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Redlynne

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  1. 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
  2. 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 …
  3. 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.
  4. 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).
  5. 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.
  6. The CCInnerWill emote looks like this:
  7. 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.
  8. Yes, but you won't like the answer. You can reroll. Told you that you wouldn't like the answer.
  9. 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.
  10. 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 ... ^_~
  11. 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.
  12. 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.
  13. 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.
  14. 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).
  15. 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.
  16. 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?
  17. I'm honestly not sure. It feels like a rabbit hole of sorts. I'm quite opposed to retooling it to be smaller numbers that stack. That would distort play, including relative usefulness of other ATs (e.g. Sonic blasters). It would probably be ok on all attacks, but it would need watched and would represent a lot of work (adding the bruising line to every single tanker secondary attack, one by one). It's weird. Hence why I tailored my proposal for this kind of thing to be noticeable when stacked, but hardly game breaking. Consider ... that if you're soloing and using your Tier 1 secondary power once per 10 seconds (to sustain Bruising, since only the T1 secondary power includes the Grant Power: Bruising attribute) the amount of -Resist debuffing is ... -20%. Note that the precedent, where nothing is changed from Issue 23, is that under the exact same circumstances of using your Tier 1 secondary power once per 10 seconds (to sustain Bruising) while solo the amount of -Resist debuffing is ... -20%. So far so good. The performance profile before and after the change in the solo scenario is effectively equal. Now consider what happens when you have an all Tanker Team-8 situation with the exact same condition of every Tanker on the team using their Tier 1 secondary power once every 10 seconds ... Under my proposal ... -15% has the Effect does not stack from same caster modifier on it, so that doesn't stack ... but an additional -5% DOES STACK from each of the (8) Tankers on the team. Net result = -(15 + (8*5)) = -55% Resist debuffing (in a mix of that is half and half resistable and unresistable) Compare that to the default baseline performance of an Issue 23 Tanker ... where the -Resist debuffing is ... -20% ... no matter how many Tankers are on the team or how much Grant Power: Bruising is going on. Now suppose that all of those (8) Tankers are using their Tier 1 secondary attack TWICE per 10 seconds, rather than just ONCE ... -(15 + (8*5*2)) = -95% Resist debuffing (in a mix of that is half and half resistable and unresistable) Do I Have Your Attention Yet? I mean, I know Barbie™ says that "Math is Hard!" ... but really ... we're gamers, and this is just basic arithmetic. Your turn.
  18. https://paragonwiki.com/wiki/List_of_Slash_Commands /chatsave /chatload /wdwsave /wdwload
  19. Bruising Functionally, Bruising works via Grant Power, meaning that the $Target casts the Bruising effect onto themselves. Unfortunately, the relevant page was not saved in the Wayback Machine from City of Data, so we can't reference there to get the exact coding, but given the description given we can easily surmise that the Grant Power: Bruising is structured to work as a "cast on self" by the $Target onto the $Target and that the coding includes Effect does not stack from same caster so as to prevent any kind of Bruising cascade from happening via multiple Tankers hitting the $Target ... or even a single Tanker hitting the $Target "fast enough" to multi-stack Bruising within the 10 second duration of the effect. In terms of stacking the debuff with this coding, at best you'd be adding -5% (2.5+2.5=5) if Bruising is applied faster than every 10 seconds, so hardly world breaking compared to other Resist debuffing options. If you're wanting to alter the way that Bruising works for Tankers in order to allow them to "catch up" to Brutes (kind of) on the Taunt side of things, there's some relatively simple options you could pursue. Option One: Edit Bruising to feature a more complex set of game mechanical results for the -Resist debuff. -7.5% Resist (all) debuff, coded as being both Unresistable AND Effect does not stack from same caster. -7.5% Resist (all) debuff, coded as being both Resistable AND Effect does not stack from same caster. -2.5% Resist (all) debuff, coded as being both Unresistable but omitting the Effect does not stack from same caster modifier. -2.5% Resist (all) debuff, coded as being both Resistable but omitting the Effect does not stack from same caster modifier. In essence, this would give Bruising a LIMITED amount of Resistance debuff stacking in a way that makes it possible for additional Tankers to "deepen the debuff stack" without resulting in an overpowered runaway condition. In terms of applying Bruising ONCE per 10 seconds, the yield would still be (7.5+7.5+2.5+2.5=20) 20% total, but with 10% of that being Unresistable while 10% is Resistable (for whatever difference that makes). Option Two: Edit all Tanker Secondary powers to have increased Taunt (+150% ...?) duration against $Targets with Bruising on them. This way, Bruising doesn't just increase damage, it also increases Aggro Magnetism via the Tanker's attack powers. The degree of increase would need to be determined by playtesting/datamining and a decision as to whether or not the objective is to deliver "Taunt Parity" with Brutes or whether to give Tankers an "edge" in Taunt generation relative to Brutes. Note that it would be perfectly possible to implement BOTH of these options, since they are not exclusionary to one another.
  20. So this is still the problem after a week. Island Rum, by default, calls for a homecoming.exe file in the Wineskin wrapper ... and resolutely refuses to download a homecoming.exe file into the CoH package ... causing a FILE NOT FOUND error, preventing Island Rum from successfully launching homecoming. Island Rum will download everything BUT homecoming.exe to where it needs to be in order to make things work. Editing the Windows EXE line to point it to: cityofheroes.exe causes a failure for not using the NCSoft launcher. icon.exe launches Titan Icon (predictably enough), not Homecoming. paragonchat.exe launches Paragon Chat (predictably enough), not Homecoming. So what is missing from this list? homecoming.exe is NOT being downloaded for use by Island Rum. Where can I obtain the homecoming.exe file so I can push it over into the directory where it needs to be so I can start playing Homecoming again?
  21. Ninja Run is your answer. Combine with Combat Jumping if you don't want to "leap tall buildings in a single bound" (or words to that effect). Add Sprint (or Sprint functional Prestige Power from the Pay 2 Win Vendor if you prefer) for "sufficient" running speed. Add Jet Pack (or Steam Jet Pack if you insist) for being able to reach the REALLY high places you otherwise couldn't get to ... or for temporary (30s at a stretch) horizontal flight/gliding boosts if you orient your character movement right.
  22. One of these years, someone is going to tease out the effects of Victory Rush for us ...
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