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cohRock

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Everything posted by cohRock

  1. @WavicleI have mixed feelings about your suggestion. I agree that if you are the squishie of a duo and don't have stealth while the tank/brute (t/b) does, then it is easy to get in situations where you bear the brunt of alpha strikes. OTOH, if you follow behind the t/b and he is careful to taunt immediately then his aura suppression will seldom have negative consequences. In this instance, though, you are forced into a play style that may not suit you. Bottom line is I favor aura suppression but admit it can have unfavorable consequences on your teammates. My bottommer line is that my t/b characters do not choose power sets with stealth because of these consequences.
  2. Currently: While this power is active, you are very nimble and Acrobatic. You can avoid most Knockback effects and are resistant to Hold effects. You must be level 14 and have two other Leaping powers before selecting Acrobatics. ... End Cost: 0.26 end/sec Personally only one of my characters have chosen Acrobatics (fire/fire tank). One has to invest in two other Leaping powers, and the end cost is equivalent to a full shield. He doesn't use it for the hold resistance, but for the knock* prevention. I would suggest enhancing this in subtle ways so as to make it worth the investment and end cost, but not so much that it would become a min-maxer's dream. Specifically I propose: increase base run speed by 5% increase base fly speed by 10% increase base jump speed and jump height by 10% resistance to slow debuff resistance to recharge debuff The in-world justification for these improvements would be that, being more athletic you can move better and have learned to minimize wind resistance in above-ground movement. The slow and recharge resistances would also be the result of your training to maximize your movement and reaction even under harsh conditions. Note that recharge time isn't actually increased; you have simply gained the ability to shrug off some of a recharge debuff placed on you. The reason I don't propose even a small recharge buff (5%, say) is I don't want the power to be viewed as a step to perma-Hasten. That might make it too attractive to some people, who would end up with two prerequisite powers many would not otherwise take. None of these abilities would be enhanceable. Acrobatics would continue to accept End Reduc, Recharge speed, and Knockback (resistance) enhancements only. IMO, the suggested improvements would make the power worth the end cost. Alternatively and less appealingly, the end cost could be lowered to be more in line with its current benefits. Maybe 0.12 end/sec.
  3. I agree it should be enhanced, but don't really envision it as an in-combat power. With any team with more than 4 members, its difficult to have everyone stay close,and the bigger the team the more the chaos. While this doesn't hold for regular teams who work together all the time, for the large majority of teams, I can't imagine even a very effective group fly being utilized well.
  4. I couldn't decide so I made Yelo Snow, a storm/ice defender. With Snow Storm, Freezing Rain, Ice Storm, Lightning Storm, and Blizzard, the guy has elemental options. Tornado is of course available when he doesn't want them wet. 😶
  5. Thank you-all for the replies. I avoided saying what his archetype was thinking thread could go off topic with folks asking why i didn't post in the archetype forum. Poi'Tho is currently a level 41 Psy/Poison corrupter. He hasn't started working sets yet. @nihiliiYes, it is awkward to use slow-snipe in midst of battle due to the delay, but sometimes I do sometimes pause long enough to enable it and fire. If foe is already damaged enough for scourge to activate, the already-high damage from slow-snipe is pretty darn high. That said, @Dark Dove point is valid that with the waiting time, overall DPS might be reduced since I'm not doing any other damage during that period. So maybe I should be happy with slow-snipe as an opener and be satisfied with fast-snipe's damage during battle.
  6. Venomous Gas (VG) is the tier 9 toggle power for the poison set. It is a debuff aura weakening foe resistance, damage, defense, and toHit. It has a relatively high cost of 0.52 end/sec, but its numerous debuffs would seem to make the cost worthwhile. Since it is available for defenders, corrupters, and controllers, I decided to post in General rather than one of the archetype forums. For controllers I don't see an issue with it. Most (all?) controller sets already offer a debuff aura of their own, and stacking Venomous Gas on top of that could be great. I don't have a /poison controller, but it sure seems like it would be nice. Defenders and Corruptors face a side effect of VG which controllers do not. I learned in play today that your character cannot simultaneously be debuffing foes with the aura and using a full-strength snipe. If you are far enough away that your aura is not affecting foes, then you will be able to snipe at full power. However, if foes are being debuffed, snipe will be debuffed to its lesser state by the ongoing aggression of the aura. But it's a good aura! Do you feel that the trade-off of losing mid-battle full-sniping to keep the aura up is a worthwhile one?
  7. As I understand it, attacks are always bound within a 5% to 95% chance of hitting. E.g., if a level 1 player attacks a level 50 foe, he will still have a 5% chance to hit it. Similarly, the foe would have a 5% chance to miss. Correct? If so, I have a question. The only defenses my level 24 brute has stems from both Combat Jumping and Maneuvers. Their defense percentage currently sums to 5.05%. Does this mean they never help him while soloing? I know other teammates could be adding to his defense with force field shields, cold shields, or their own Maneuvers. Also if his attack set were one of the swords or Titan Weapons, one of his attacks would add to his melee (and lethal or smashing) defense. So my brute has a potential head start when teamed with others or uses a certain attack in certain sets. But on his own, it would seem to be his level of defense is usually worthless.
  8. Thanks for the response, @KauaiJim. It turned out that my problems were more than just visual. Many character files refused to load and generated an error. So I made a brand new directory, and loaded a clean install into it. That seems to have fixed everything. I did not need to do anything with .net.
  9. Nope, Display Settings (win 10) had the scaling factor for "text, apps, and other items" set to 175%. When I set it to 100% (recommended) and re-logged, everything was smaller, as expected. When I started Mids, the alignment problem is still there, with the enhancements still falling below and to the left of the power they are for. Mids itself has always rescaled nicely as you dragged its window smaller or larger, so I should not have been so quick to blame my GUI scale factor. ... It's just that, now, I have no idea what is causing the problem, or how to fix it.
  10. I just upgraded to new Mids (v3.0.1.9). The enhancements are misaligned visually, but I believe the mouse reacts to their "should be" locations. This obviously makes it very awkward to use. See image below indicating visual offset. The problem may be that I have my windows screen font set to +25% (large font?). I'm playing right now, so cannot test that theory. I'll report back once I can test theory. Thank you for updating this. Except for alignment, looks good overall.
  11. Thank you for the comprehensive and informative reply. One nit is that the tool tip for Sentinel's Dodge does indeed say it resists all damage. The tool tip for their Agile does not say this however, nor do any of the auto-defense powers for an SR tank. Sentinel Dodge -- Auto: Self +DEF(Melee), Res (DeBuff DEF), Res(All DMG, Special) Tank Dodge -- Auto: Self +DEF(Melee), Res (DeBuff DEF), Res(DMG, Special) Whether this is just a typo, I cannot say. But I wanted to verify that I wasn't crazy in seeing the "All". I'm sure I only looked at Dodge, and assumed Agile and Enduring would say the same for their scaling resistance. Since my sentinel is not yet senior enough to have Dodge, I don't know how to bring up its info window; all I have access to is the tool tip.
  12. I have a level 17 Beam/SR Sentinel, as well as SR protection in other archetypes including an SR tank. For the Sentinel, several changes have been made. We get base 0.42% resistance to all but Toxic and Psi in Agile, Dodge, and Enduring. Other SR archetypes have a base of 0.33% to the same (Lucky instead of Enduring), but are marked as resistance to all damage. Sentinel SR resistance just says resistant to damage, not "all". Does that mean they will scale up from 0 on toxic and psi, but a Sentinel SR will not? We have an option to take Master Brawler (MB) rather than Practiced Brawler (PB). MB makes the toggle shields offer mez resistances. I.e., if your toggle shields are on and you have MB (on or not), then you have mez and KB resistance. While active, MB grants absorption, which I'm estimating can be made perma with 2 or 3 SO-level recharges and the Quickness power taken. Given that, why would an SR ever want to choose Practiced Brawler instead? PB only offers mez protection, and can be unavailable after death for many seconds. We get Enduring instead of the static AoE defense, Lucky. It offers significant Endurance recovery, scaled resistance, and defense to Psi damage. Lucky's only offers AoE auto defense, as well as the aforementioned scaled resistance. SR evasion includes extra AoE defense compared to Focused Fighting and Focused Senses, presumably to make up for the lack of AoE defense otherwise. Should we even bother slotting Enduring for its Psi defense? I am of the understanding that positional defenses include psi defense, so I am puzzled why it is offered. Overall, Sentinel SR seems to stack up somewhat ahead of of SR for other archetypes, perhaps because of our lower maximum hit points. What impressions and/or experience do you have concerning this?
  13. (dammit, sorry. Ir looked like my edit wasn't completing, so i tried multiple times. Is there a way we can delete our posts?) NM. I was able to use Options->Hide on three posts.
  14. Clamping always bounds both your chance to hit and be hit to between 5% and 95%. A level 5 blaster can shoot at a level 45 tank and will still have a 5% chance of hitting him., even if the calculated chance was 0.037%. Similarly his chance of hitting you is not nigh 100%, but "only" 95%. If the attack calculation gives a chance to hit between that, 50% say, then clamping is not activated.
  15. I like this idea so much that I specifically came here to post the same idea. Glad I searched first! One idea to correct the "dual immobilize" shortcoming is that the manipulation primary would substitute a 40-ft ranged single-target attack. The attack would have the same secondary effect characteristic to the type of manipulation (-speed for ice, -def for plant, etc). The range is short because basically I see a manipulation primary as having its direct damage focused on melee attacks. Giving it an attack of this sort would be similar to a scrapper spines Impale attack. Another problem with overlapping powers would be debuff and/or damage auras. For example, imagine simultaneously using Atomic Manipulator's Beta Decay (-toHit, -defense, +recharge) and Ice Control's Arctic Air (-speed, -recharge, -stealth). Even though Beta Decay also includes a buff, it would be considered a debuff power because it adversely effects foes around the player. So to minimize the possibility of unbalancing a battle, a new mechanic would be added, Exhaustion. Whenever simultaneous debuff/damage auras are active from the primary and secondary, Exhaustion would be active, draining endurance beyond what the powers themselves use. There would be no way to reduce the effect of Exhaustion except to shut off one of the powers which caused it to activate. I don't know what a good value would be, but one idea would be for Exhaustion to start out at 0.5 end/sec and every 3 seconds, increase drain by another 0.1 end/sec. So after 15 seconds, the total drain would be 1.0 end/sec. The accelerating drain would continue until the source power(s) crash. Pure buff auras from the manipulation set would not cause Exhaustion to activate. Note that three blaster secondaries are not named "manipulation". Ninja Training. This is really a difference in name only. It includes sufficient melee direct damage potential to line it up with the more normally-named blaster secondaries. Devices. This is basically another controller set, lacking direct damage attacks. Either it would not be a Manipulator primary set, or a special version would be crafted for manipulators containing at least three direct damage melee attacks. Device-themed attacks could include Brass Knuckles and Spiked Kick (shoe or boot with spike). Tactical Arrow. Like Devices, it lacks melee direct damage attacks. If kept as a Manipulator primary, themed attacks could include Bow Bash and Garrote (a strangling attack activated by swinging the string-end of bow at foe, releasing a separate line that wraps around foe's neck).
  16. Are you speculating, or do you know that 7th Generation PPs will count toward the Womp Womp badge? I know that 7th Gen ones are weak, just as I would expect the immature ones to be. But are they actually the same so far as the badge is concerned?
  17. I have a level 24 sonic/martial blaster named "Whushe". He is a bird person, and he would love to get the badge title "Womp Womp" above his name. It is obtained by defeating 100 immature paragon protectors. I'm pretty sure level 24 will be premature to start working on that badge, but what range and story arcs will be populated with such mobs?
  18. Okay, I've respecced, added some protection procs, a few partial sets, and at least tier 1 in Alpha, Interface, and Judgment. Sticky Wicket's survivability has sky-rocketed. I'm still planning on incorporating some of the ideas above, but here is where he is now: Villain Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Sticky Wicket: Level 50 Mutation Brute Primary Power Set: Spines Secondary Power Set: Ice Armor Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Energy Mastery Villain Profile: ------------ Level 1: Lunge Acc-I:25(A), Dmg-I:25(3), Dmg-I:25(7), Dmg-I:25(9) Level 1: Frozen Armor EndRdx-I:25(A), DefBuff-I:25(3), DefBuff-I:25(7), DefBuff-I:25(11) Level 2: Spine Burst Acc-I:25(A), Dmg-I:25(5), Dmg-I:25(5), Dmg-I:25(9), EndRdx-I:50(34) Level 4: Combat Jumping Jump-I:25(A) Level 6: Chilling Embrace ImpSwf-EndRdx/Rchg/Slow:30(A), ImpSwf-Dam%:15(43) Level 8: Hoarfrost RechRdx-I:25(A), RechRdx-I:40(11), RechRdx-I:25(15), Heal-I:40(31), Heal-I:40(34), ResDam-I:40(37) Level 10: Wet Ice EndRdx-I:25(A) Level 12: Impale Acc-I:25(A), Dmg-I:25(13), Dmg-I:25(13), Dmg-I:25(15), Range-I:25(37) Level 14: Taunt PrfZng-Taunt/Rng:50(A), PrfZng-Dam%:25(42) Level 16: Glacial Armor EndRdx-I:25(A), DefBuff-I:25(17), DefBuff-I:25(17), DefBuff-I:50(25) Level 18: Boxing PndSlg-Stun%:25(A) Level 20: Energy Absorption RechRdx-I:25(A), EndMod-I:25(27), EndRdx-I:25(29), RechRdx-I:40(39) Level 22: Quills Acc-I:25(A), EndRdx-I:25(23), EndRdx-I:25(23), Dmg-I:25(25), Dmg-I:25(27), Dmg-I:45(50) Level 24: Maneuvers ShlWal-Def/EndRdx:50(A), ShlWal-EndRdx/Rchg:34(31), ShlWal-Def:49(40), ShlWal-ResDam/Re TP:20(46) Level 26: Tactics EndRdx-I:25(A), ToHit-I:40(37) Level 28: Permafrost UnbGrd-Max HP%:29(A), StdPrt-ResDam/Def+:29(29) Level 30: Ripper Acc(A), Dmg(31), Dmg(34), Dmg(40), EndRdx-I:40(43) Level 32: Throw Spines Acc-I:25(A), Dmg-I:25(33), Dmg-I:25(33), Dmg-I:25(33), EndRdx(43) Level 35: Icicles Acc-I:25(A), EndRdx-I:25(36), EndRdx-I:25(36), Dmg-I:25(36), Dmg-I:25(39), Dmg-I:25(40) Level 38: Tough EndRdx-I:40(A), ResDam-I:40(39), ResDam-I:40(42), GldArm-End/Res:38(42), GldArm-3defTpProc:39(46) Level 41: Superior Conditioning EndMod(A) Level 44: Physical Perfection EndMod(A), Mrc-Rcvry+:20(45), Heal-I:40(45), Mrc-Heal:40(45), EndMod-I:40(46) Level 47: Weave EndRdx-I:40(A), DefBuff-I:40(48), DefBuff-I:40(48), DefBuff-I:40(48) Level 49: Hibernate RechRdx-I:40(A), RechRdx-I:40(50), RechRdx-I:40(50) Level 1: Brawl Acc-I:25(A) 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: Fury Level 1: Sprint Run-I:25(A) Level 2: Rest EndMod-I:25(A) Level 4: Ninja Run Level 2: Swift Run-I:25(A) Level 2: Health NmnCnv-Regen/Rcvry+:30(A), NmnCnv-Heal:49(19), Heal-I:25(21) Level 2: Hurdle Jump-I:25(A) Level 2: Stamina EndMod-I:25(A), EndMod-I:25(19), EndMod-I:25(21) Level 50: Vigor Core Boost Level 50: Mighty Judgement Level 50: Diamagnetic Interface ------------ ------------ Set Bonus Totals: 6% Defense(Melee) 6% Defense(Smashing) 6% Defense(Lethal) 6% Defense(Fire) 6% Defense(Cold) 6% Defense(Energy) 6% Defense(Negative) 6% Defense(Psionic) 6% Defense(Ranged) 6% Defense(AoE) 146.2 HP (9.75%) HitPoints MezResist(Confused) 13.75% MezResist(Held) 13.75% MezResist(Immobilized) 13.75% MezResist(Sleep) 13.75% MezResist(Stunned) 13.75% MezResist(Terrorized) 13.75% MezResist(Teleport) 100% (20% chance) 5% (0.08 End/sec) Recovery 22% (1.37 HP/sec) Regeneration 6.5% Resistance(Smashing) 6.5% Resistance(Lethal) 5% Resistance(Fire) 5% Resistance(Cold) 9.5% Resistance(Energy) 9.5% Resistance(Negative) 7.25% Resistance(Toxic) 7.25% Resistance(Psionic) ------------ Set Bonuses: Impeded Swiftness (Chilling Embrace) 1.5% Resistance(Smashing,Lethal), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5% Perfect Zinger (Taunt) 2.25% Resistance(Toxic,Psionic), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75% Shield Wall (Maneuvers) 10% (0.62 HP/sec) Regeneration 2.5% (0.04 End/sec) Recovery 33.73 HP (2.25%) HitPoints 5% Resistance(Lethal), 5% Resistance(Smashing), 5% Resistance(Fire), 5% Resistance(Cold), 5% Resistance(Energy), 5% Resistance(Negative), 5% Resistance(Psionic), 5% Resistance(Toxic) Unbreakable Guard (Permafrost) 112.4 HP (7.5%) HitPoints Steadfast Protection (Permafrost) 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic) Gladiator's Armor (Tough) 2.5% (0.04 End/sec) Recovery 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic), MezResist(Teleport) 100% (20% chance) Miracle (Physical Perfection) 2.5% (0.04 End/sec) Recovery Numina's Convalesence (Health) 12% (0.75 HP/sec) Regeneration | Do not modify anything below this line! | |-------------------------------------------------------------------| |MxDz;1920;711;1422;HEX;| |78DA85945B4F1A4114C767D855446E022AA080ACE52E6EC1F6BD69ABB4A22426C4F| |691129DC2A616C8EE9A94C77E98DA6BFAD60FD1A6B72FD2CB6B9FE8811977CEC31A| |49607FFBE79C33FF397369BDD80D7C7CF0F20EA1FEFB675DCBEADC33CF6DB6D03AB| |7BBB6311C28849060DB364E9E8DB38FE197D95E50A2B3A04E8B9D31A6B747C68059| |712EEDB2A76C60317DFF8475EE9ACF8766647FD067261BD8FA25048E86C333FD907| |521AF179CBD348C5EDF86B7F0E55FA7CCB4FAC66871F6DE1E31769ADC1B1927FADE| |8099BD71A7D5B56C668EB9D704182AC1F7738188CF44216BF048A874021F4F5AF23| |CE205C4CD323015B91ACACDA05CC48B88BF14442A99A8148DABA6DD198FAB4DC7AA| |735E85CE2ADC03514A32E635D49FE33A9D7B0590E67AE50238C4F90262BCDCC39C7| |70BF99C72917308E9999CD435C4B9AAE43750D327FCF8504FBE82EE17F3F5A3F906| |D2EE1C429CAB48FE067582BC0E0D9A1EA70F65CBE3C4BC8598B0589730F2B09471E| |74446F693424322BC3E891CC898D32221B1D98A4D9418EAC95A56720A8D55403DFC| |0E7E56449F57D0DC5735774EA0B9AF21AE4FB9CA39023EE3628EF186E2F8CF3C04D| |638179BC035CEDB07C031CE31C84D8ABD9144E3E676A4E777E0795DC4ACFF83DC94| |98E37450C13F20262DD674F65415EE4191AC212E22AE6872AC9F506743D4D940FDC| |9A6AFE78A57D67C0F7536459F37519D1BDA158CEA141017112B503FCFFBA0E691E7| |02DAF365CC7598645EF47C07B8C0D9079BAA24CE45695E7A0E80BE25EA6F21BDDAA| |4CE7A55D159ABEE5387B7B35257C1A72EF6838E7CDECC5CCF1FA06F35DE374F0DED| |DBFA159C529D3B93E03BB382F5D9619AFED45CD5BAAB7ACB55BDEDAA3654E7F69D1| |CE2886DE9E848756E5942D149F52DC1ADC9F5C9AF4588112B4351EE1FA97BE82379| |83468FA973AA967332FE37AE836EE2BFB80EF21045BC8C381C87C32CE6F5A42CF95| |34CF27F904D5E62| |-------------------------------------------------------------------|
  19. I went into a level 19 (+0*2) Baby New Year mission as a corrupter. After downing two groups of Tuattha warriors, I realized that I didn't have any accelerated xp. So I left mission to see p2w vendor in Pocket D and got some +25%xp. I re-entered same mission and started fighting more Tuatha warriors. All have been even level minions. Here is what I observed: before additional xp: 85 xp, 39 influence per foe after +25% xp: 99 xp, 30 influence per foe I did the math (well, my calculator did) and (99 - 85) / 85 is only 16.5% more xp. There was a 25% reduction in influence, though. Is this a bug, or is there some factor I am not considering? - - - - - probable oops - - - - - I just realized that he may have entered mission with the extra xp from a recent day job. That would have inflated the 85 number, and if the +25% purchased xp is based on base values, then an increase in 14 xp may well have been correct. I'm not positive on this, because any day job xp is expired now.
  20. My spines/ice brute, Sticky Wicket, finally turned 50, and he could use a makeover. One of the early things he did at 50 was go to Cimerora and get a repeatable timed mission, set to +1*3. He was teamed with a dominator. He died multiple times during the mission. Even though Ice Armor has no particular weakness to smash/lethal, he was getting decimated. His Chilling Embrace damage mitigation seemed to not phase the foes at all -- like it wasn't even on. The bosses cut thru his defense armor as if it wasn't on either. Maybe those foes are an outlier, but I have noticed a general lack of protection for most of his development. He doesn't have much in the way of sets or accolades, just 2 each of Miracle and Numina's Convalescence, and the Atlas Medallion. Here is his current build. The vanilla IO levels are likely off because I haven't bother to update them as he actually got slotted. "Forum Export" version would not post, so this is the raw MIDs file: Villain Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Sticky Wicket: Level 50 Mutation Brute Primary Power Set: Spines Secondary Power Set: Ice Armor Power Pool: Leaping Power Pool: Leadership Power Pool: Speed Power Pool: Teleportation Ancillary Pool: Energy Mastery Villain Profile: ------------ Level 1: Lunge Acc-I:25(A), Dmg-I:25(3), Dmg-I:25(7), Dmg-I:25(9), Empty(34) Level 1: Frozen Armor EndRdx-I:25(A), DefBuff-I:25(3), DefBuff-I:25(7), DefBuff-I:25(11), Empty(37) Level 2: Spine Burst Acc-I:25(A), Dmg-I:25(5), Dmg-I:25(5), Dmg-I:25(9), EndRdx-I:50(34) Level 4: Combat Jumping Jump-I:25(A), DefBuff-I:25(39) Level 6: Chilling Embrace EndRdx-I:25(A), Taunt-I:25(11) Level 8: Hoarfrost RechRdx-I:25(A), RechRdx-I:25(15), RechRdx-I:25(37), Heal-I:25(46), ResDam-I:25(46), Heal-I:30(50) Level 10: Wet Ice EndRdx-I:25(A) Level 12: Impale Acc-I:25(A), Dmg-I:25(13), Dmg-I:25(13), Dmg-I:25(15), Range-I:25(37) Level 14: Taunt Acc-I:25(A) Level 16: Glacial Armor EndRdx-I:25(A), DefBuff-I:25(17), DefBuff-I:25(17), DefBuff-I:50(25) Level 18: Build Up RechRdx(A), ToHit-I:25(40) Level 20: Energy Absorption RechRdx-I:25(A), EndMod-I:25(27), EndRdx-I:25(29), EndMod-I:25(31), EndMod-I:30(43), RechRdx-I:30(45) Level 22: Quills EndRdx-I:25(A), Acc-I:25(23), Dmg-I:25(23), EndRdx-I:25(25), Dmg-I:50(27) Level 24: Assault EndRdx-I:25(A) Level 26: Tactics EndRdx-I:25(A), ToHit-I:25(31) Level 28: Permafrost ResDam-I:25(A), ResDam-I:25(29), ResDam-I:25(43) Level 30: Ripper Acc(A), Dmg(31), Dmg(34), Dmg(40), EndRdx(42) Level 32: Throw Spines Acc-I:25(A), Dmg-I:25(33), Dmg-I:25(33), Dmg-I:25(33), EndRdx(43) Level 35: Icicles EndRdx-I:25(A), Acc-I:25(36), Dmg-I:25(36), Dmg-I:25(36), Dmg-I:25(39), EndRdx-I:25(40) Level 38: Hibernate RechRdx-I:25(A) Level 41: Superior Conditioning EndMod(A), EndMod(42), EndMod(42) Level 44: Physical Perfection EndMod(A), Mrc-Rcvry+:20(45), EndMod(45), Mrc-Heal:40(46), EndMod-I:50(48), Heal(50) Level 47: Hasten RechRdx(A), RechRdx(48), RechRdx(48) Level 49: Recall Friend Range-I:25(A), Empty(50) Level 1: Brawl Acc-I:25(A) 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: Fury Level 1: Sprint Run-I:25(A) Level 2: Rest RechRdx-I:25(A) Level 4: Ninja Run Level 2: Swift Run-I:25(A) Level 2: Health NmnCnv-Regen/Rcvry+:30(A), NmnCnv-Heal:49(19), Heal-I:25(21) Level 2: Hurdle Jump-I:25(A) Level 2: Stamina EndMod-I:25(A), EndMod-I:25(19), EndMod-I:25(21) ------------ ------------ Set Bonuses: Miracle (Physical Perfection) 2.5% (0.04 End/sec) Recovery Numina's Convalesence (Health) 12% (0.75 HP/sec) Regeneration | Do not modify anything below this line! | |-------------------------------------------------------------------| |MxDz;1871;672;1344;HEX;| |78DA85946B4F1A41148677D94514501414F1B2088AA05C56B6EDF7A6ADB6D148624| |22F1F0981A9925A20CB9A948FFD33BDA7FFA3F7FE915EFE013DBB33EEBC4DD64802| |FBF0E6CC7BCE9C993D8D17FBF18F0F5EDE56D4D8BDF3F668D4BA6B5F386CBA71E1B| |49DDEA0AF298A32DB747A9D67E3DC13FA654E8494A417D46AB073C6CCE6B0D767A3| |652EEDB3A7AC3F62E66187B5EED8CF07F6C261FF8CD9ACEF9897103F190CCECD63D| |6A675A789CB3F5D668FCE7AC3A8F7BF3964AC9BF4F021E5180E6C5ECDCAC1B0D731| |0FFACC3E1DB71AED91C3EC312F3843556DD3F75351119F89AEACD223A3AB13FA840| |CC953C0D3C079F7C7A3A35D70C9834B165C80A3C005DFE533D5A20A17156AD18D60| |FEAF1637ABC5394D2DD7B88FAAEDC89822647D4DB9C22A8F0943C5514BF22B8A897| |09F70A422F539E00270AD005C956CB9BAC1F90D79CEF0BCCA0CE4FD4A7A4CEC3D06| |7B8F1BC13C075C284BFE463EB3DC4799059FB7A427785E2D0179E7B3C19CC9CA7E7| |EA1B50BA29F0B2EE89AA7976EC8F86E495152DEE94DC229E8C96A4EF23AE4CD825E| |CEC9FE542B92BF53DE25D19325589B867DA5A10F1988593564FD493AC465D193658| |84991BE22F6B582B5C1BEDE510D6BBC6FA13538D375E032F00F8A3744CDDE53F42A| |AB49CE0397807723927F92CF86F0D980FDE68CEBB90C3EEFC96753DCE14DD8E3167| |86E19C15C042EC1DA0F453E3BDC7E6EC359CFD0DDD811BDDA99827D5DC1718AAFF0| |F87005F4EA118929711F40AF1D925EE2FA5E4E9EAF1595319BB47793D71632E1AEE| |E5DC1DB145F1777A00EEF91E54FA575DD9F6D0A4EC832EA7E743D50B502D59B81EA| |AD40F5BEABF25E4D8E31A2262B3AD1FDF9A9A8782EF3FE3C9CFCA25EA962FEA8B0F| |68FD443EA63D57F07938F88EB9C1761BEFD461F98B17FD107DEF124F022F03F4B1D| |5A66| |-------------------------------------------------------------------| I knew going in he had a weakness to fire and no protection against psychic, but assumed his other protections would be fine. But this does not seem to be the case. I'm considering replacing Assault, Buildup, Teleport Target, and Hasten with Maneuvers, Kick, Tough, and Weave. Slot-wise I'd really like to substitute out an attack, but Lunge would be the only one I wouldn't mind losing, and I have to take that one (or Barb Swipe, which I didn't take in the first place). Maybe say goodbye to Spine Burst? With the two endurance procs and Physical Protection, he does not appear to need Energy Absorption, but I suspect that would change in adding the toggles Tough and Weave. I don't expect him to walk into a +4*8 AE farm and be able to solo it. I'd be happy with a +2*5. What would you-all advise?
  21. As I've stated before, I really like the Long Range Teleport (LRT) power. With it, one can access almost all zones in the game. There are a few zones, though, which are infrequently accessed and LRT to them is unavailable. IMO, that decision makes sense. That said, let's make a list of where LRT won't go. Sewer Network (exploration badges but no portal) Abandoned Sewer Network (exploration badges but no portal) Tunnels of the Trolls (neither exploration badges nor portal) That is all I know of now. Please add zones to this thread which you have verified LRT will not go.
  22. What is "second chance functionality"? Could these complexities be related to why the power sometimes goes into cooldown even though the player cancelled? I'm going to speak from ignorance here, and I have no idea if what I say is completely naive. Could LRT be rethought from a high level? I am thinking it might be re-implemented as a menu (à la Fast Travel). Currently the power seems to activate when selected instead of when a destination is chosen. If it didn't activate until a destination is chosen, would there still be a need for a "second chance"?
  23. @Glacier Peak I reposted as suggested. Thank you for the link. @SuperPlyx Exactly.
  24. (posted in General, but it was suggested I repost here) I love the Long Range Teleport (LRT) power. In the long run it is actually a more convenient travel power than the instant-base-access-from-anywhere kludge we had before, since you can go directly to a zone instead of to base first. But I have two ideas to improve it. (Easy) Make the list of unlocked zones always available. Currently, once you use the power, you cannot see the list again until LRT's recharge is complete. This could be done in at least two ways. The first is to make the power always available, even during recharge. The entries in its zone list would be ghosted while recharging. A possibly easier-to-implement solution is to keep a 2nd zone list in the Detailed Info for the power. One could simply look at that instead of activating the power itself. Note: inconsistently, the power goes into recharge even when [Cancel] is selected. IMO this is a bug, and the power should not be "used" unless the character actually travels. Reward badgers. To activate the power, one needs all the exploration badges in at least one zone, earning the exploration accolade (EA) for that zone. My idea would be to reduce LRT's recharge time by 6 seconds for each EA one has. For example, if 10 EA, then the recharge time would be reduced by 10*6sec, or one minute. The recharge could be calculated on login, and updated on earning of another EA. Having just one exploration badge in a zone would still add that zone to the list, but having all the zone's badges would slightly improve the power overall.
  25. I love the Long Range Teleport (LRT) power. In the long run it is actually a more convenient travel power than the instant-base-access-from-anywhere kludge we had before, since you can go directly to a zone instead of to base first. But I have two ideas to improve it. (Easy) Make the list of unlocked zones always available. Currently, once you use the power, you cannot see the list again until LRT's recharge is complete. This could be done in at least two ways. The first is to make the power always available, even during recharge. The entries in its zone list would be ghosted while recharging. A possibly easier-to-implement solution is to keep a 2nd zone list in the Detailed Info for the power. One could simply look at that instead of activating the power itself. Note: inconsistently, the power goes into recharge even when [Cancel] is selected. IMO this is a bug, and the power should not be "used" unless the character actually travels. Reward badgers. To activate the power, one needs all the exploration badges in at least one zone, earning the exploration accolade (EA) for that zone. My idea would be to reduce LRT's recharge time by 6 seconds for each EA one has. For example, if 10 EA, then the recharge time would be reduced by 10*6sec, or one minute. The recharge could be calculated on login, and updated on earning of another EA. Having just one exploration badge in a zone would still add that zone to the list, but having all the zone's badges would slightly improve the power overall.
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