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khy

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Everything posted by khy

  1. I made a gimmick character who uses a mace and shield, but I'm not very good with melee builds. I mainly play masterminds, controllers, and corruptors. I'm wondering if anyone can give me a quick build? What powers are worth taking and what should be avoided?
  2. khy

    How good is Beast?

    I love beast because the dogs are good dogs brent, but I have to admit that the fact that they're melee really makes it FAR more difficult to keep them wrangled compared to other pets. After playing three different beast/ MM's to level 32 (Thermal, Sonic, and Kin) I always had troubles where enemies would peel off and when I'd direct the wolves to a new target, they'd be slow to respond. It'd take 1-3 seconds for the wolves to break off their current target and charge towards the new one, which was often enough time for the wolves to aggro a new pack. I've caused a couple wipes because I wasn't able to predict when enemies would break off and flee, and was too slow to get my pets on a target that was still in melee. What I would REALLY love is a setting where my pets would stick to me like glue, and I would run in to melee and let them attack anything that's in melee range, but when enemies run OUT of melee range they wouldn't chase. I could just drag my pets around and let them hit EXACTLY what I want them to and if I want to draw an enemy back out of the pack, I could simply by running away and having my pets follow me. But that's not an option with MM Pet AI. If I set them to passive follow they'll stick to me, but won't attack enemies in melee range. If I change them to anything other than passive and let them attack they'll chase enemies. It's frustrating.
  3. IMO the major point of Hurricane is the ridiculous amount of -tohit it has (a whopping -22.5%). The other effects are just 'nice but not the point'. But maybe I'm wrong about that...
  4. That's frustrating. Much as I love hurricane for the havoc it wreaks with physics objects, the repel scatters enemies in a really, really obnoxious way.
  5. Would KB to KD also eliminate the repel effect that Hurricane has? Right now when I jump into a big group with Hurricane in order to debuff them, they all scatter due to the repel. I'm wondering if there's any way to use Hurricane without pushing all the mobs around. I've tried sort of, running around the mob perimeter to push them towards a center point but they like to scatter and oftentimes I can't do that without aggroing an additional pack or whatever. If mobs are nice enough to rush me and my ranged pets, they get pushed away but if they're ranged pets that stay in place then they're annoying.
  6. I'd like an update to the 'medicine' power pool to be more interesting, personally. Make Field Medic a passive, have it grant more interesting bonuses to the other powers in the set (IE : Aid Other can affect up to 3 targets at once, Injection gains some interesting benefit when used offensively, giving Resuscitate a small boost when you have FM, etc). Also remove the interrupt from Aid Other baseline.
  7. We have all heard the jokes about Petless MMs, and I've seen a ton of people make Attackless MMs (Relying on pets for 100% of their damage), myself included. I've chatted with people about builds that forego T1 pets entirely, focusing solely on the stronger pets. I'm curious what you guys think about these various build ideas. Do you prefer having one or two (Or all 3) personal attacks? What do you think of not using T1 minions?
  8. Is it possible? Yes. Will it be obnoxious? Probably! What she'll need to do is turn off XP gain (Under options) every time she hits a level BEFORE a level with a multiple of 5. So 14, 19, 24, 29, etc. Once it's off, do all the quests for all the contacts you can possibly do until they have nothing more for you. Then do radio/newspaper missions until the detective has no new contacts for you. THEN go to every zone in your level range, and check for any contacts and missions and repeat it all! Then turn XP back on, level up to the next 5-level milestone, and talk to your contacts again to see if they have new contacts or missions for you. Most of the time the breakthrough for outlevelling contacts is in powers of 5, so a contact will offer you level 20-25 missions, or 25-30, etc.
  9. I heard /coxg/ was powered entirely by salt. If the /coxg/ server is the same population ratio of 4chan then it's comprised 25% of trolls, 25% of drama queens, and 50% of 12 years old pretending they're 18+ to post there.
  10. I got off so lucky. I found out about the secret server right when Homecoming came up and became available. So my feelings of disappointment that I couldn't play were COMPLETELY AND TOTALLY drowned out by the feeling of excitement, nostalgia, and joy of being able to play again. If I had found out about the secret server before Homecoming spun up the servers, I might have been pissed or disappointed; but since I can play right now, I'm happy and thankful for that and don't really care about what happened in the past that I can't change.
  11. You know what actually WOULD be kind of nice? A separate pop-up 'Team Effects' window that you could click on that would show relative defense, resist, damage, tohit, and speed buffs on your teammates in the form of bars going across. So you can see at a glance which of your teammates are being hit by slows because their speed bar has suddenly fallen into the negative, or if two teammates are low on health you can see if one of them has been debuffed and is therefor more likely to die, and prioritize heals on them. No actual numbers relating to damage/heal, so no judging your team, but something akin to the 'Totals' tab within Mids/Pines. Or so when you're in a group with FF, Ice, Thermal, AND sonic you can all look at the completely capped out defense and resists and feel a sense of pride and superiority as you completely massacre everything while hardly taking a scratch of damage. I think it'd be neat to see a bar where, say, when I'm buffed with bubbles I see a green bar that indicates the strength of my defense boosts and when I fight some enemies that debuff my defense I can see how far it's dropped, and judge whether or not I should pop a luck or something.
  12. Unfortunately the work that I've been doing has all been done from within the program's built-in database editor. I do not have access to the code that the program was built upon, so I cannot make direct changes to the program that would adjust that. That said, I'm looking for another hosting option. I'll update the link in the OP soon with a better download link!
  13. Weird enough, in the properties of the power it was applying the -damage and -recharge to enemies AND to the player. This has been fixed. Also Tinyupload wasn't letting me upload the file for some weird reason, so it's been updated to a MEGA link.
  14. I forgot autocomplete was a thing. Remind me how to use it?
  15. Sometimes when you're in the enhancement popup window you have to click inside the window before typing numbers or hitting +/- works to adjust IO levels. Also if you hit + or - to use enhancement boosters, it won't show until you hover over the enhancement again. If you move your mouse outside the enhancement popup window it'll close without saving your changes as well, and seems to always default to level 50 with no boosters.
  16. Wait, today is Statesman's birthday? Can you give me slightly more detail about that? And as a june birthday myself, I'm thrilled to be able to play this game again! Today's my birthday and while this isn't the best present I got today, it's still a damn good one.
  17. Yes, but Pines doesn't seem to have the option to apply multipliers to damage other than with percentages. Nor is there a way to apply a global 'duplicate' to all damage done. So if your 'Lift' power does 15 damage normally, and 15+15 with containment, the only way to reflect that in the build planner is going to be to have Containment apply a 100% damage buff. This would mean that the numbers would show lift doing 30 damage in one hit, instead of 2 - but it's the only way for people to apply containment and see damage numbers with it enabled that I can think of.
  18. A few changes I've made to the latest version, but have not uploaded it yet : Removed Wind Control from dominators, I only removed it from controllers before because I'm dumb and forgot both ATs get access to the same control powers. Fixed Mastermind Mace Mastery to properly require Scorpion Shield / Web Envelope before you can pick Mace Beam Volley or Power Boost. Containment now grants a 100% damage boost when enabled. I'm trying to get Sudden Acceleration added, but I don't have the numbers to put in. I'm trying to get that updated once I can get the numbers from live. I've updated some of the numbers for /rad and /kin masterminds End costs, but not all of them as I need additional data about the base end costs for higher level powers that I don't have access to yet. Containment is kind of a weird case where it doubles all damage against a target but ONLY if the target is already affected by a containment effect (Hold, Immob, etc). So it's a click toggle, but there's no way for the program to determine whether a mob is affected by a hold. So what I've done, is I've changed containment to simply grant a 100% damage boost when it's enabled. I don't know if this is the best approach, so any input or thoughts about this would be appreciated.
  19. As a level 50 Bots/FF, one thing I like about the secondary is that there's a few powers in there I just don't give a shit for so it gives me more pool options. I run leadership, Medicine (Thanks to FF's lack of heals and the bots being unable to benefit from recharge having an extra heal of my own is great) and my travel power, plus the Patron Power Pool stuff. Also I love the fact that with IOs, I can easily get my bots defense up above 50%. It becomes ridiculously easy to solo harder content with that much def. Yes, it's cruise control - you won't be spamming attacks and abilities like other sets. But on the flip side, it also means you're able to micromanage your pets more because you're letting them do the work while you sort of oversee everything. But YMMV. What works well for me may not work well for others, after all.
  20. Just out of curiosity, why is that particular defensive set not available for Tankers when every other defensive set is? It's available for all other defensive set options (Brute, Stalker, Scrapper, and Sentinel).
  21. If you're farming, then you want missions that have lots of bosses. Salvage will NEVER drop from underlings, 8% drop chance from minions, 10% from lieutenants, 25% from bosses, and ~43% from AVs. If you're buying, the black market and Wentworths have been seeded with plenty of salvage by the devs, so there's tons available. Or if you want to be lazy you can just type in /ah to access the consignment system :)
  22. As a partial fix, I could simply have Defensive Adaptation grant the extra HP/Resist/Defense/Etc. By assigning those changes to the Defensive Adaptation power directly, it would apply when DA is turned on and vanish when you turn on Offensive or Efficient adaptation. The downside to that would be that I'd have to assign ALL of the effects - the Resists to Hardened/ablative carapace, the bonus HP and defense from Enviro Mod, etc. This means that the numbers would only match up if you have taken all of those powers, and anyone who doesn't take them would end up with incorrect info. The best solution would be if I could get the source code and see how the program checks for the 'Defensive Adaptation' condition, so if anyone happens to be able to get in touch with Mids or Pine and can convince them to put it up on Github or something that'd be ideal :) Unless it's already up on Github or sourceforge and I'm just not having luck finding it...
  23. I do not know if this is possible, easy to do, difficult to do, or what. But just throwing this out there! I'd like it if we could use the office building walls seen in missions within the bases. I've got an idea or three for a base I'd like to build that's got an office building atmosphere to it, but the tilesets in the game right now don't really feel like they fit it too well. I understand completely if it requires additional assets that don't exist, or if it's difficult to do for whatever reason. Just hoping it would be possible in the future!
  24. I'm putting together a Mercs/Storm build to play with the fun new physics we get as of the latest patch. I ran this a decade ago just to pick up and throw around thousands and thousands of bullet shells. I'm just looking for some thoughts regarding slotting. The build seems very end heavy while my toggles are on; With Hurricane, Mist, CJ, the 3 leadership toggles, and Snow Storm on an enemy I'm draining 2.05 End and only recovering 2.65. I'm wondering what I could do with that. I'm considering dropping Maneuvers, because even with two level 50 defense IOs it's not quite even 4% defense, but I don't know what else to put in its place so it might be worthwhile? Also I'm not sure which IO sets work best with the different Merc pets. Thoughts? It does have some 'less than ideal' powers, such as Tornado, but that's just there to have fun flinging physics stuff around everywhere. Normally I don't rely on my character's attacks much, since I'm mainly babysitting my idiot minions with O2 and debuffing enemies, so I don't take the actual attacks until later in the build. Villain Plan by Pine's Villain Designer 2.21 Downburst: Level 50 Technology Mastermind Primary Power Set: Mercenaries Secondary Power Set: Storm Summoning Power Pool: Leaping Power Pool: Leadership Power Pool: Speed Ancillary Pool: Mace Mastery Villain Profile: Level 1: Soldiers -- Empty(A), Empty(5), Empty(5), Empty(7), Empty(7), Empty(9) Level 1: Gale -- Acc-I(A), KBDist-I(36) Level 2: O2 Boost -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(19), Pnc-Heal/Rchg(21), Pnc-Heal/EndRedux/Rchg(21), Pnc-Heal(23), Pnc-Heal/+End(33) Level 4: Snow Storm -- EndRdx-I(A), EndRdx-I(9), Slow-I(11), Slow-I(11), RechRdx-I(17) Level 6: Equip Mercenary -- EndRdx-I(A) Level 8: Super Jump -- Jump-I(A) Level 10: Steamy Mist -- LucoftheG-Def/EndRdx(A), LucoftheG-Rchg+(34), LucoftheG-Def/Rchg(43), LucoftheG-EndRdx/Rchg(43), LucoftheG-Def/EndRdx/Rchg(45), LucoftheG-Def(46) Level 12: Spec Ops -- Empty(A), Empty(13), Empty(13), Empty(15), Empty(15), Empty(17) Level 14: Combat Jumping -- Jump-I(A) Level 16: Freezing Rain -- TchofLadG-DefDeb(A), TchofLadG-DefDeb/Rchg(36), TchofLadG-DefDeb/Rchg/EndRdx(36), TchofLadG-Rchg/EndRdx(37), TchofLadG-DefDeb/EndRdx(37), TchofLadG-%Dam(37) Level 18: Serum -- RechRdx-I(A), RechRdx-I(19), ResDam-I(46), ResDam-I(50), ToHit-I(50) Level 20: Hurricane -- EndRdx-I(A), EndRdx-I(33), ToHitDeb-I(33), ToHitDeb-I(34) Level 22: Assault -- EndRdx-I(A), EndRdx-I(23) Level 24: Tactics -- EndRdx-I(A), EndRdx-I(25), ToHit-I(25), ToHit-I(31) Level 26: Commando -- Empty(A), Empty(27), Empty(27), Empty(29), Empty(29), Empty(31) Level 28: Burst -- Dmg-I(A), Acc-I(34), EndRdx-I(40), EndRdx-I(43) Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31) Level 32: Tactical Upgrade -- EndRdx-I(A) Level 35: Tornado -- RechRdx-I(A) Level 38: Lightning Storm -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(39), SprWntBit-Acc/Dmg/EndRdx(39), SprWntBit-Dmg/EndRdx/Acc/Rchg(39), SprWntBit-Acc/Dmg/Rchg(40), SprWntBit-Rchg/SlowProc(40) Level 41: Scorpion Shield -- EndRdx-I(A), EndRdx-I(42), DefBuff-I(42), DefBuff-I(42) Level 44: Slug -- Dmg-I(A), Acc-I(45), EndRdx-I(45), EndRdx-I(46) Level 47: Maneuvers -- EndRdx-I(A), EndRdx-I(48), DefBuff-I(48), DefBuff-I(48) Level 49: Power Boost -- RechRdx-I(A), RechRdx-I(50) Level 1: Brawl -- Empty(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: Sprint -- Empty(A) Level 1: Supremacy Level 2: Rest -- Empty(A) Level 1: Health -- Empty(A) Level 1: Hurdle -- Empty(A) Level 1: Stamina -- EndMod-I(A), EndMod-I(3), EndMod-I(3) Level 1: Swift -- Empty(A) ------------
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