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Herotu

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Posts posted by Herotu

  1. 1 hour ago, Williwaw said:

    I remember writing up a hypothetical powerset like that, with a wrist-computer being the source of many of the powers. (Inspired by the old 1970s series Electra Woman and Dyna Girl)  That was many years ago and I've forgotten the powers, though.

    *Shakes Williwaw* You've got to remember goddamnit! For the sakes of all of us!

    • Haha 1
  2. 48 minutes ago, Player2 said:

    I could see a tech control also utilizing some kind of handheld device like the Medicine pool scanner... which also gets reused by the people standing by the Tunnel Network portals in a non-medical manner.  Skip the green ray on it and just have the player character pulling it out and waving it around like a universal remote control for various device-based powers.

    Why not the "On-Wrist" control panel like the Predator uses?

    • Like 1
  3. Inventions Control: It sounds weird, I know, but please bear with me.

     

    The idea is that the powers are things such as  a cattle prod, stun gun and electric net. You know, conventional-ish stuff. 

     

    Perhaps another name might be more appropriate? Mechanical Control? Machine Control? Traps? Devices?

     

    What do you guys think?

     

    The real reason for the suggestion: I don't like the animations on any of the controller primaries. All this waving of hands confines my poor brain to the notion that the caster is doing "magic". I struggle to imagine the idea that a technological character waves their arms in that manner purely for the flourish.

     

     

    • Like 1
    • Thumbs Up 1
  4. 3 hours ago, PoptartsNinja said:

     

    OK but Could Be Better

    DarkArmor SoulTransfer.png Dark Armor: Soul Transfer

    Soul Transfer is a 12 second Mag 30 stun that just so happens to be stapled to a self rez. When you need it, it’s basically a nice soft reset on a fight buuuut… self-rez powers have bad reputations for a reason, and this one’s attached to Dark Armor. Dark Armor is an incredibly tough and survivable set. Between defense, resistance, -ToHit, soft CC auras, and a self-heal that’s effectively a full heal if even two enemies are standing next to you, the odds of you ever having to use Soul Transfer are slim to none.

     

    Suggestion: Give it the Phoenix Rising treatment, so it can either be used in its current state as a hard reset self-rez or be activated early to turn it into a second ‘emergency’ self-heal. The stun would probably have to be reduced to mag 3 or so on the ‘still alive’ version but that would stack with Oppressive Gloom to stun even bosses for a few seconds. If the stun alone isn’t enough of a secondary effect, maybe add a mag 3 fear to the ‘still alive’ version as well so it also enhances Cloak of Fear, that way people can run their status effect toggle of choice or even get a little extra safety from running both.

     

    Regular viewers will know I'm not a numbers person. I don't dig them digits. I'm a wooly-headed "feeling" person when I'm playing CoH, but you asked for opinions, here's mine.

     

    Firstly, sorry to generalise, because many of these powers have very cool effects with some quite potent buffs, BUT... all Self-Rez powers seem like a dumb waste because 90% of the time you either have, can make or be given a Wakey. That's why I like it when they attach a bunch of other buff-guff to Self-Rez powers.

     

    I like the idea that Soul Transfer has to have an enemy nearby, but

    • it's so hard to remember about your self-rez because you die so little these days
    • especially in a team, and
    • even if you die in a team, there are dedicated healers who want to bring you back with their own powers so they can give their own buff-guff to the group

    So adding the idea that you have to have an enemy nearby more or less puts the final nail in Soul Transfer's coffin, for me. It's a skipper.

     

  5. On 12/9/2022 at 6:20 AM, biostem said:

    Just go in there and do it.  If what you're really asking is for a guide on how to create a top-tier effective build, then you're starting point is having a nearly encyclopedic knowledge of all the different ATs, powersets, and IO set bonuses.  Almost anyone can slap together a build that will work for most content, but if you're looking to do things like capping defense or resist values, have some powers be permanently on/available, and be able to pull off some extreme feats, then you'll need that innate knowledge first.  

    This is the key isn't it?

     

    I remember a project called, "Hero Designer AI MVP", which was an attempt to negate the requirement for this encyclopaedic knowledge by asking the player what they wanted to do, their targets, budget etc. It's a great idea, but it also seemed to have too many knobs on. It didn't garner the acclaim it should have because it contradicted itself - whilst being presented as an easy-to-use solution to build creation, it also had so many options that it baffled the user me with an abundance of choice.

     

    I think the Hero Designer AI MVP could be the solution to build creation, but it needs to make some assumptions regarding the users - and hide a lot of the knobs.

  6. On 11/28/2022 at 4:47 PM, Mayaedits said:

    Not all heroes wear cape- wait

    Yes, thanks to our wonderful Homecoming team, we can wear capes whenever nowadays.

     

    ... but I do miss unlocking things via gameplay sometimes.

     

     

  7. On 3/3/2022 at 8:52 PM, oedipus_tex said:

    In a recent thread in the general forum, Gravity/Electric Dominator was listed by a number of posters as one of the lowest performing character combos in the game. I tend to agree with that sentiment. While I think you could "make it work," my experience with both sets is that other sets do most of what they have better, safer, or in more fun ways. 

     

    However, sometimes the community surprises us with interesting insights. So can we do it? Can we make Gravity/Electric rise above merely "playable" and actually thrive? I started us out with a build below. Full confession, I am not completely happy with the build, I'd like to use it as a starting place.

     

     

    Initial logic:

     

    • Sleet is so useful that almost any Dominator can justify his or her role on the team by taking it. So, if we're making the best of what we've got available, I think it's a top choice for a build seeking to justify itself.  
    • We're probably looking at some kind of Lift > Melee attack > snipe when available single target chain. Gravity Distortion buffs Lift's damage but more importantly controls bosses, which we're probably going to need to do anyway.
    • We get Build Up, which means ample opportunities for Gaussian's Chance for Build Up abuse. In Build Up mode our damage actually is pretty respectable. Downside, we don't have a nuke or any good AoEs to really take advantage of that extra damage, so actual results will be significantly less applicable than it would be if we were a Blaster.
    • Gravity Control is incredibly vulnerable on Dominators. You get Wormhole to protect you. That's it. No armor outside of the APPs, no sustain, no sleep, no confuse, no debuffs, and approximately 0% chance the saps in your Electric attacks will do anything to affect the enemy's ability to counterpunch you. Propel has knockdown that I don't think is effective enough versus Propel's cast time. So this is going to be a delicate affair.

     

     

    Picking Attacks:

    The DPA values for this combo are very very weird. Here it is with procs. Note that does throw off some of the comparisons, but you can see start values in blue:

     

    image.png.cda914eb1b29cbe6e72feecbb7a67bdd.png

     

     

    The attack takes:

    So, before procs, Lift with the Impact mechanic has better DPA than any attack we have other than the Snipe. Even outside of Impact it's got 100% chance for Knock and DPA similar to a melee attack. This is probably the best thing Gravity is going to give us and is a must take.

     

    To actually hit that hard with Lift, we need to set it up with Gravity Distortion first, so my assumption is we want to proc that attack out with damage procs. The power doesn't animate as fast as Char or Dominate, but 1.83 sec is at least manageable. It's also a control, and we're likely going to need to cast it anyway to approach bosses safely once Wormhole wears off.

     

    The snipe is identical to every other Dominator snipe. It's a must take. The only downside is we aren't playing one of those other Dominators. 🙂

     

    Charged Brawl and Havoc Punch both hit about as hard as each other. The proc potential varies but in the end Charged Brawl wins for me for it 0.83 animation time. With the purple damage proc Charged Brawl is our biggest DPA in the set and has a recharge of 1.95, so that's what we're gonna be here... a faceslapper. 

     

    Voltaic Sentinel is free extra damage. Not much free extra damage, mind you. But free is free, there's no reason to skip it. 

     

    Thunderstrike is a very strange power. It initially looks like a heavy hitter, but 2.5 animation time cuts heavily into its damage. It takes AoE sets but only about half of the damage applies to the AoE portion. Presumably procs fire within the AoE area at full strength, and that rescues the power from obscurity. Still, I'm unsure how useful this really is in practice. I took it on the assumption that using it after Wormhole is effective against tightly bunched enemies.

     

    Static Discharge, the cone power, exists. That's the best I can say for it. I took it because its our only other AoE option. At least Wormhole will keep enemies in its relatively small radius? Downside, other Electric sets have really interesting AoE attacks that define them, and Electric Assault has this.

     

     

     

    The attack skips:

    Lightning Bolt, with 1.67 anim time, isn't even worth casting. I'm not actually sure I'd take it in any Electric Assault build.

     

    Propel isn't either. The best I can say for it is it is better than Lighting Bolt. It has some mild control potential with the AoE knock but not enough to justify taking it IMO. I did mention upthread Gravity's vulnerability and our need for more control, I just don't think spending a bunch of slots here is really going to help us. If this was a true AoE power and not a single target attack that knocks in a radius it would be a lot easier to justify.

     

    Charged Bolts is forced on us and not worth slotting. Probably wouldn't even put it on the hotbar. This isn't that unusual for a Dominator though.

     

     

    The weird/other stuff:

    I took Dimension Shift. If I'm being honest I do not like this power in PVE. I've never encountered a situation where it has turned the tide of a battle. If it had a longer duration I could see it, but 20 seconds? Casting this will root you and impart run suppression, where otherwise you could have usually just run away. I took this just because I had slots available. Could be replaced with a travel power.

     

    Stealth - took this because the combat bonus is actually pretty decent even in combat, and the ability to avoid detection is probably useful to a Wormholer. Plus this build is so vulnerable that skipping some fights entirely is probably advisable.

     

    Slash/lethal defense: Probably need to be capped. I left them a bit shy of capped out of laziness. That isn't hard to fix, it may mean sacrificing some proc damage though, which I'm loathe to do. I'd be a little less concerned about capping it if I was convinced controls would cover the gap, I'm not in this case however.

     

    Endurance usage: No way is it sustainable to launch Sleet every 26 seconds without a blue bar crash. This build assumes support from incarnate powers. Probably Ageless Destiny.

     

     

    Overall grade: Without actually spending hours playing it, I'd give the current build a C. Playable. But I also do not have enough cash that I would actually spend it on something like this. I am not a complete min/maxer--I enjoy and actually prefer an unusual or surprising solid B tier. But everything I see so far makes me want to spend the money on a different combo. In particular, its hard not to look at this and think rerolling as Gravity Controller and taking a solid secondary with decent damage would be a better and more fun investment.

     

     

    Can you build it better? Am I totally off base and there is a secret to making this work? Other thoughts?

     

     

    This Villain build was built using Mids Reborn 3.2.17
    https://github.com/LoadedCamel/MidsReborn

    Click this DataLink to open the build!

    Bad Situation: Level 50 Magic Dominator
    Primary Power Set: Gravity Control
    Secondary Power Set: Electricity Assault
    Power Pool: Speed
    Power Pool: Concealment
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Ice Mastery

    Villain Profile:
    Level 1: Lift -- Apc-Dam%(A), Apc-Dmg/EndRdx(9), Apc-Acc/Rchg(9), Apc-Acc/Dmg/Rchg(11), Apc-Dmg/Rchg(11)
    Level 1: Charged Bolts -- Empty(A)
    Level 2: Gravity Distortion -- GldJvl-Dam%(A), GhsWdwEmb-Dam%(3), GldNet-Dam%(3), NrnSht-Dam%(5), UnbCns-Dam%(5), SprAscoft-Rchg/+Dmg%(7)
    Level 4: Hasten -- RechRdx-I(A), RechRdx-I(7)
    Level 6: Charged Brawl -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Dmg/EndRdx/Acc/Rchg(13), SprBlsCol-Acc/Dmg/Rchg(13), SprBlsCol-Acc/Dmg/EndRdx(15), SprBlsCol-Dmg/EndRdx(15)
    Level 8: Crushing Field -- Artl-End/Rech/Rng(A), Artl-Acc/Rech/Rng(43), Artl-Acc/Dam/Rech(46), Artl-Dam/Rech(48), Artl-Dam/End(50), Artl-Acc/Dam(50)
    Level 10: Havoc Punch -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(17), KntCmb-Dmg/Rchg(17), KntCmb-Dmg/EndRdx/Rchg(21), Hct-Dam%(50)
    Level 12: Stealth -- LucoftheG-Def/Rchg+(A)
    Level 14: Boxing -- Empty(A)
    Level 16: Build Up -- GssSynFr--Build%(A)
    Level 18: Gravity Distortion Field -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(19), BslGaz-Rchg/Hold(19), BslGaz-EndRdx/Rchg/Hold(21)
    Level 20: Zapp -- GldJvl-Dam%(A), StnoftheM-Dam%(37), StnoftheM-Dmg/EndRdx/Rchg(40), StnoftheM-Dmg/ActRdx/Rchg(42), StnoftheM-Acc/ActRdx/Rng(43), StnoftheM-Dmg/EndRdx(43)
    Level 22: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(23)
    Level 24: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(25)
    Level 26: Wormhole -- SuddAcc--KB/+KD(A), AbsAmz-ToHitDeb%(27), AbsAmz-EndRdx/Stun(27), AbsAmz-Acc/Rchg(29), AbsAmz-Acc/Stun/Rchg(29), AbsAmz-Stun/Rchg(31)
    Level 28: Static Discharge -- Artl-Acc/Rech/Rng(A), Artl-End/Rech/Rng(34), Artl-Acc/Dam/Rech(36), Artl-Dam/Rech(36), Artl-Dam/End(37), Artl-Acc/Dam(37)
    Level 30: Combat Jumping -- LucoftheG-Def/Rchg+(A)
    Level 32: Singularity -- SuddAcc--KB/+KD(A), ExpRnf-Acc/Rchg(33), ExpRnf-Acc/Dmg(33), ExpRnf-Dmg/EndRdx(33), ExpRnf-Acc/Dmg/Rchg(34)
    Level 35: Sleet -- AchHee-ResDeb%(A), RechRdx-I(36)
    Level 38: Voltaic Sentinel -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(39), ExpRnf-Dmg/EndRdx(39), ExpRnf-Acc/Dmg/Rchg(39), ExpRnf-EndRdx/Dmg/Rchg(40), ExpRnf-+Res(Pets)(40)
    Level 41: Hoarfrost -- NmnCnv-Heal/Rchg(A), DctWnd-Heal/Rchg(42), Prv-Heal/Rchg(42)
    Level 44: Ice Storm -- Artl-End/Rech/Rng(A), Artl-Acc/Rech/Rng(45), Artl-Acc/Dam(45), Artl-Dam/End(45), Artl-Dam/Rech(46), Artl-Acc/Dam/Rech(46)
    Level 47: Frozen Armor -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(48), LucoftheG-Def/EndRdx(48)
    Level 49: Hibernate -- RechRdx-I(A)
    Level 1: Domination 
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Swift -- Empty(A)
    Level 1: Hurdle -- Empty(A)
    Level 1: Health -- NmnCnv-Regen/Rcvry+(A), Pnc-Heal/+End(31), Mrc-Rcvry+(34)
    Level 1: Stamina -- PwrTrns-+Heal(A), PrfShf-End%(23), PwrTrns-EndMod(31)
    Level 49: Quick Form 
    ------------

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    image.png

    Hello, thanks for posting this.

     

    I'm playing a new Grav/Elec because it's kinda thematic for one of my characters, but if it's going to be shit, l can shift into another secondary. 

     

    Have any of the recent patches changed the build/your opinion of it at all?

  8. On 10/13/2022 at 9:58 PM, Crystal Dragon said:

    Here's some of the mods I currently have zips still for. Um, I know, I'm scrambling to help anyway I can here. I don't create mods but I do use them for better visual (font sizes neeeeed to be added for UI readability) and some others for more simple effects. The only audio ones I have is for the wolf whimper, transformer sounds for robotics mm minions, and the demons to kittens audio mods however those three are too large to add to this thread. All of them are functional, though may need updating in the code side of things which is a complete mystery to me.

    Base Teleporter Labels.zip 406.21 kB · 15 downloads Gender Neutral Sonic Blast.zip 108.89 kB · 19 downloads HighVisibilityMouseCursorsSetD.zip 13.42 kB · 19 downloads Numbered Inspirations.zip 235.73 kB · 17 downloads SG_TP_Label_Mod.zip 2.69 MB · 15 downloads Svarty Teleport.zip 132.52 kB · 17 downloads VerdanaFontReplacer.zip 266.36 kB · 16 downloads

    Yay! Someone uses my teleport mod 😄

    • Thanks 1
    • Haha 1
  9. On 10/24/2022 at 10:02 PM, Relvinian said:

    Haven't posted all that much I just play the game.  But I dropped by the forum today and noticed a trend.  Someone makes a topic and the top response to the topic is basically shut up.

    The OP is right. If you want to shut someone down, instead give rational argument like a civilised person - detail the benefits of "no change", and then we can all understand your perspective.

  10. On 10/6/2022 at 12:52 PM, Snarky said:

    Superhero aficionado mmorpg event.   SAME. 
     

    That opens it to champions, ship of idiots, lost city of titans, w/e

     

    I did my part.  I gave you a name.  Now go out and be the SAME

    Sounds like an origin story...

    • Thumbs Up 1
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