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Redlynne

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Everything posted by Redlynne

  1. City of Data: Soul Drain (Corruptor version, the Defender stats were not captured by the wayback machine) Huh. I was going by the cast time info in Pine's for the power, which might be an erroneous value entered into the database. The Corruptor version of the power lists a 2.37 cast time, which if so makes the Knockdown that much more useful, since my presumption is that you'd want to be doing (optional Power Boosted?) Soul Drain > Hail of Bullets whenever possible, so as to be able to start the Hail of Bullets animation while $Targets are stilled knocked down. Game mechanically speaking, the Achilles' Heel proc functions via a Grant Power effect, causing the $Target to (involuntarily) cast the Resistance debuff onto themselves. That way, it's not your PC "casting" the effect, it's the $Target affected casting the effect ... and the effect is coded with a effect does not stack from same caster into it which prevents multiple castings of the proc from stacking onto the $Target. So you can have ONE proc of Achilles' Heel active at a time on a $Target, but you can never have TWO procs active simultaneously. Now, whether that means a "proc lockout" while the debuff is active, preventing additional procs from overwriting (to reset the duration of the debuff) ... or whether additional procs simply overwrite and therefore extend the duration is something that I'm not aware of having been tested ... but at the very minimum you can't "stack" more than one Achilles' Heel debuff onto a $Target. This means that if you had an entire LEAGUE of 50 attackers simultaneously use an attack with an Achilles' Heel proc in that attack power, and ALL 50 of those Achilles' Heel debuffs were to proc ... the $Target would only have a single Resistance debuff appear on them, and the rest would be wasted. So there's that factor ... Not sure what you're getting at with the "rolled and misses, does it remove it?" angle. The attack itself either hits or misses, and if it hits then the Achilles' Heel proc has a chance to affect the $Target. If the $Target is to be affected because the proc was successful, then it becomes a question of whether or not the debuff is already on the $Target (see effect does not stack from same caster for why this is important). Bare minimum, a second proc onto a $Target isn't going to DELETE the debuff. At worst, it would be wasted (lockout condition), while at best it would simply "overwrite" the previous proc and simply "refresh" the duration so that the Stack Of One™ simply lasts longer but doesn't get any "deeper" in terms of multiple debuffs (if that makes sense). Now I'm ASSUMING here that the Achilles' Heel proc and the Avalanche proc use "different ID code" debuffs ... which will have exactly the same performance/throughput ... but since they're "different procs" they can be stacked with each other (just not with themselves). So you can have an Achilles' Heel AND Avalanche proc on the same $Target at the same time, but you CAN'T HAVE a situation of Achilles' Heel (x2) and/or Avalanche (x2) going on, due to how the debuffs are "self cast" onto the respective $Target AND those debuff effects having effect does not stack from same caster coded into those debuff effects. That's what I mean by deconfliction of the respective Resistance debuff procs. In other words, stop thinking like a "human" and start thinking like a Game Master "computer" with respect to how these things work and mix together.
  2. Also, now that I have a little more time to post ... I wanted to point out some additional interesting interactions courtesy of proc choices in this build. The first one that I want to note is the choice to put the Avalanche proc (for Knockdown) into Soul Drain. My motivation here is that Soul Drain has a "moderately long" animation time of 4.356 seconds. Being able to soft control (via Knockdown) during that drain animation would seem to be to be of useful value, especially if it keeps $Targets from not only "wandering off" while the animation is running, but also as a means of preventing them from attacking. Since the radius of effect on Soul Drain out of Soul Mastery is only 10 feet, being "locked" in melee(ish) and unable to move or abort to other actions makes use of Soul Drain potentially problematic from a tactical standpoint. The Avalanche proc ought to help mitigate that problem, especially since the Proc Per Minute rate on a power with a long recharge time like Soul Drain would synergistically result in Avalanche tending to proc somewhat reliably (I'm thinking). This then yields a sort of hybrid-ish performance similar to mixing a Warshade Mire with a Martial Arts Dragon Tail due to the "slurp" plus knockdown factor. Another thing I want to point out is that in both of these builds, I've managed to "deconflict" the Achilles' Heel proc for Resistance debuffing. Specifically, Slowed Response has the only Achilles' Heel proc ... and even though the power is an AoE, it's also a "slow enough" recharge power to raise the Proc Per Minute chance to a "respectable" amount, particularly since the Achilles' Heel proc has a duration of 20 seconds on the debuff effect. At the same time, Piercing Rounds (which natively debuffs Resistance when using Standard Ammo) has the Annihilation proc slotted into it. Since the Achilles' Heel and Annihilation procs come from different sets, I'm hoping (because this isn't tested yet) that the two Resistance debuff procs could potentially stack with each other (and with Piercing Rounds in standard ammo mode) yielding an up to -60% Resistance debuff combination "when the stars align" for that to happen. Considering that Slowed Response can be made perma with Hasten plus Chrono Shift, even without Force Feedback procs bolstering recharge buffing, the odds of this scenario of stacking Resistance debuffing from power and procs is not as farfetched as it might at first appear. Vigilant Assault and Defender's Bastion (and their procs) are slotted into Pistols and Dual Wield simply because those powers are going to be getting used A LOT ... especially when Exemplared. Being able to proc PBAoE Absorb and PBAoE Minor Heal effects when using such "bread 'n' butter" powers as Pistols and Dual Wield, so as to mitigate incoming damage while producing "outbound" damage seems to make for a decent return on investment into these powers. And it goes without saying that I'm expecting the Force Feedback procs (plural!) slotted into Empty Clips and Bullet Rain to pay some serious investment dividends in terms of "accelerating" the entire build beyond what you'd expect to see courtesy of a spreadsheet analysis like what Pine's can provide us. Of course, with that increase in recharge comes a commensurate increase in the burn rate of endurance via use of faster recharging powers. A significant portion of my reasoning for that assertion is the specific slotting for Empty Clips that builds for Range enhancement in order to increase the Cone radius/reach out to ~64.5 feet (which is way better than a mere 40!). As previously mentioned, but I wanted to note it again ... fitting a full Decimation set into Executioner's Shot just feels ... RIGHT ... and not just because of the 5-slot recharge bonus. I prefer to think of the Build Up proc delivering a "things just got worse, FOR YOU!" style coup de gras courtesy of Executioner's Shot, making use of Executioner's Shot potentially (pray to RNGesus!) the "gift that keeps on giving" in terms of damage production. Anyway, that's enough for right this instant. I'm sure I'll think of more stuff to say later. ^_~
  3. Okay … so just in case anyone needed it … here's the build that swaps out the Leadership for Concealment Pool with the Level 47 and 49 power picks. Everything else remains unchanged, aside from the slotting in those two powers. As advertised, the overall global recharge bonus from sets increases to +95% in this build. Hero Plan by Mids' Hero Designer v2.21 (via WINE on a Mac) Click this DataLink to open the build! | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1550;742;1484;HEX;| |78DA6D944B4F135114C7EF746EC19652A81479BFA1424BA7541E6A5C98086A34421| |A31EE4C33C880A3C34CD399AA2C5DF805DCA0E242DDB9D1880A46577E05833CD4A5| |894FD4B5AF7A7ACF0126DA4926BF9373EFFFBCE6DE19BD3C12B87FF4CA412605870| |DD5B6D323DA94664E6AD9D231D5C9655583159E52785B3657D287725353CA297D46| |4B8FAAA69EC919AAA35B66E3D6FA49D59CD62695919C6AA453BAED5886CDCA52966| |528470C7DFA9CE317F67846D32643C23C665ED46D7D4237746736801B75C7D46CBB| |E170463FAB0C5BD96C2EE358D9F4B8953320A9ED68D9D95AA8A917DEE530A327CF5| |83D20C959B272CBE765510E7ECE3C31622F92C7890AB22481DC035A89B4D27919D7| |2E207718C419A4DF245AC87ED0CAA49507002532ABDCE402D6B6F39E847C800C5FF| |53016E6CC0743F64AD887B71A8C5ACE5E8571F68578A51F3047F82372D727E26764| |ED17E20672006AF1A136BF0271CA30B6B76CD123D6EB97884F918DCF88CFB19EE60| |5105471B60ADA729A6FF928D63C08B12BA8AE8A474CE89A1F139F205B17894B44EA| |730DE285481B3A80B369DBE44349EC6DA3DC1DEBA0F1017F009B381B82BC55544BD| |5106AD6215E35FAE4EA65ECA16305D9B94A5C43BE86BD3538074FCD20EA3B89119A| |F91BD85387F1A4BA971ED16FE405D6B117F23750ED0D73D857E43A72F70DE24DE23| |CB2E7161371DBE14336616EA9298667A187F81672B6D05ACB3F6BFB20673BE56CA7| |594769D6519A759466DD4BB34EBE97C5FCF683B60BE3F2AE9FD04333ECF945FC838| |CFF26E6919740DA2D4E5DDEDB4D9A386912B43741DA046992F35CD4FA2EC0588CFA| |8851FD4962398454E87C2B34EB20F8FAE87BF691AF91FF7F9FA36E5F1C7D7D457CC| |922BEFE22BE8122BE136E9F0FFA0A723656F061CDF914DFFA2F30897AF26DDFF7FC| |861FD6A93F89627EDBF679A436599CA1C0713CDB81D39238D35FDDBA6ED47D77EB5| |AD117BC8667383887F7E87668FB7EDF71D9775D76CA2FBA11F61997ADBAEC0997FD| |17ADDAE118| |—————————————————————————————————| Level 50 Natural Defender Primary Power Set: Time Manipulation Secondary Power Set: Dual Pistols Power Pool: Flight Power Pool: Speed Power Pool: Concealment Ancillary Pool: Soul Mastery Hero Profile: Level 1: Time Crawl (A) Accuracy IO: Level 50 Level 1: Pistols (A) Vigilant Assault - Accuracy/Damage: Level 27 (3) Vigilant Assault - Damage/RechargeTime: Level 27 (3) Vigilant Assault - Damage/Endurance/RechargeTime: Level 27 (5) Vigilant Assault - Accuracy/Damage/Endurance: Level 27 (5) Vigilant Assault - Accuracy/Damage/Endurance/RechargeTime: Level 27 (7) Vigilant Assault - RechargeTime/PBAoE +Absorb: Level 27 Level 2: Dual Wield (A) Defender's Bastion - Accuracy/Damage: Level 27 (7) Defender's Bastion - Damage/Recharge: Level 27 (9) Defender's Bastion - Damage/Endurance/Recharge: Level 27 (9) Defender's Bastion - Accuracy/Damage/Endurance: Level 27 (11) Defender's Bastion - Accuracy/Damage/Endurance/Recharge: Level 27 (11) Defender's Bastion - Recharge/Chance for Minor PBAoE Heal: Level 27 Level 4: Empty Clips (A) HamiO: Centriole Exposure (+2 Dam/Range) (17) HamiO: Centriole Exposure (+2 Dam/Range) (17) Detonation - Damage/Endurance/Range: Level 50 (19) Tempered Readiness - Accuracy/Endurance: Level 50 (19) Pacing of the Turtle - Accuracy/Endurance: Level 50 (21) Force Feedback - Chance for +Recharge: Level 21 Level 6: Hover (A) Luck of the Gambler - Recharge Speed: Level 25 Level 8: Temporal Mending (A) Preventive Medicine - Heal: Level 27 (21) Preventive Medicine - Heal/Endurance: Level 27 (23) Preventive Medicine - Endurance/RechargeTime: Level 27 (23) Preventive Medicine - Heal/RechargeTime: Level 27 (25) Preventive Medicine - Heal/RechargeTime/Endurance: Level 27 (25) Preventive Medicine - Chance for +Absorb: Level 27 Level 10: Swap Ammo Level 12: Time's Juncture (A) Dark Watcher's Despair - To Hit Debuff: Level 27 (27) Dark Watcher's Despair - To Hit Debuff/Recharge: Level 27 (27) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance: Level 27 (29) Dark Watcher's Despair - To Hit Debuff/Endurance: Level 27 (29) Dark Watcher's Despair - Chance for Recharge Slow: Level 21 (31) Pacing of the Turtle - Chance of -Recharge: Level 20 Level 14: Temporal Selection (A) Doctored Wounds - Heal/Recharge: Level 50 Level 16: Bullet Rain (A) Positron's Blast - Accuracy/Damage: Level 27 (31) Positron's Blast - Damage/Endurance: Level 27 (31) Positron's Blast - Damage/Recharge: Level 27 (33) Positron's Blast - Damage/Range: Level 27 (33) Positron's Blast - Accuracy/Damage/Endurance: Level 27 (33) Force Feedback - Chance for +Recharge: Level 21 Level 18: Distortion Field (A) HamiO: Microfilament Exposure (+2 End/Fly/Jump/Run) (34) HamiO: Microfilament Exposure (+2 End/Fly/Jump/Run) (34) Pacing of the Turtle - Endurance/Recharge/Slow: Level 27 (34) Pacing of the Turtle - Chance of -Recharge: Level 20 (36) Basilisk's Gaze - Chance for Recharge Slow: Level 10 (36) Lockdown - Chance for +2 Mag Hold: Level 30 Level 20: Suppressive Fire (A) HamiO: Endoplasm Exposure (+2 Acc/Mez) Level 22: Time Stop (A) Basilisk's Gaze - Accuracy/Hold: Level 27 (36) Basilisk's Gaze - Recharge/Hold: Level 27 (37) Basilisk's Gaze - Endurance/Recharge/Hold: Level 27 (37) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold: Level 27 Level 24: Farsight (A) HamiO: Cytoskeleton Exposure (+2 Def/End/ToHit) (37) HamiO: Cytoskeleton Exposure (+2 Def/End/ToHit) (39) Luck of the Gambler - Recharge Speed: Level 25 Level 26: Slowed Response (A) Analyze Weakness - Accuracy/Endurance/Recharge: Level 50 (39) Achilles' Heel - Chance for Res Debuff: Level 10 Level 28: Executioner's Shot (A) Decimation - Accuracy/Damage: Level 27 (39) Decimation - Damage/Endurance: Level 27 (40) Decimation - Damage/Recharge: Level 27 (40) Decimation - Accuracy/Endurance/Recharge: Level 27 (40) Decimation - Accuracy/Damage/Recharge: Level 27 (42) Decimation - Chance of Build Up: Level 25 Level 30: Hasten (A) Recharge Reduction IO: Level 50 (42) Recharge Reduction IO: Level 50 Level 32: Chrono Shift (A) Recharge Reduction IO: Level 50 (42) Recharge Reduction IO: Level 50 Level 35: Piercing Rounds (A) Positron's Blast - Accuracy/Damage: Level 27 (43) Positron's Blast - Damage/Endurance: Level 27 (43) Positron's Blast - Damage/Recharge: Level 27 (43) Positron's Blast - Damage/Range: Level 27 (45) Positron's Blast - Accuracy/Damage/Endurance: Level 27 (50) Annihilation - Chance for Res Debuff: Level 20 Level 38: Hail of Bullets (A) Obliteration - Damage: Level 31 (45) Obliteration - Accuracy/Recharge: Level 31 (45) Obliteration - Accuracy/Damage/Recharge: Level 31 (46) Obliteration - Damage/Recharge: Level 31 (46) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 31 Level 41: Soul Drain (A) Obliteration - Damage: Level 31 (46) Obliteration - Accuracy/Recharge: Level 31 (48) Obliteration - Damage/Recharge: Level 31 (48) Obliteration - Accuracy/Damage/Recharge: Level 31 (48) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 31 (50) Avalanche - Recharge/Chance for Knockdown: Level 50 Level 44: Power Boost (A) Recharge Reduction IO: Level 50 (50) Recharge Reduction IO: Level 50 Level 47: Stealth (A) Luck of the Gambler - Recharge Speed: Level 25 Level 49: Grant Invisibility (A) Luck of the Gambler - Recharge Speed: Level 25 Level 1: Brawl (A) Accuracy IO: Level 50 Level 1: Prestige Power Dash (A) Run Speed IO: Level 50 Level 1: Prestige Power Slide (A) Run Speed IO: Level 50 Level 1: Prestige Power Quick (A) Run Speed IO: Level 50 Level 1: Prestige Power Rush (A) Run Speed IO: Level 50 Level 1: Prestige Power Surge (A) Run Speed IO: Level 50 Level 1: Sprint (A) Celerity - +Stealth: Level 15 Level 1: Vigilance Level 2: Rest (A) Recharge Reduction IO: Level 50 Level 4: Ninja Run Level 2: Swift (A) Run Speed IO: Level 50 Level 2: Health (A) Panacea - +Hit Points/Endurance: Level 10 (13) Miracle - +Recovery: Level 20 (13) Numina's Convalesence - +Regeneration/+Recovery: Level 30 Level 2: Hurdle (A) Jumping IO: Level 50 Level 2: Stamina (A) Endurance Modification IO: Level 50 (15) Performance Shifter - EndMod: Level 27 (15) Performance Shifter - Chance for +End: Level 21 Level 10: Chemical Ammunition Level 10: Cryo Ammunition Level 10: Incendiary Ammunition Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion ------------ ------------ Set Bonus Totals: 11% DamageBuff(Smashing) 11% DamageBuff(Lethal) 11% DamageBuff(Fire) 11% DamageBuff(Cold) 11% DamageBuff(Energy) 11% DamageBuff(Negative) 11% DamageBuff(Toxic) 11% DamageBuff(Psionic) 1.88% Defense(Fire) 1.88% Defense(Cold) 4.38% Defense(Energy) 4.38% Defense(Negative) 5% Defense(Ranged) 3.75% Defense(AoE) 4.05% Max End 3.75% Enhancement(Max EnduranceDiscount) 6% Enhancement(Heal) 47% Enhancement(Accuracy) 7.5% Enhancement(Range) 95% Enhancement(RechargeTime) 7.5% SpeedFlying GrantPower Preventive Medicine (10% chance, if Scourge) 61.04 HP (6%) HitPoints 7.5% JumpHeight 7.5% SpeedJumping MezResist(Confused) 37.5% MezResist(Held) 37.5% MezResist(Immobilized) 37.5% MezResist(Sleep) 37.5% MezResist(Stunned) 37.5% MezResist(Terrorized) 37.5% 9.5% (0.16 End/sec) Recovery 6.75% Resistance(Smashing) 6.75% Resistance(Lethal) 7.5% Resistance(Fire) 7.5% Resistance(Cold) 1.5% Resistance(Energy) 1.5% Resistance(Negative) 6.75% Resistance(Toxic) 6.75% Resistance(Psionic) 7.5% SpeedRunning ------------ Set Bonuses: Vigilant Assault (Pistols) 1.8% Max End 6.25% Enhancement(RechargeTime) 11% Enhancement(Accuracy) 3% DamageBuff(All) 3.75% Defense(AoE), 1.88% Defense(Fire), 1.88% Defense(Cold) Defender's Bastion (Dual Wield) 15.26 HP (1.5%) HitPoints 7.5% Enhancement(Range) 6% Enhancement(Heal) 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative) 8.75% Enhancement(RechargeTime) Luck of the Gambler (Hover) 7.5% Enhancement(RechargeTime) Preventive Medicine (Temporal Mending) 2.25% Resistance(Smashing,Lethal), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75% 19.08 HP (1.88%) HitPoints 3% Resistance(Fire,Cold), MezResist(Immobilized) 5%, MezResist(Held) 5%, MezResist(Stunned) 5%, MezResist(Sleep) 5%, MezResist(Terrorized) 5%, MezResist(Confused) 5% 3.75% Enhancement(EnduranceDiscount) 8.75% Enhancement(RechargeTime) GrantPower Preventive Medicine (10% chance, if Scourge), GrantPower Preventive Medicine (if Scourge) Dark Watcher's Despair (Time's Juncture) 15.26 HP (1.5%) HitPoints 2.5% (0.04 End/sec) Recovery 5% Enhancement(RechargeTime) 2% DamageBuff(All) Positron's Blast (Bullet Rain) 2.5% (0.04 End/sec) Recovery 2.25% Resistance(Fire,Cold), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75% 9% Enhancement(Accuracy) 6.25% Enhancement(RechargeTime) Pacing of the Turtle (Distortion Field) 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% Basilisk's Gaze (Time Stop) 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged) 2% (0.03 End/sec) Recovery 7.5% Enhancement(RechargeTime) Luck of the Gambler (Farsight) 7.5% Enhancement(RechargeTime) Decimation (Executioner's Shot) 1.5% Resistance(Energy,Negative), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5% 11.45 HP (1.13%) HitPoints 2.25% Max End 6.25% Enhancement(RechargeTime) 4.5% Resistance(Toxic,Psionic), MezResist(Immobilized) 7.5%, MezResist(Held) 7.5%, MezResist(Stunned) 7.5%, MezResist(Sleep) 7.5%, MezResist(Terrorized) 7.5%, MezResist(Confused) 7.5% Positron's Blast (Piercing Rounds) 2.5% (0.04 End/sec) Recovery 2.25% Resistance(Fire,Cold), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75% 9% Enhancement(Accuracy) 6.25% Enhancement(RechargeTime) Obliteration (Hail of Bullets) 2.25% Resistance(Smashing,Lethal), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75% 3% DamageBuff(All) 9% Enhancement(Accuracy) 5% Enhancement(RechargeTime) Obliteration (Soul Drain) 2.25% Resistance(Smashing,Lethal), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75% 3% DamageBuff(All) 9% Enhancement(Accuracy) 5% Enhancement(RechargeTime) Luck of the Gambler (Stealth) 7.5% Enhancement(RechargeTime) Luck of the Gambler (Grant Invisibility) 7.5% Enhancement(RechargeTime) Performance Shifter (Stamina) 7.5% SpeedJumping, 7.5% JumpHeight, 7.5% SpeedFlying, 7.5% SpeedRunning
  4. It's not so much a "world" of confusion ... more like a "closet" of indifference. It was basically DESIGNED to be terrible, and it never got any better. City of Data: LINK Activate Period: 4 seconds Confuse = MAG 2 for 1.5 seconds IF ToHit roll is successful by more than +25% (in other words, there's a built in Accuracy/ToHit penalty built in for you to overcome just to get the effect to work at all) This essentially means you need to have a +167% Confuse duration in order to perma the effect for 4 seconds. 1.5 * (1+1.67) = 4.005 seconds If you manage this incredible feat, despite ED getting in your way, you'll be able to perma Confuse MINIONS but not Lieutenants. ... yay ... Even if you somehow manage to squeeze +100% duration into this power, you're still only going to manage a 75% uptime on it since the Confusion lasts for 3 seconds out of every 4 seconds. ... yay ... Radius of Effect: 8 feet Guess what the range on most melee attacks is. Go on ... guess. Congratulations. You have a melee range PBAoE that can Confuse Minions less than full time ... all by itself! Pretty much the only ways to prevent this power from being a waste of a power pick, slots and endurance is to either ... stack it with another Confuse power, so as to be able to Confuse more than just Minions ... OR ... slot the Contagious Confusion proc into it (and pray to RNGesus that it'll proc when you need it to). The real downfall of (it's a small) World of Confusion (after all...) is its pitifully tiny AoE radius. If it were a 15 foot radius, it might be worthy of "Moon of Confusion" status ... but to honestly be able to live up to the World of Confusion title, it really needs to be more like a 20 or even 25 ft radius on the power, so you don't have to "rub noses" with $Targets you're trying to Confuse with it. As is, it's more like a Handshake of Confusion, simply because of the pitiful AoE radius. It's really just that bad.
  5. Well, considering that I haven't PLAYED it ... it's a little hard to say ... Which is only to be expected. If I were more invested in damage dealing out of this build, I'd want to swap Tactics @ 49 for Assault instead, for an extra +10% Damage throughput out of the entire team. Actually, having said that, given how LATE I put Tactics into the build (mainly due to power picks pressures), Tactics is very nearly completely superfluous, since any Exemplar Level that has access to Tactics @ 49 also has access to Power Boosted Farsight, which makes the contribution from Tactics pretty much meaningless. So there's that ... Another thought that occurred to me while I was stuck at my Day Job today was the notion of swapping out the Leadership Pool entirely for Stealth and Grant Invisibility for use as Luck of the Gambler mules which would actually see some use. This would see the global recharge from set bonuses increase from +87.5% to +95% in total, which depending on your hunger for recharge might be worth the effort. Additionally, this would then make available the combination of Stealth (power) plus Stealth (IO in Sprint) so as to be able to "ghost" through missions when desired. Just a thought. Personally, I'm of the opinion that everyone should provide an accounting of the "highlights" of their builds so as to give people something to look into and become interested in either doing, copying or experimenting with in their own builds. That's how discoveries get made and add to the Tribal Knowledge™ of particular combinations of powers, slots, enhancements, tactics and engagement strategies (in other words, The Whole Package™). You aren't necessarily going to get that out of a build post that's JUST the build alone. So that's why I do what I do when posting builds.
  6. Go! Fly! Be Free! Damaged! Defeated!
  7. Pine's Hero Designer v2.21 (via WINE on a Mac) Click this DataLink to open the build! | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1548;741;1482;HEX;| |78DA6D944B4F135114C7EF746EC196D2525BE4591E052AB4744AE5A1C68589A0268| |692468C3BD38C3285D1A1D374A651972EFC026E5071A1EEDC684405A32BBF82411E| |EAD2C427EADA573D9D73A013ED2493DFC9B9F77F5E73EFA42E4D78EE1FBF729809D| |E714D368CCC84925572334AA1764A368B055963E5A716DECEED95CC9162362B9D52| |E7954C4ACEA9F9A2269BAA9E6BDF593F29E766951969A2286B99B46A98BA66B0BAB| |4AE6BD2314D9D9D33DD963D9D5794199F654E2A32E88C3935EFC16DAA99530CA3ED| |685E3D278DEB8542316FEA85CCB45ED420A5612A85CBCD50D120BCAB41464F89B15| |64092B364C38ECFC9A21CFC9C3962C441248F1325644D02B90FB4026985F322AE5D| |40EED288F348778EA82387412B92561C01D488AC619B4B58DBEE7B02F2013278D5C| |1589033178CD829601FCE46309A397B15C4C997E3D57EC01CC18FC83D9F889F91CD| |5F885BC811A8C585DAD21AC4A9C3D8CEBA6587B5DEBA427C8A6C7F467C8EF5742C8| |120C0D93A68EB69BEF529AC791462FBA82EDF2366E93A1E139F20BB96892B44EA73| |03E2F949EB3F84B3E9DEE643C1DADB4DB97B3641E302FE0086381B83BC01AA25308| |69A4D88D7883EB171157BE85943F6AE133790AF616F13CEC1D1348AFA5E628466FE| |06F6B4603CA1E5A5C3EA37F202EBD80FF9DBA8F6B605EC2B721DB9F706F12671113| |9708B5971C3F02143985B08C5F02C0C10DF42CE4E5AEBFC67ED00E40C53CE30CD3A| |4AB38ED2ACA334EB419A75F2BD68CDEF2068FB50CBFB7E420F1DB0E717F10F32FE9| |B58425E0469BF75EA4ACE7ED2C44993A0BD09D22648935CE456ADEF3C8CC5687631| |AA3F49F4434889CEB744B30E806F887C43F41DDAF9FFF7396AF7C5D13754C597ACE| |21BAEE21BA9E29BB4FB5CD09797B3A9B20FEB2BA5F9CE7F8109D493AB72DF4B5B6E| |58A75E048AF9ADE27308DDA275863C27F06C7B4E0BD699FE6AD7F5A3EEBB5DD7853| |EEF353CC3DE05BC47B7FD95FB7DC766DFB5D96977F94BA07DC666CB36FBACCDFE0B| |ECADE030| |—————————————————————————————————| Level 50 Natural Defender Primary Power Set: Time Manipulation Secondary Power Set: Dual Pistols Power Pool: Flight Power Pool: Speed Power Pool: Leadership Ancillary Pool: Soul Mastery Hero Profile: Level 1: Time Crawl (A) Accuracy IO: Level 50 Level 1: Pistols (A) Vigilant Assault - Accuracy/Damage: Level 27 (3) Vigilant Assault - Damage/RechargeTime: Level 27 (3) Vigilant Assault - Damage/Endurance/RechargeTime: Level 27 (5) Vigilant Assault - Accuracy/Damage/Endurance: Level 27 (5) Vigilant Assault - Accuracy/Damage/Endurance/RechargeTime: Level 27 (7) Vigilant Assault - RechargeTime/PBAoE +Absorb: Level 27 Level 2: Dual Wield (A) Defender's Bastion - Accuracy/Damage: Level 27 (7) Defender's Bastion - Damage/Recharge: Level 27 (9) Defender's Bastion - Damage/Endurance/Recharge: Level 27 (9) Defender's Bastion - Accuracy/Damage/Endurance: Level 27 (11) Defender's Bastion - Accuracy/Damage/Endurance/Recharge: Level 27 (11) Defender's Bastion - Recharge/Chance for Minor PBAoE Heal: Level 27 Level 4: Empty Clips (A) HamiO: Centriole Exposure (+2 Dam/Range) (17) HamiO: Centriole Exposure (+2 Dam/Range) (17) Detonation - Damage/Endurance/Range: Level 50 (19) Tempered Readiness - Accuracy/Endurance: Level 50 (19) Pacing of the Turtle - Accuracy/Endurance: Level 50 (21) Force Feedback - Chance for +Recharge: Level 21 Level 6: Hover (A) Luck of the Gambler - Recharge Speed: Level 25 Level 8: Temporal Mending (A) Preventive Medicine - Heal: Level 27 (21) Preventive Medicine - Heal/Endurance: Level 27 (23) Preventive Medicine - Endurance/RechargeTime: Level 27 (23) Preventive Medicine - Heal/RechargeTime: Level 27 (25) Preventive Medicine - Heal/RechargeTime/Endurance: Level 27 (25) Preventive Medicine - Chance for +Absorb: Level 27 Level 10: Swap Ammo Level 12: Time's Juncture (A) Dark Watcher's Despair - To Hit Debuff: Level 27 (27) Dark Watcher's Despair - To Hit Debuff/Recharge: Level 27 (27) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance: Level 27 (29) Dark Watcher's Despair - To Hit Debuff/Endurance: Level 27 (29) Dark Watcher's Despair - Chance for Recharge Slow: Level 21 (31) Pacing of the Turtle - Chance of -Recharge: Level 20 Level 14: Temporal Selection (A) Doctored Wounds - Heal/Recharge: Level 50 Level 16: Bullet Rain (A) Positron's Blast - Accuracy/Damage: Level 27 (31) Positron's Blast - Damage/Endurance: Level 27 (31) Positron's Blast - Damage/Recharge: Level 27 (33) Positron's Blast - Damage/Range: Level 27 (33) Positron's Blast - Accuracy/Damage/Endurance: Level 27 (33) Force Feedback - Chance for +Recharge: Level 21 Level 18: Distortion Field (A) HamiO: Microfilament Exposure (+2 End/Fly/Jump/Run) (34) HamiO: Microfilament Exposure (+2 End/Fly/Jump/Run) (34) Pacing of the Turtle - Endurance/Recharge/Slow: Level 27 (34) Pacing of the Turtle - Chance of -Recharge: Level 20 (36) Basilisk's Gaze - Chance for Recharge Slow: Level 10 (36) Lockdown - Chance for +2 Mag Hold: Level 30 Level 20: Suppressive Fire (A) HamiO: Endoplasm Exposure (+2 Acc/Mez) Level 22: Time Stop (A) Basilisk's Gaze - Accuracy/Hold: Level 27 (36) Basilisk's Gaze - Recharge/Hold: Level 27 (37) Basilisk's Gaze - Endurance/Recharge/Hold: Level 27 (37) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold: Level 27 Level 24: Farsight (A) HamiO: Cytoskeleton Exposure (+2 Def/End/To Hit) (37) HamiO: Cytoskeleton Exposure (+2 Def/End/To Hit) (39) Luck of the Gambler - Recharge Speed: Level 25 Level 26: Slowed Response (A) Analyze Weakness - Accuracy/Endurance/Recharge: Level 50 (39) Achilles' Heel - Chance for Res Debuff: Level 10 Level 28: Executioner's Shot (A) Decimation - Accuracy/Damage: Level 27 (39) Decimation - Damage/Endurance: Level 27 (40) Decimation - Damage/Recharge: Level 27 (40) Decimation - Accuracy/Endurance/Recharge: Level 27 (40) Decimation - Accuracy/Damage/Recharge: Level 27 (42) Decimation - Chance of Build Up: Level 25 Level 30: Hasten (A) Recharge Reduction IO: Level 50 (42) Recharge Reduction IO: Level 50 Level 32: Chrono Shift (A) Recharge Reduction IO: Level 50 (42) Recharge Reduction IO: Level 50 Level 35: Piercing Rounds (A) Positron's Blast - Accuracy/Damage: Level 27 (43) Positron's Blast - Damage/Endurance: Level 27 (43) Positron's Blast - Damage/Recharge: Level 27 (43) Positron's Blast - Damage/Range: Level 27 (45) Positron's Blast - Accuracy/Damage/Endurance: Level 27 (50) Annihilation - Chance for Res Debuff: Level 20 Level 38: Hail of Bullets (A) Obliteration - Damage: Level 31 (45) Obliteration - Accuracy/Recharge: Level 31 (45) Obliteration - Accuracy/Damage/Recharge: Level 31 (46) Obliteration - Damage/Recharge: Level 31 (46) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 31 Level 41: Soul Drain (A) Obliteration - Damage: Level 31 (46) Obliteration - Accuracy/Recharge: Level 31 (48) Obliteration - Damage/Recharge: Level 31 (48) Obliteration - Accuracy/Damage/Recharge: Level 31 (48) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 31 (50) Avalanche - Recharge/Chance for Knockdown: Level 50 Level 44: Power Boost (A) Recharge Reduction IO: Level 50 (50) Recharge Reduction IO: Level 50 Level 47: Maneuvers (A) Luck of the Gambler - Recharge Speed: Level 25 Level 49: Tactics (A) HamiO: Cytoskeleton Exposure (+2 Def/End/To Hit) Level 1: Brawl (A) Accuracy IO: Level 50 Level 1: Prestige Power Dash (A) Run Speed IO: Level 50 Level 1: Prestige Power Slide (A) Run Speed IO: Level 50 Level 1: Prestige Power Quick (A) Run Speed IO: Level 50 Level 1: Prestige Power Rush (A) Run Speed IO: Level 50 Level 1: Prestige Power Surge (A) Run Speed IO: Level 50 Level 1: Sprint (A) Celerity - +Stealth: Level 15 Level 1: Vigilance Level 2: Rest (A) Recharge Reduction IO: Level 50 Level 4: Ninja Run Level 2: Swift (A) Run Speed IO: Level 50 Level 2: Health (A) Panacea - +Hit Points/Endurance: Level 10 (13) Miracle - +Recovery: Level 20 (13) Numina's Convalesence - +Regeneration/+Recovery: Level 30 Level 2: Hurdle (A) Jumping IO: Level 50 Level 2: Stamina (A) Endurance Modification IO: Level 50 (15) Performance Shifter - EndMod: Level 27 (15) Performance Shifter - Chance for +End: Level 21 Level 10: Chemical Ammunition Level 10: Cryo Ammunition Level 10: Incendiary Ammunition Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion ------------ ------------ Set Bonus Totals: 11% DamageBuff(Smashing) 11% DamageBuff(Lethal) 11% DamageBuff(Fire) 11% DamageBuff(Cold) 11% DamageBuff(Energy) 11% DamageBuff(Negative) 11% DamageBuff(Toxic) 11% DamageBuff(Psionic) 1.88% Defense(Fire) 1.88% Defense(Cold) 4.38% Defense(Energy) 4.38% Defense(Negative) 5% Defense(Ranged) 3.75% Defense(AoE) 4.05% Max End 3.75% Enhancement(Max EnduranceDiscount) 6% Enhancement(Heal) 47% Enhancement(Accuracy) 7.5% Enhancement(Range) 87.5% Enhancement(RechargeTime) 7.5% SpeedFlying GrantPower Preventive Medicine (10% chance, if Scourge) 61.04 HP (6%) HitPoints 7.5% JumpHeight 7.5% SpeedJumping MezResist(Confused) 37.5% MezResist(Held) 37.5% MezResist(Immobilized) 37.5% MezResist(Sleep) 37.5% MezResist(Stunned) 37.5% MezResist(Terrorized) 37.5% 9.5% (0.16 End/sec) Recovery 6.75% Resistance(Smashing) 6.75% Resistance(Lethal) 7.5% Resistance(Fire) 7.5% Resistance(Cold) 1.5% Resistance(Energy) 1.5% Resistance(Negative) 6.75% Resistance(Toxic) 6.75% Resistance(Psionic) 7.5% SpeedRunning ------------ Set Bonuses: Vigilant Assault (Pistols) 1.8% Max End 6.25% Enhancement(RechargeTime) 11% Enhancement(Accuracy) 3% DamageBuff(All) 3.75% Defense(AoE), 1.88% Defense(Fire), 1.88% Defense(Cold) Defender's Bastion (Dual Wield) 15.26 HP (1.5%) HitPoints 7.5% Enhancement(Range) 6% Enhancement(Heal) 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative) 8.75% Enhancement(RechargeTime) Luck of the Gambler (Hover) 7.5% Enhancement(RechargeTime) Preventive Medicine (Temporal Mending) 2.25% Resistance(Smashing,Lethal), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75% 19.08 HP (1.88%) HitPoints 3% Resistance(Fire,Cold), MezResist(Immobilized) 5%, MezResist(Held) 5%, MezResist(Stunned) 5%, MezResist(Sleep) 5%, MezResist(Terrorized) 5%, MezResist(Confused) 5% 3.75% Enhancement(EnduranceDiscount) 8.75% Enhancement(RechargeTime) GrantPower Preventive Medicine (10% chance, if Scourge), GrantPower Preventive Medicine (if Scourge) Dark Watcher's Despair (Time's Juncture) 15.26 HP (1.5%) HitPoints 2.5% (0.04 End/sec) Recovery 5% Enhancement(RechargeTime) 2% DamageBuff(All) Positron's Blast (Bullet Rain) 2.5% (0.04 End/sec) Recovery 2.25% Resistance(Fire,Cold), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75% 9% Enhancement(Accuracy) 6.25% Enhancement(RechargeTime) Pacing of the Turtle (Distortion Field) 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% Basilisk's Gaze (Time Stop) 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged) 2% (0.03 End/sec) Recovery 7.5% Enhancement(RechargeTime) Luck of the Gambler (Farsight) 7.5% Enhancement(RechargeTime) Decimation (Executioner's Shot) 1.5% Resistance(Energy,Negative), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5% 11.45 HP (1.13%) HitPoints 2.25% Max End 6.25% Enhancement(RechargeTime) 4.5% Resistance(Toxic,Psionic), MezResist(Immobilized) 7.5%, MezResist(Held) 7.5%, MezResist(Stunned) 7.5%, MezResist(Sleep) 7.5%, MezResist(Terrorized) 7.5%, MezResist(Confused) 7.5% Positron's Blast (Piercing Rounds) 2.5% (0.04 End/sec) Recovery 2.25% Resistance(Fire,Cold), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75% 9% Enhancement(Accuracy) 6.25% Enhancement(RechargeTime) Obliteration (Hail of Bullets) 2.25% Resistance(Smashing,Lethal), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75% 3% DamageBuff(All) 9% Enhancement(Accuracy) 5% Enhancement(RechargeTime) Obliteration (Soul Drain) 2.25% Resistance(Smashing,Lethal), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75% 3% DamageBuff(All) 9% Enhancement(Accuracy) 5% Enhancement(RechargeTime) Luck of the Gambler (Maneuvers) 7.5% Enhancement(RechargeTime) Performance Shifter (Stamina) 7.5% SpeedJumping, 7.5% JumpHeight, 7.5% SpeedFlying, 7.5% SpeedRunning
  8. Well okay then. Here's what happens when I take my Time/Dual Pistols/Dark "No Escape" Build and reconfigure it for Soul instead of Dark, so as to reach for Power Boost instead of Dark Consumption. The result is a performance profile that more heavily emphasizes buffing/debuffing via Power Boost, which even without Force Feedback procs will be available every (30.7+1.32) 32.02 seconds yielding an almost 50% uptime. Hasten is perma without Force Feedback procs. Chrono Shift is almost but not quite perma without Force Feedback procs, but with Force Feedback slotted into Empty Clips AND Bullet Rain the chances of being able to proc Force Feedback 2-3 times every 90 seconds (in heavy combat) is … decent … which will make up the remaining difference needed to get Chrono Shift perma. Also, compared to my earlier efforts, this build gets +87.5% global recharge from set bonuses, rather than +90%, which I know for some people may be something of a deal breaker (although it isn't for me, obviously). Of course, level boosting those common 50 Recharge IOs to being more like 50+3 or 50+4 will resolve the perma problem without resorting to any procs from Force Feedback also. One major change from the previous build(s) is the slotting for Health and Stamina so as to provide a better baseline of endurance recovery, in order to keep the endurance hungry powers fueled. This means slotting the Panacea "proc" for increased max Endurance, which increases the rate of return from Performance Shifter, as well as Miracle and Numina's "procs" in Health … and of course a Performance Shifter in Stamina. A significant factor in my thinking here is that if you need to recover green bar, cast Temporal Mending. Also, for this specific posting of the build, I haven't gone through and done my usual reordering of the slots for level up (being pressed for time at the moment) and will be posting with the slot levels arranged by auto-sort. If you want to reassign which slots get assigned at what level … have at it. Slotting for Chrono Shift and Tactics were pared back in order to provide slots to Executioner's Shot, which "inherits" a full six slots for the Decimation set for a more predictable Build Up proc chance than relying on a Gaussian's proc in Tactics. Note, if you want a Gaussian's proc in Tactics, you can still do it without significantly disrupting the overall balance of the build design. Switching from Dark to Soul means that Soul Drain recharges half as fast, so it will only be available once per minute with Soul instead of twice per minute with Dark, so you can't use (Dark) Soul Drain before every Hail of Bullets … but in exchange you'll get to use Soul Drain "every other" time you use Hail of Bullets, and with Power Boost on Farsight you'll functionally be softcapped on Defense (44.1 Melee, 49.1 Ranged, 47.8 AoE) before adding in the Defense bonus of Hail of Bullets, which when augmented by Power Boost will get you over the 59% Defense softcap vs all positions (59.1 Melee, 64.1 Ranged, 62.8 AoE) while Hail of Bullets is animating, yielding relative safety when pulling this stunt in Incarnate Trials. Also note that all of the above performance points are BEFORE including Incarnate slotting, so everything I've just mentioned is Level 50 throughput, rather than Level 50+ benchmarking. However, even without Incarnate slotting, this build is well on its way towards being a thorough "bullet time gun fu" build that does more to leverage its buffing/debuffing capacity and lets the damage production take care of itself. And that's before adding in "double power boosting" via slotting a Clarion Radial …
  9. Range enhancements will already modify Cone "reach" but will not modify the arc (or "width" if you prefer) of the Cone. Target AoEs will have the distance the AoE can be used increased by Range enhancements, but the size of the AoE at the destination point will not be modified. So you can use the Target AoE "farther away" but it won't be "bigger" at that distance. PBAoEs will not be modified by Range enhancements, since by definition the range away from caster is "zero" and the radius of the AoE will not be modified. Therefore, PBAoEs do not accept Range enhancements. In this context, Cone attacks will often benefit mightily from Range enhancement ... since a +50% increase in the "reach" of the Cone will result in an increase of +100% area held at risk (in 2D terms, it's higher in 3D volume increase terms). Note how much WIDER the Cone is in the blue and purple rings compared to the green ring in this image. Yeah ... THAT. Now think in terms of the red to green layers being the unenhanced for Range and the blue and purple rings being the Range enhanced effect on Cones.
  10. Amateurs. /bind w "+forward$$powexecname Accelerate Metabolism$$powexecname Hasten" So long as you're holding down the w key, you'll continue moving forwards. That's what the +forward means. Clicking (and/or holding) the w key to move forwards will automatically cue Accelerate Metabolism or Hasten to activate, with Hasten given the priority. To activate both, simply "stutter click" w ... once for Hasten, release, once for Accelerate Metabolism. Note that you can replicate this for all of your movement keybinds such that moving in any direction, including merely turning, will "check" to see if your Hasten and/or Accelerate Metabolism powers are recharged, and if so, will activate them. The downside to using this on EVERY movement you make is that if you had another power queued up (say, an attack while inching forwards to get into range), it might be cancelled in favor of Accelerate Metabolism/Hasten depending on recharge status(es).
  11. Go to first post. Original Poster clicks modify on post. Edit title of post. Save. Compared to the programming you guys deal with, this one's trivial.
  12. Redlynne

    MM ATO's

    Gang War.
  13. The CCInnerWill emote looks like this:
  14. Just like with Caltrops, $Targets will attempt to flee the AoE of the Rain power ... so unless you've got a way of keeping them in it (Immobilize, Stun, Hold, Slow Movement) they'll just "RUN AWAY! RUN AWAY!!!" and get out of it pretty quickly. This means you need to have HERDING in order to keep them in the Rain Zone.
  15. Yes, but you won't like the answer. You can reroll. Told you that you wouldn't like the answer.
  16. City of Data: Power Boost +78.672% Str(Stunned, Sleep, Confused, Terrorized, Immobilized, Held) for 15s +78.672% Str(SpeedRunning, SpeedFlying, Heal, Absorb, ToHit, Endurance) for 15s +78.672% Str(All Defense) for 15s So ... Suppression Fire (Stun or Hold) in the primary and Time Stop (Hold) in the secondary and ... that's really about it. Farsight (ToHit and Defense) ... DUH ... along with Chrono Shift (Heal and Endurance Mod), Temporal Mending (Heal) ... and that's most of it. If you have Spirit Ward from the Sorcery Pool, that would have the Absorb boosted. I'm working from memory here, so there's probably a power (or few) that I'm overlooking ... probably the -ToHit and -Defense debuffing powers ... but still, you ought to be getting the idea here. There just isn't this huge pile of powers that can take advantage of Power Boost to really augment their effects aside from Farsight, which is certainly NOT NOTHING.
  17. I prefer to headcanon it as being that my mere presence is enough to improve everyone's teamwork/coordination enough to help give everyone around me that little bit extra situational awareness that it becomes slightly harder to injure any of us (within aura radius). Maybe not so much "leadership" and more a matter of "synchronicity" instead. Or if you prefer ... Better Fight Choreography ... ^_~
  18. Agreed on the surprise ... :(
  19. Time/Dual Pistols/Soul is definitely an alternative possibility. The thing is, when I looked at it, I was wondering WHAT ELSE besides Farsight is going to get a nice massive boost out of Power Boost? And the answer came back ... not a whole lot. I mean, don't get me wrong, there were definitely other powers that could be advantaged by Power Boost, but it wasn't like an entire powerset all at once ... more like bits and pieces of the powersets. I don't have Pine open while making this post, so I can't give a direct rundown of powers that gain from Power Boost (and how much), but the BIG gain was in Farsight, which for some people is PLENTY gain from Power Boost all on its own. To be honest, I'd say that if you're interested in trying Time/Dual Pistols/Soul the best option would be to do it on an alternate build, so that you can have a direct comparison in which the PLAYER isn't a "variable" factor (per se) and see which build you like best (and why). For me, the difference was that Soul with Power Boost wound up being more of a self buff in a defensive way, while Dark wound up being more of an offensive buff in a damaging to enemies kind of way.
  20. Uh ... no ... I don't mind. That's kind of the point of having this thread in the first place ... So you did ... although I question the necessity of doing so when you can stack +Defense and -ToHit together and get there by different means. As for which method is "better" than the other, I'll leave as an exercise for the disinterested observer to decide. ^_~ Ah ... so the Energy Font spawns by your Controller, not over by the $Targets. Good to know.
  21. I'm left wondering why you wouldn't want to use Pets as cannon fodder to soak an opening alpha for you so as to let you slip in and knock the block off a primary target for you to take down.
  22. Yes ... but ... unenhanced it's only a +10% increase to Accuracy. You can increase this by adding Accuracy enhancements to the power, although the consensus is that the power is a One Slot Wonder™ in this regard (so don't spend extra slots on it if you take it).
  23. Switching to http://patch.savecoh.com/manifest.xml as per your recommendation. Swapped Manifests (added "new" and deleted "old") and then did a Rescan. homecoming.exe was not added by Rescan. Quit Island Rum. Checked System Preferences > Security Center to see if any applications were pending permission for open. No such requests were pending. Launch Island Rum (with "new" manifest loaded). Island Rum began rescan process automatically ... and began downloading files. The very first file I saw 1/23 was labeled resurgence.exe for some reason. When I checked Finder for the CoH package contents down at the coh folder level, I saw that homecoming.exe had gotten added ... and some other files were also being added by Island Rum to the coh folder (contents lengthened while I was watching). Previously: Now: Conclusion: http://patch.savecoh.com/manifest.xml works as a manifest get location for Island Rum. https://forums.homecomingservers.com/index.php/topic,5992.msg48644.html#msg48644 does NOT WORK as a manifest get location for Island Rum, despite GM Widower's recommendation. Request that this bit of Tribal Knowledge™ be added to the troubleshooting for these kinds of issues in the future. Best practice would be to inform all known posters of Installation Guides of this (sticking?) point and help ensure that no one else using Island Rum runs afoul of the issue(s) I did this past week which prevented me from playing the game at all. To help this effort, I am going to be self-reporting this post to moderators for assistance in disseminating this information so as to help ensure no one else has to experience this. Thanks for the tech support, Manga ... I couldn't have done it without you. GAME LAUNCH SUCCESSFUL !! Now to put all my bind files and default files back to where they were in my previous install ... Curious side note addendum ... all of the exploration of zones that I'd done (Nova Praetoria, Mercy Island, Atlas Park, etc.) has been wiped by the clean install, meaning I've got full Fog Of War covering my maps again ... which is a nuisance, not a crisis, since those maps can all be re-explored to clear them.
  24. STILL A PROBLEM. Delete CoH package from Applications folder. Download new macclient from HERE. Save file from http://telstar.eekstudio.com/macclient-wineskin.zip to desktop. Unarchive .zip file. Move CoH package from desktop to Applications folder. Launch Island Rum. Set Path for Island Rum to Applications folder. Re-scan. Watch over 5 GB of data download into CoH package ... EXCEPT THE ===>> HOMECOMING.EXE <<=== FILE THAT IS NEEDED to play the game. An explanation IS REQUIRED for why Island Rum WILL NOT DOWNLOAD the homecoming.exe file that is needed to play. I'm still waiting for an answer to this question. And if Island Rum is "incapable" of doing this ... what alternative locations can the necessary homecoming.exe file be obtained from?
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