Flash Arrow 2) OSA 3) Ignite OSA 4) Disruption Arrow 5) Mobs flop around, burning like they should What I *think* is happening is the -Res proc and the Disruption Arrow -Res are combining to give negative -KB resistance (?) and it's multiplying the pulses of KB from OSA. I think. Does that sound right? Or is this some kind of bug?