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Luminara

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Everything posted by Luminara

  1. Presuming Dr. Vahzilok doesn't get to them first. Or the Banished Pantheon. And presuming that the teleportation grid is functioning. And that the individual beacons are as well. And even then, filled body bags scattered throughout missions, implying death by violent means, suggest that either there's a limit to the trauma the grid can handle, or the grid's response time is longer than a few minutes.
  2. In that shirt? Maybe in the Dollar Store universe...
  3. Hold down PageUp (or is it PageDown...) while panning. Press the other Page* key to revert the camera to default zoom level and position.
  4. I wonder how many peoples' mental health I could ruin with /bind g "team Group hug in the buff!$$powexec_location self Disruption Arrow".
  5. On tonight's episode of "Granny Tow"... @Mister Mass waves his cane at someone. @Lines says "Don't worry". And I do a math!
  6. You saved the placenta? Ew. Also, ew, again.
  7. You should inform your team if you're playing in the buff. It always helps teams coalesce and focus.
  8. Range and Radius are different mechanics, though. And Range buffs don't increase Radii. Equipping Intuition Core Paragon (Alpha slot), Intuition Radial Paragon(Alpha slot) or Clarion Radial Epiphany (Destiny slot) would be the easiest and fastest way to test whether there's a bug allowing Range buffs to affect Radii. And this would make it easy to test on a number of archetypes. If it affects one global proc, it should affect others. That said, 100' is a 66.67% increase over the base Radius, a figure which, to the best of my ability to discern, is only possible with Incarnate abilities, or specific buffs like Boost Range (plus something else buffing Range, as Boost Range tops out at 59.6%), neither of which is available to a level 33 tanker (that i know of). What's the value for the Range buff from Gauntlet?
  9. If you have sufficient buffs, debuffs and/or controls in your primary and secondary, you don't need either. A Radiation Emission defender has access to a massive ToHit debuff, for example. Defenders who use Dark Blast powers also debuff ToHit. Force Field and Traps defenders already have access to impressive +Defense powers which apply their effects to them. Stacked Holds, Stuns and Sleeps also provide significant damage mitigation, thereby reducing any reliance on Resistance or Defense. Enemies who can't land a hit (-ToHit), hit like kittens if they do (-Damage), or simply can't do anything (Hold/Stun/Sleep) don't warrant taking Tough or Weave. If your combination of primary and secondary are lacking in mitigation, and you primarily play solo, yes, both can be beneficial. A defender can achieve just short of 15% Defense (All) with Tough (slotted with both unique +3% Defense (All) IOs and maximal Defense slotting in Weave. Coupled with other buffs, debuffs and/or controls, this can shift weak mitigation to strong, safe play. If your character concept supports it, yes. The game is extremely forgiving of power selection and slotting, there are always ways to build around "holes" in a character's efficiency, so sticking to concept should always be first priority. I played a defender with no +Defense, no +Resistance, no -ToHit and only one single-target control all the way to 50, relying only on -Damage and a targeted AoE heal for mitigation. I tanked AVs with that character. I attended Hamidon raids. I even soloed a Giant Monster to 50% health (i didn't die, i gave up and left because it took 20 minutes to get that far and i didn't relish the idea of finishing the job). I did all of that before IOs, before set bonuses, and after a couple of massive nerfs (GDN and ED). There really is no such thing as "incapable" or "too inefficient to play" in this game, and no reason not to let character concept be the overriding factor in decisions.
  10. Tanker attacks have an integrated Taunt. By design, they generate aggro by attacking. The more you attack as a tank, and the more damage you deal, the more aggro you focus on yourself. Use. Your. Attacks. Additionally, there are no "defenseless" archetypes. None. Not a single archetype in this game lacks some means of reducing or utterly removing incoming damage. Every archetype has access to a variety of controls, debuffs and buffs. Every archetype also, not by coincidence, deals damage, because the most effective defense, in this game, is offense. Defeated enemies deal 0 damage. Lastly, there is no optimal team composition. All archetypes are useful and usable in a team, and no one archetype is "needed" for a team to function. A completely random group of 8 players with totally different archetypes, power sets and play styles can utterly decimate the toughest content in this game, simply by using BOTH OF THEIR POWER SETS AND COMMUNICATING. This game is not WoW. It was designed so a team didn't "need" any specific archetype or archetypes, but instead, so every player could approach the team content from the perspective of "Solo plus X". As long as you continue to try to shoehorn Co* into a WoW model, you'll continue to struggle, and that's on you.
  11. I was a bit shocked no-one else picked up on that. Dunno, maybe we're just wired differently.
  12. The war hasn't ended. Edison envisioned locally generated DC serving small neighborhoods and/or individual homes. Despite having been stalled and nearly defeated by AC's ability to transmit over very long distances, what Edison foresaw has recently begun to occur. PV technology, charge controllers and batteries have become significantly more efficient in the last couple of decades, and the prices have declined drastically. Small electric co-ops are setting up PV arrays all over the U.S., and larger companies have been investing in the technology as well, setting up their own arrays and paying individual homeowners who feed back into the grid. We aren't far from exactly what Edison tried to create now, with the exception being, it's in the hands of the people, not one man or a handful of select firms. If the trend continues, we could, in our lifetimes, see locally generated DC from solar panels becoming the default in suburban neighborhoods, solar panels in most rural back yards and panels on every high-rise and skyscraper. There's even photovoltaic glass now, which, if the price falls enough and the efficiency is sufficient, could replace standard windows on skyscrapers and provide a means for every building to become completely grid-independent. Again, we aren't quite at that point yet, but we're much closer, and it's not likely to be ten or twelve decades before DC becomes the standard. We'll still be using AC, via inversion, in most homes and where power is shared amongst multiple people, but the generators, the solar panels, will be DC, and there's so much DC technology on the market now, it's not a stretch to say that homes of the near future could be DC-only. No more AC plugs and sockets, just USB ports and car cigarette lighter sockets. DC LEDs for lighting. 12/24/48v appliances. The end result could, conceivably, be AC being phased out for all but single appliance usage and long distance transmission. Which would make them both winners. Local DC plants, AC transmission lines, both in homes.
  13. It occurred to me that Recluse is less the cardboard bad guy and more a tragic villain. He didn't set out to become the bad guy. He wasn't scheming and plotting in the beginning. He was an ordinary man, with ordinary goals and ordinary dreams, not the least of which was making his own way in the world. When he became an Incarnate, his life and fate were bound to the Well, effectively leashing him to the Well's goals. Everything he's done since has been in hope and pursuit of finding a way to free himself, to break free and reassert himself as the one in control of his life. He despised Statesman not because it's convenient for the story for two former best friends to become rivals, but because Statesman was directly responsible for his bondage, for his servitude to the Well. He's turned to amassing more and more power, personal, political and financial, in search of some means of freeing himself. And he's turned the Rogue Isles into a "social darwinism" because he believes it will help people avoid his fate, because he sees it as giving those with the strength, power or ambition the means of taking control of their own destinies. He wants freedom, for himself and anyone else willing to grasp it and capable of doing so, whatever the cost, even his own soul. Note that I'm not implying that he'd sprout a fluffy bunny tail and start pooping rainbows if he were freed of the Well's influence. He's definitely become the bad guy, but not as a choice, rather a reaction to what he views as enslavement.
  14. Find one. They're very dog-like, as @Coyotedancer mentioned. They adore being handled, hugged and rough petting. Very playful, even when they're old, and just as delighted to sit in your lap quietly when you're not in a playful mood (they purr up a storm and drool a bit, just from the sheer delight of being close to you). Friendly with everyone, including small children, and they're not averse to a little rough handling. They know they're big cats and can take it. They'll even chase dogs, though it's strictly play, they're not aggressive. Just be aware, they're not small animals. Maine Coons are the largest cat breed, they can grow up to 20+ pounds. And whatever you're doing, they'll want to "help"... which typically translates to sitting on your workspace, purring and giving you "I love you" eyes. They're one of the most intelligent breeds, too. They can figure out how to turn a knob and open a door. They'll actually pat you to tell you they want to be petted, or pull your hand onto their head and rub up against your palm. They are, in my experience, the most loving breed. They love you and expect you to love them back, and they express that affection through as much physical contact as possible, and expect you to do the same. If you want a lapdogcat, this is it. An alternative would be a Savannah cat. They're also dog-like. They enjoy walking on a leash, they fetch and they're VERY active. Unparalleled loyalty. They'll follow you to the depths of Tartarus and back, and they won't go far from your side when you're in the same room, except to play (again, VERY active breed) and for biological necessity (litter box, food). They're also fascinated with water (water bowls tend to double as kitty pools for Savannahs). They're not snugglers like Maine Coons, but they crave any attention you give them and will tolerate being held without putting up a struggle, as long as you're letting them face whatever direction they choose (Jessica likes to sit on my arm, monorail cat style, watching the valley while we stand on the porch). They also grow large, but they're longer, leaner and taller than Maine Coons, not as bulky. The big caveat with Savannahs is that they need to play. They don't want to play, they NEED to play. You have to spend some time every day playing with them, primarily giving them something to chase. Catching the toy is a secondary consideration for them, it's the chase that they need. If you don't keep them chasing something for a while every day, they'll start climbing the walls, literally, looking for something to chase, and 3 a.m. is prime time as far as they're concerned. They're also very intelligent. When Jessica wants to play, she selects a toy, takes it to one of the areas she's decided is her play space, and pats the toy to tell me that it's time. She couldn't be any more blunt and direct if she shouted "PLAY TIME NAO" in English. Even these generalizations fall short of how remarkable these two breeds are. They're both very, very intelligent, and every individual has unique traits. My Maine Coon, for example, couldn't get enough of whatever I was eating, which included some really odd things for a cat, like apples, plums and pistachios. My half-Savannah, on the other hand, won't even lick the plate, regardless of what I've had on it, but she stands up on her hind legs and expresses excitement at dry cat food. You can't go wrong with either of these breeds. Even half-breeds retain defining characteristics from the Maine Coon or Savannah lines. Pure bred kittens or adopted shelter cats, you just can't make a bad choice with them. They're amazing, incredible companions and friends. The greatest gift you could possibly give yourself is a friend like a Maine Coon or Savannah. They'll love you every second of their lives, and you'll love them more every day, and be endlessly fascinated with their minds and personalities and entertained and comforted by their presence. One warning, though. Once you let them into your heart, you're setting yourself up for the worst grief you'll ever experience. They don't live forever. I learned that the hardest way. It's been 8 years since I lost my Maine Coon and I still struggle with the grief. They're that... intense, in every way. They crawl right into your soul and make themselves a part of you, and when they're gone, the world is the darkest place imaginable. Be ready for that, and plan to get another as quickly as possible after he/she passes. It's the only thing that helps, which is another thing I learned the hardest way. But I wouldn't trade one second of my time with my Maine Coon, no matter how much I miss him now, and I wouldn't trade one second of my time with my half-Savannah either, despite knowing that I'll be absolutely destroyed when she dies (fortunately, she's barely over a year old, so that day is far in the future). For dog-like companion cats, there's nothing comparable to Maine Coons and Savannahs, but really, any cat is a worthwhile friend. There are plenty of shelter cats and strays just waiting for someone to love them, and I think you have a lot of love waiting to be shared. Don't just think about getting a cat, Bill, go out and do it. Don't stress about which cat or what breed, the cat will choose you and you'll know it when it happens.
  15. I have another 20 or so months until I ding 50. Really hoping I get the flashy graphical effects IRL.
  16. There seems to be some confusion about what some of TA's powers do. PGA isn't merely a Sleep. It's a damage debuff and rapidly pulsing Sleep with a high chance of application. Essentially, it takes all minions in a spawn out of the fight, and keeps them out of the fight even if they're attacked (it puts them back to Sleep), in addition to reducing the damage output of everything above minion level. The only comparable powers are things like Choking Cloud or Steamy Mist, toggles with significant endurance costs and much slower pulse times. If we were really attempting to balance PGA, we'd be suggesting that the pulse rate and Sleep chance be reduced to bring them in line with the existing similar powers. As it currently exists, PGA is an excellent source of mitigation, and even after acquiring OSA and EMP Arrow, it's still one of the best arrows in the quiver for damage mitigation. It doesn't need to be changed. It definitely doesn't need to be buffed, beyond reducing the recharge time so it's usable more frequently. And making any changes without significant improvements to other TA powers would be devastating to the set. There is no crash associated with EMP Arrow. None. It applies a brief Recovery debuff. It's not a crash. You still have most of your endurance after using EMP Arrow, and nothing precludes you from continuing to use other powers while the debuff ticks down. OSA's target is a critical element of the powerset as a whole. It's more than an additional step between initial cast and ZOMG BIG DAMAGE NUMBARS, it provides a guaranteed focal point for the player to use for other powers, as well as for other players to use targeted powers. With OilSlickTarget, one doesn't have to Tab through critters to find a "good spot" to use powers, one can simply select the best spot (center of the spawn) with OSA and use OilSlickTarget for all subsequent targeting. Removing that would be removing a key strategic ability from the entire set. Additionally, as complex as OSA is, as a power, the fewer dramatic changes, the better. It took several Issues to work out all of the bugs, and there's a very good chance that new, even less palatable bugs would be introduced with any changes to the mechanics. Reduce the recharge time, and leave it at that. TA doesn't need another location-targeted power. Most of the set was location-targeted in beta, and many of the powers were changed to critter-targeted in response to player feedback. It's good with the two location-targeted powers. Let's not take two steps back when we're discussing taking a step forward. Neither Ice Arrow nor Entangling Arrow need to be reworked into damage-dealing powers. TA is a Defender primary, Controller/Corruptor/Mastermind secondary. The sets in those categories are, by and large, not designed for dealing damage, they're designed to buff, debuff and control. There are damage-dealing powers in some of the sets, and TA already has one of the best with OSA, but none of them have single-target Immobilizes or Holds which also deal damage. Again, Defender primary, Controller/Corruptor/Mastermind secondary. Not a blast set. Not a Blaster secondary. Not for dealing damage. Buff, debuff, control. If you want damaging control powers, play a control primary or blaster secondary, that's what they're there for. Flash Arrow's ToHit debuff being Unresisted excludes it from being doubled or tripled. It's already competitive with every other set's ToHit debuff capability in AV fights because of that Unresisted flag. Increasing it without removing the Unresisted flag would be imbalanced in the late game, and it would also be absolutely pointless unless TA is given a more usable source of -Regen than EMP Arrow. A stackable ToHit debuff in another power would be more appropriate and useful, as it would allow a lower level player to stack ToHit debuffs and achieve appreciable damage mitigation (just like having decent Defense totals), while also ensuring that TA wasn't overpowered in AV/GM situations, or left with the even worse option of only bringing part of the toolkit to the fight and still being considered C-lister material because it couldn't debuff Regen sufficiently.
  17. Squid are friends, not food. Stop eating my friends. 😡
  18. TA's problems are lack of viability in end-game play, and lack of sufficient debuffing/control options to protect teams prior to the end game without blowing their entire arsenal at once, and lack of focus as to what it's supposed to be doing (protecting teams, or increasing the pace of teams). The recharge times across the board are too high. The set is too reliant on +Recharge to keep up with the modern pace of play. The set doesn't even begin to function well until and unless IO sets are used to garner significant amounts of +Recharge. It needs significantly lower recharge times to make it a proper combat set. Durations can be reduced correspondingly, but it should provide better combat effectiveness, which it can't do with long recharge times. A debuffer who can't debuff because all of the debuffs are recharging is dead weight. None of us like to feel like dead weight on a team, and it's worse in solo play. As a mitigation set, it's lacking. In the early game, none of the powers can be used more frequently than once every 3rd to 5th spawn, and some of the powers offer no meaningful mitigation. -Recharge doesn't protect a team, or the player, from the alpha strike. Flash Arrow's debuff is low, not significant on it's own at lower levels, and due to the Unresistable flag, not high enough to be worthwhile in the early to middle game. It's all but useless until PGA, in regard to mitigation, and that's not appropriate for a set without buffs. The set needs something to stack. Another source of -ToHit, or -Damage, or even, failing anything else, another Sleep, to mitigate incoming damage. Glue, Acid and Disruption would all be good candidates for an additional debuff/control effect to stack with an existing debuff/control. A corruptor or defender shouldn't have to wait until levels 28 and/or 32 to have usable damage mitigation options, or be forced to couple the set with a debuffing blast set just to make TA feel less like a failure of design. A mastermind has to wait even longer, and given that the debuffs and controls are critical to the functionality of the mastermind, the lack of mitigation absolutely does not justify the wait. For a set which was designed and intended as a defender primary, it's frustrating to know that it performs best as a controller secondary simply because controllers already have sufficient mitigation to ignore the holes in the set's design. Disruption Arrow is still limping along with a 10 target cap. It should be 16. Acid Arrow is hampered by an 8' radius. That's melee attack range. With a target cap of 16, it should have a radius capable of actually hitting 16 targets, not 4. Increase the radius to 15', minimum. With these changes, TA will be much better positioned in the early and middle game. For late/end game play, it only needs one thing. -Regen. Tack 500% -Regen onto Disruption Arrow, a power the player is going to use in AV/GM fights anyway. And reduce the recharge time on OSA. The mechanics don't justify the recharge time. Neither does the damage. The existing 180 second recharge time isn't balanced, for what the power actually accomplishes, for the set or in the game as a whole. 90-120 seconds would be appropriate.
  19. I don't play any dominators. I've tried to, on the original servers and here, but I've already played the control sets, and they hold little interest for me as they stand (copies of existing controller primaries). They need a flavor of their own. The secondaries are also too spread between melee and ranged. I understand that they enable different approaches, but the existing mixed design does more to restrict than enable. Trying to build toward one goal or the other, melee or ranged combat, effectively cuts your leveling pay-off in half, as you're only acquiring "useful" attacks half as frequently as other archetypes. And while the option to use ranged attacks in melee always exists, it doesn't work the other way around, so building for ranged combat always feels self-defeating. Given that the primaries are almost exclusively composed of ranged powers, there should be more synergy for ranged combat, but it just works out to feeling like a gimped controller. This leaves the choice of playing with melee attacks and mixing in ranged attacks when or where possible (rarely possible with a 40' range cone with a narrow arc, for example), but that involves stopping frequently to use location AoE controls and ranged attacks, and that's especially important when we're discussing controls, because that's the dominator's Resistance and Defense. That's what they have to stay alive. It's too hodge-podge, too unfocused. Yes, I do know there are binds to fire location powers on oneself, at a set range, on a selected target, etc. No archetype should have to depend on binds just to be playable out of the box. We shouldn't have to work around design flaws and oversights just to make a character playable. Things like this should be baked into the powers, not an obscure bind command that isn't documented anywhere outside of a couple of forum posts. I also dislike the way the design of the AT revolves entirely around Domination. I don't find myself building a character, I find myself building a Domination enabler, and the builds, overall, fall short because they so narrowly focused on that single aspect. As an inherent, Domination should work inherently, without the need to design the entire character around making it work. Every other archetype's inherent functions naturally. A controller doesn't have to build a specific way to make Containment work. A brute doesn't click a button and pray he/she has sufficient +Recharge and builds enough Fury to re-enable the button before the timer expires. This is the only inherent that isn't inherently usable. And I say that as a +Recharge junkie. Even my mastermind builds have 100% or more +Recharge, sans Hasten, and they have little use for it. Building a dominator tends to skew around building around that one goal, making Domination permanent, and it's boring, detrimental to creativity and stifling of experimentation. I can do so much with any other archetype, because the simple nature of their inherents being inherent, rather than an active power, gives me a world of flexibility. Dominators lack that flexibility. They may have primaries and secondaries which are thematically alike, but they're not actually complementary of one another in play style. There's no real synergy between dominator primaries and secondaries. And Domination has become less an inherent and more a burden, a necessity to build for and around, creating unnecessary restrictions on variation within the archetype. I've played a defender who eschewed her secondary set and used pool melee attacks instead, all the way to 50, post-ED and GDN, just to prove it could be done. I played a TA/A to 50, solo so no-one could accuse me of leaching or power leveling, before the Issue 7 buffs and bug fixes to those sets. I play without travel powers. If I wanted to (and i have been tempted), I could play a petless mastermind to 50, rapidly and with great ease. I'm very, very good with numbers and mechanics, and using what I know to make "impossible" characters work well. But I don't play a dominator. For me not to want to touch something, that's notable. Decouple the primaries from being duplicates of controller primaries, and make all of the powers usable mid-combat, as PBAoEs or critter-targeted AoEs rather than location AoEs, so survivability is more under the player's control. Streamline and focus the secondaries so there's a complementary style of play with the primaries which is encouraged, or at least, made possible, and so you're not leveling up and shaking your head because you have to wait until the next power unlock to get something useful. And make Domination more inherent, less of a defining click power for the archetype and more of a secondary effect like other inherents.
  20. Firbolg in Croatoa standing near payphones - "This item, it speaks to me!" "Ring ring!" "Quiet, you!" Freakshow in Brickstown when a female character aggros them - "Beat it, princess!"
  21. Can't log in to check the in-game description, but the text in Mids' states: "You spray a concentrated torrent of water toward your target that causes High Cold and Smashing damage as well as reducing your target's movement speed. If you have 2 or less Tidal Power, you will gain a stack of Tidal Power. If you have 3 Tidal Power and you activate this power, it will have an enhanced effect causing Water Jet to cast slightly faster and immediately reset the recharge of Water Jet. Water Jet's enhanced effect can be used once every 15 seconds."
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