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Lhanis

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  1. My main hero vs my main villain? ... Being a bit of a trickster spirit, what side of the line my smol gremlin creature Lhanis is on depends largely on it's current mood and who summoned it. If Posi part 2 is anything to go by though, Lhanis beats Lhanis every time, no contest.
  2. It's sad to see you go, Ston, but I do understand. Thank you so much for your hard work with crunching the numbers for folks like me, who only hear white noise when trying to do so ourselves. I've even discovered entirely new sets and playstyles I rather enjoy that I likely wouldn't have otherwise without your many informative posts here!
  3. My first glance also missed the fact that most things can be set to come from the mace now, which is honestly kind of great too. I think even if I do decide to polish up the Huntsman, it's probably time to give an actual mace Bane a swing as well after all. I'll have to go poke around your updated page 7 builds for ideas while I work something out. Cheers, @KaizenSoze!
  4. I'm a bit out of date, took a break just before Page7 hit live but have a huntsman build I was rather fond of and was considering dusting off. Did anything major change that would necessitate a build revamp? A quick browse told me that Heavy Burst is faster now and Wide Area Web looks like a solid upgrade to what it was, but aside from that I couldn't find anything significant to a Bane with no mace attacks. Probably another important question as well, though... now that it looks like the Bane mace attacks have largely been improved, has the gap between Heavy Burst/Grenade spam and an actual Melee Bane widened enough that Huntsman is no longer worthwhile?
  5. I had time, so I did another. Still not min-max'd, but a much more thought out build than the ranged fortunata meme. Global: @farsinger AT: Widow Powers: Night Widow Pylon Time: 199 Seconds 0x8 Time: 347 Seconds 4x8 Time: 480 Seconds Character Name: Lhanis (Optional) Comment: This one had a significantly easier time with the pylon, as expected. Clear wasn't bad either, but I noticed that I had a lot of trouble dealing with runners on Ston's map which dragged the time out. I honestly expected the clear and survival to be better than my fortunata with how reliable Spin and Eviscerate usually are, but I guess Psychic Wail is just that good. There was going to be a third build, my fort!hybrid, but during pylon testing I was noticing an odd gap in my attack chain and, lo and behold, a handful of my skills straight up didn't have any enhancements. Woops. I play it so infrequently I didn't even remember it wasn't finished. The rest of my roster also leans towards heavy support and various controllers, who likely would have a DNF in at least one category, so that's probably it from me unless I decide to dust off my Dark/Dark Offender. Thanks for putting this together, I definitely learned a thing or two about my builds here!
  6. While I usually build for comfort and theme over function, this seemed like a fun way to compare my builds to each other even if they won't be anywhere near what others can pull off. So I threw my ranged-only Fortunata into it just to see how bad it really is. Hoboy. Global: @farsinger AT: Widow Powers: Fortunata Pylon Time: 807 Seconds oh god why 0x8 Time: 317 Seconds 4x8 Time: 421 Seconds Character Name: Lhanis (Optional) Comment: Since the build is mostly just a chill one for when I don't want to have to think, it skipped most of the melee options. This means clearspeed revolves almost entirely around Psychic Wail's cooldown... so I'm not surprised to see how little variance there is between 0x8 and 4x8. That said, even if I knew my pylon time wouldn't be great I still didn't expect it to be that horrific. Staying ahead of the regen was a struggle the entire way, I definitely felt the lack of hard hitting options there when I have no debuffs to make up for it. Yeesh. I'll have to put my actual Hybrid and NW builds to the test too, just to see. I'll throw them on here when they're done so y'all have something to compare it to. (Edit: I initially misread the rules for this test, and ran the test without Ageless running. I have since re-run it and edited the times. Originally, they were pylon-839, 0x8-343 and 4x8-442. Not a huge difference, but still.)
  7. I've played a lot of EA and a bit of MA, and I definitely agree that they are both very busy sets that really want you to focus on them. Interestingly, MA seems to fill a similar niche to Kinetics for me in how you are largely focused on juicing your team's damage, though there's more control and defense in place of the sheer power Fulcrum Shift provides. EA gets some of that, but its more similar to Empathy's spot-healing and support like Tidge mentioned above. The biggest difference in playstyle in my opinion is simply that EA suffers when the team is mobile, it really wants people to be stationary and together for chains and Faraday Cage... not a problem when everyone's pummeling down a hard target, but awkward elsewhere. MA is much more... free, I feel. Toroidal is a fire-and-forget aoe buff, Shifting tides anchors to a player, Barrier Reef (MA's alternative to Faraday) is portable and follows you like a pet. My preference is definitely MA. There's just something about dropping a Tidepool on enemies, using Whitecap to teleport into it for debuffs and CC, and following it up with your PBAoE Nuke to shred an entire group (which usually results in Tidepool triggering a frenzy and amping the damage boost it provides you to deal with anything left standing) that does it for me in a way EA simply can't replicate. Even if MA wasn't as good as it is, it just flows (pun intended) so much better than EA to me.
  8. I don't much agree with what's in the Widow subclass section in regards to Fortuna (or the poor treatment of my dear, sweet Heavy Burst), but it's nice to see the VEATs getting some attention from folks again. The note about the inherent just about killed me, thanks for that.
  9. Warshade and Dark Armor VFX options for Aether?! Customization for Widows?! You spoil me, HC! 🎉
  10. Ya'll have always been awesome, but now it's official! LONG LIVE CITY OF HEROES! 🎉
  11. My biggest issue with HM content was always that I missed the initial rush when they arrived, and after that point when the meta had become Corruptors... nobody wanted anything else. The HC community has generally been a wonderful place the past 5-ish years we've been about, but @arcane is right - the people who still regularly run the 4* content are largely some of the worst people I've had the displeasure to run a TF with. I feel like the addition of 'difficult' content is good, but a lot of folks in the community very quickly decided there was only one way to run it, and it hasn't exactly been an enjoyable experience. I'm sure that toxicity isn't universal, there are a lot of good people here. And the fact that I never settled in with one of the big SGs means I do only ever see that kind of content in PuGs or when a friend's group has an open slot. But I do feel like the HM TFs have already proven that no matter what the devs try to give us in regards to stuff like this, people will just min-max the enjoyment out of it and complain it isn't enough, or burn out and drop it altogether. It's important to remember that not everyone is here for that kind of content.
  12. Stumbled across this one too, and appears to be tied to weapon-draw? Same issue both with the Beast Stance inherent option and the actual Beast Run travel power. Tested with Widow, Axe Brute, Katana Scrapper, Claws stalker, Savage Brute, and Dark Melee Scrapper. Hitting an attack power and then jumping from idle position triggers a male 'grunt' sound for female body types. Notably, Dark Melee and Savage didn't cause the male jumping grunt sfx, which made me think it was specific to having weapons drawn. However, Axe didn't seem to trigger it either. So it may be an issue on a set-by-set basis rather than just weapons, but Widow/Claws and Katana definitely do when the weapon is drawn. Very strange.
  13. This! Thank you! I'd forgotten I can just grab gloom from /soul. And that is a significantly better option than the alternatives I was looking at. It comes late, but it will do just fine. I have tried a few sfx mods for psychic powers and found them either generally more intrusive or just to loud, and unfortunately I don't know enough about that kind of modding to make a file myself. I did find the guide posted here in the forums about editing said files, though, and I may look into it. There are a few other outliers I'd love to find silent options for.
  14. I've got a ranged Fort setup for when I dont feel like being scrappy, and it's got a seamless ST rotation with procced out TK Blast/Subdue/Dominate. It's fairly solid overall, and I'm happy with it's output. But... Subdue's sfx are nails on chalkboard, and the rotation goes so quickly that it's never not playing. I was looking at maybe replacing it with Arcane Bolt since I'm dipping heavily into Sorcery anyway, and it seems to fit similar enough that I shouldn't feel a loss. Bolt has slightly less damage and slighter longer anim time, but Arcane Power procs should theoretically make it a dps increase depending on how often it does come up. It also provides a non-psychic attack (even if Energy is resisted fairly often) to help soften how much robots and rikti suck. Thoughts? Opinions? Alternative solutions? For the most part I actually like the game's sound, and don't want to be driven to muting it over the endless PEWEWEWEW q.q
  15. Theres a few ways, but the cheaper option is the 6th piece of "Sudden Acceleration" Knockback set. It adds a massive negative multiplier to knock, so that it becomes KD instead. Though you'll notice on some enemies that are weak to Knock like clockwork will still get thrown.
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