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Luminara

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Everything posted by Luminara

  1. I keep @Bopper and @UberGuy in a shoebox. When I need a build, I push a saltine through a slit and a build pops out.
  2. Yeah, thanks, @Hedgefund. First chance I had at getting some tongue in 30 years and you ruin it. Thanks, pal.
  3. Believing I have the chat box active and typing a command with R in it, and running headlong into the nearest spawn.
  4. Another game.
  5. I can assure everyone that I was, in no way, involved in spreading a rumor that @Yomo Kimyata spent all of his wealth on Superadine and succubi, and would be busking on his top hat in Pocket D for enhancements, if anyone happened to be looking for him. However, if anyone is looking for him, a little bird told me the above, and you didn't hear it from me.
  6. You've got seven 10% +Recharge bonuses, only five of those apply, the other two don't. You'd benefit from reslotting a couple of powers with different (non-purple) sets. For example, you could use the non-Superior version of the Will of the Controller set and change one of those wasted 10% bonuses to 8.75%, and slot Flash with 4/6 Basilisk's Gaze and two procs, adding another 7.5% global +Recharge and making better use of your damage procs (with your build the way it is, Flash will be up and ready three times for every two uses of EMP Arrow). You've slotted Flash Arrow for 23.09% -ToHit, but you've also chased enormous amounts of +Def. You could save slots and power selections by paring down some of that +Def and using Flash Arrow. You should also switch the Acc/Rchg in Flash Arrow for the -ToHit/End/Rchg (bringing it up to 24.6% -ToHit). You could also take and use Spectral Terror, which adds another 15% -ToHit and not only further alleviating the perceived need to pursue +Def, but also giving you an excellent source of control and potential proc use. You've got piles of Smashing/Lethal Resistance, but you've skipped Poison Gas Arrow, which would give you the equivalent of 40% Resistance to everything (plus a guaranteed mag 2 Sleep which would stack with Blind's Sleep and could be used tactically to put lieutenants and bosses on the bench). Chance of Knockdown in Oil Slick Arrow is a bad idea. OSA already does KD, stacked KD turns into KB. You'll be squirting critters out of your kill zone. EMP Arrow grants mag 10 protection from Holds, Sleeps, Stuns and KB, and mag 5 protection from Immobilize. Indomitable Will is overkill. And EMP Arrow makes a poor AoE damage power even with procs, due to the recharge time. You're better off using it to either provide status protection for yourself, or to stack Holds with Flash, or just removing it and replacing it with something more readily available. Your endurance management is going to be a real problem, both while leveling and after reaching 50 and finalizing your build, especially with so many high cost powers forming the basis of your play style. You're running six toggles and none of them have more than 26.5% Endurance Reduction. Several have 0%. And you've got no Endurance Reduction in Acid, EMP, Disruption, Deceive (really?)... You're going to consistently run out of endurance before you finish fights, or have nothing but blues in your inspiration tray. But if you're playing on a team with some defenders/controllers/corruptors with buffs, all of those things could probably be ignored. Solo, or trying to function as the primary (or only) mitigator on a team, you'll likely find it to be a very unenjoyable experience.
  7. Macros can't be set to auto-fire. Macros can set a power to auto-fire, but you'd still have to manually activate the macro (click or keypress). A rotating bind file wouldn't work either, because it would continually spam the chat message and costume changes regardless of what else you did, as there's no if/then structure in the in-game command structure (necessary to prevent the chat message/costume change unless Domination was activated).
  8. If I might add on to this suggestion, it's occurred to me that Steve was really proud of the bases he built. He put a tremendous amount of time into making them fit his themes and ideas, and from what I saw of them, they really were magnificent. It would be really fitting if we could come up with a way to set those bases up to never go away, and keep them open for us to gather and reminisce, or for new players to see the legacy he left behind. Perhaps a server-side script or player character in each base to keep them open perpetually, or copying them over to a tribute map linked to his NPC avatar (when (not if) it's added)?
  9. That's only occurring on the recipes the HC team created. The older recipes use the correct tables for their level ranges. If you want a real headsploder, look at the Soaring End/Fly recipe. All tiers of that recipe require a rare salvage. Springfoot, Quickfoot and Jaunt, all of the other uncommon movement recipes created prior to shutdown, all use uncommon salvage for the last salvage requirement. It's the worst cost:value recipe I've seen.
  10. 0.5s animation time before effect (this is how the Co* engine synchronizes animations with effects, through temporal offset of the effect to match the measured or anticipated animated connection with the target. it's also necessary to allow things like debuffs and DoTs, many of which operate on a 0.5s activation interval, to open a window for the power to activate without being unintentionally cancelled). 0.25s after that, the Stealth effect and Hidden flag are applied. 0.75s. Network latency in ms should also be added, because the server has to verify some of the client data, such as position and range. Latency is factored individually, not as a single metric (meaning, my latency is different from yours, and yours is different from @Wavicle's, and @Wavicle's is different from @Bopper's, et cetera). On a typical day, my latency is around 180ms, or 0.18s. Adding Arcanatime, the time the server takes to process the client's request, tacks on another 0.256s for Placate. If we factor for a blisteringly fast connection, with a 50ms latency, we'd be looking at 1.056s (coincidentally, the exact animation time for Placate when factoring for Arcanatime) before the Placate "kicked in". For me, it would average 1.186s. On a slower connection, it could go as high as 1.25s, or even 1.5s, though, at that point, the player would likely be furiously mashing keys in an attempt to trigger some response from the game (from personal experience). So you should be Hidden 1.056s, at the soonest, after using Placate, but a higher network latency would necessitate a longer wait. That's the numerical answer, according to Placate's attributes. I can't add any more to the discussion that wouldn't be speculation.
  11. Placate doesn't toggle Hide on. It applies a Stealth effect and a Hidden flag.
  12. Toggles shut off after running one of those damn personal story missions. I went running headlong into the biggest spawn I could find after completing one. Yeah.
  13. My Grav/TA/Stone is completely focused on melee combat. OSA/Disruption on self, Wormhole spawns right at her feet, queue Sands of Mu while Wormhole is activating, animates and starts hitting 5 targets before they've finished teleporting in, Fissure (with a Fire proc), watch everything start to fry, Seismic Smash on whatever has the most HP. EMP Arrow has status protection, but you wouldn't need it with OSA, Singularity and Fissure knocking everything down, and Wormhole stacking its Stun with Fissure's. Toss a Propel once in a while if something's stubborn about going prone. If you're still feeling vulnerable, Stealth + Weave + CJ + Flash Arrow = soft cap. I didn't pick up Cross Punch with that character, since Sands of Mu worked so well, and deals more damage despite being unaffected by Containment. I liked playing that so much, I made a Grav/Fire/Energy dominator and leveled that to 50, too, and play it the same way, but it doesn't feel quite as smooth and enjoyable.
  14. The procs are the weak point. 2 PPM, mag 2 with a base 8s duration (the duration on a +4 critter would be 3.84s). You could add the Snipe proc (Executioner's Contract, 3.5 PPM, same mag and duration), and there's an Immobilize set (Debilitative Action) with a Stun proc (3 PPM, same mag and duration) if you could work that into the build. I wouldn't recommend the procs in Triumphant Insult (Taunt set, 2 PPM, mag 1 and 3s duration), or Unspeakable Terror (Fear set, 3 PPM, mag 1 and 8s duration).
  15. There is no "wrong". You're either doing it, or you're not doing it.
  16. When it works. It spawns my Oil Slick under the map half the time, and trying to use it with Lightning Rod is just as frustrating. Every time I use /powexeclocation target on a power with a long recharge time, it's a toss-up.
  17. Daedalus: "I'm going to check out the rest of the map!" Me: "..." 12.4s later... Daedalus: "I BRINGEDED U SUM NEW FRENS!" Me: "(*@#&$)(*&#(*&@%)(*^Y@#(_*U#@*(U%_(@*T#H(*@$ !!!"
  18. +HP has absolutely no relevance to regeneration rate. Regeneration rate is the frequency at which the mechanic ticks, and DP/variants don't alter it. Native regeneration rate is one tick every 12s, and +Regen reduces that 12s to a shorter interval. Nor do you regenerate a greater percentage of HP if you use a +HP power, it's always 5% of your current maximum. No power in the game alters that 5% figure. If you hover over the Regeneration display in the Totals window, you'll note that the bottom line of the tooltip, "Health regenerated per second at level 50", will display a higher total when DP/variant is active, reflecting your increased maximum HP. That's the only interaction between regeneration and +HP.
  19. Does Skippy's List constitute familiarity? Setting aside jocularity for a moment, I have read quite a bit about WWI and WWII, but my focus wasn't on combat or distinguished service, rather, I prefer to know the underlying reasons for why things happened. The cultural, social, financial and material conditions which preceded the events and shaped the politics of the time. The context of what happened, rather than the content. So I'm not well-versed in things like ranks, awards, national heroes, et cetera.
  20. They're also the least rewarding, from a time input perspective. In any mission with more than one escort, the player has to detour to collect NPCs, and the player is sometimes forced to make several trips from NPC to exit to NPC to exit... one can cover the length of the map several times, but gains nothing for performing the equivalent of 2-5 missions (counting each NPC escorted to the door as a separate mission). We are, in essence, doing 2+ times the work as we would on missions without escorts, at higher risk (goodbye stealth power, and the corresponding Defense buff) and/or the expense of other buffs (such as Assassin Strike), for a "thanks, you didn't completely fuck it up" pat on the back. The mission completion reward should be multiplied for each escort, and for missions with NPCs which can be defeated, a reward equivalent to the mission reward should be awarded when the NPC is captured/freed.
  21. I'd settle for a "YOU DIE NOW, YOU USELESS MOTHERFUCKER" button.
  22. This is an accurate description of the AI in this game.
  23. f0ad1fbb-7225-4efe-98ca-ffd3a4992ae5.mp4
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