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Redlynne

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Everything posted by Redlynne

  1. The thing to remember about SR/* on a Tanker is that unlike a lot of other primaries you aren't going to "need" to be hip deep in aggro in order to get the "most" out of your aura powers. Invulnerability, Willpower, Shield Defense and other sets have a buff component to their auras that make them weaker against single targets and stronger against many crunchies. Ice Armor does something similar, but that's on a Click rather than a Toggle (I'm thinking of Energy Absorption here). And that's not even an exhaustive list of mentions for primary powersets. Super Reflexes doesn't have these ... dependencies. Instead, you're just ... ON ... regardless of how many $Targets you have around you. In that respect, your protection scheme is relatively "self-contained" rather than being dependent on the situation you find yourself in, from moment to moment. So long as you take (and slot?) your Taunt from your secondary powerset ... and use it ... you'll do fine. Heck, you could just Taunt from a distance to open (debuffing their Range) and then charge in, so as to "get aggro first" for the team and then proceed into Beatdown Mode™ while everything flails away at you quite helplessly. However, because Taunt is often time limited to a Max Targets of 5, it will often be a good idea to use a PBAoE attack that can hit (up to) 10 $Targets upon diving into a crowd to try and help you manage aggro well enough to keep stuff from getting peeled off you. It just means that your aggro magnetism is coming out of your secondary (mainly) with Evasion in your primary being a "backup" taunt aura to keep stuff on you. Season to taste with epic pools.
  2. Every Mac user appreciates the sacrifices involved. ^_^
  3. Well ... I did post something about this exact thing in the Guides forum ...
  4. Although SR/* Tankers have an aggro magnet aura ... it is easily challenging Willpower for the bottom of the barrel competition, since it's a MAG 4 Taunt that lasts ... 1 second ... on a 0.5 second activation time for the toggle. This basically means that you need to rely on Gauntlet (and Taunt from your secondary) to hold onto aggro without relying mostly/exclusively on auras to do the job for you. In that respect, it's kind of the opposite of the "inhaling aggro" behavior of Ice Armor with its Taunt+Debuff and Damage auras.
  5. I'm still amused by the notion that Rhode Island has a NORTHERN coastline ...
  6. I'm partial to the combo of Gravity/Time ... and not just for thematic reasons. Immobilize + Recharge debuffing = ghetto hold of Area Denial. They can't win. They can't break even. They can't even get out of the Faceplant Zone ... and you've got Wormhole to scoop them all up and dump them right where you want them. And that's before you "ruin their day" with a combination of +Defense and +Recharge on your side while serving them up -ToHit and -Recharge on their side. We be fast and they be SLOW(ed). Makes things rather unfair in a rather big hurry.
  7. It was relevant on Live ... but not here on Homecoming.
  8. Easy solution. Do all of Crow's missions before doing any Calvin Scott missions. Problem "solved" ...
  9. I'm seeing repeated assertions, but no Show Your Work explaining the methodology behind your claim. Explain yourself.
  10. Here's what I did: SR/MA ... NO GET HITSU!! WARNING: Reading about NO GET HITSU!! has been known to have side effects. These side effects can include ... envy, jealousy, covetousness, and feelings of inferiority about one's current life/build choices. Please use caution before discovering the way of NO GET HITSU!!
  11. Here's a variation you might want to use for powexeclocation ... just bind to whatever key(s) you want to use. "powexecname Glacier$$powexeclocation target Glacier" What this does is it will either cast Glacier at your $Target (if you have one) ... OR ... will bring up the target rings for you to place one wherever you want to put it (if you have no $Target selected). The reason that this works is because the later powexec "supercedes" the first one if and only if the later one is executable, and that execution requires a $Target be already selected.
  12. Ah yes, Linea. We are honored to have you still with us! Please (continue to) share your experience with us poor plebs!
  13. It means that there's going to be a "self-selection" factor at work for Casual Players. If that's your cup of tea, then drink up!
  14. Probably a side effect of leveling too quickly. Did you turn your XP off while in their level brackets to ensure you didn't outlevel them before being introduced?
  15. It's a Praetorian Clockwork.
  16. This really comes down to being a question of comparative advantages under different scenarios. If all you're interested in is doing the highest amount of personal damage output (because you've got a damage meter running or something), then you're going to want to go with a Corruptor, because they'll output higher damage than a Defender will pretty much at all times. Under solo conditions this is advantageous, but in groups your own personal damage output starts becoming a "marginal" contributor to how combat "flows" around you. If you're interested in doing the highest amount of debuffing to act as a force multiplier in team situations, then you're going to want to go with a Defender, because the Defender will have superior buff/debuff performance than a Corruptor and build a deeper "stack" of buffs/debuffs. Your own personal damage will suffer slightly, relative to what a Corruptor can do, but your entire team will have better performance in your presence, which in my opinion will (more than) make up for the "loss" of personal damage output by choosing to play as a Defender. So, basically ... a Corruptor version of this build is "All About ME" while a Defender version of this build is "All About US" ... and which is more important to you then becomes a matter of personal preference and playstyle. Glad to hear you're enjoying playing the build, so far. Apparently a few other people have been enjoying the build's performance profile as well ... ^_~ I've played Kinetics on a Mind/Kinetics Controller, and I've played Dual Pistols on a Storm/Dual Pistols Defender, both up to Level 50, back on Virtue ... so my experience isn't going to be direct comparison, but rather more a case of tangentially informed. Without having actually played the combination, I'm thinking that Kinetics/Dual Pistols would be something of a very "edgy" playstyle ... as in you're dealing with a LOT of edge cases and EVERYTHING YOU DO is a Click (aside from Repel, which is a toggle). This entails a lot of ... risk ... in almost every encounter when soloing. You can use Siphon Speed to help "tame" your $Target, but that's only single target, and the -Recharge you're getting out of it on your $Target is the same magnitude/strength as what you'd get out of a -Recharge proc IO (although the power's duration is triple that of a proc IO, and can be stacked with itself). That's ... not a lot of protection ... against incoming damage, meaning you'll be needing to use Suppression Fire to give you some measure of lockdown in order to have a safety factor when engaging multiple targets so as to avoid taking too much damage. Kinetics is a very OFFENSIVE oriented powerset, in the sense that you use Kinetics AGAINST your $Targets (for the most part). The fact that Transference and Transfusion work the way they do, as PBAoEs around your $Target, means that if you're at standoff range you're benefiting very little from your own Kinetics powers. Siphon Power buffs you (personally) and debuffs your $Target, but again, that's single target. The only "area denial" power you've got in Kinetics is Repel and you HAVE TO BE at the center of that area of denial ... UNLIKE what you can do with Distortion Field in Time Manipulation, which is a Location Target AoE that you are not "required" to be in the center of (but which is better if you get into in order to stack with your Time's Juncture PBAoE aura. So, CAN Kinetics/Dual Pistols be made to work? Yes, it CAN work ... but you'll have to play as a "total goofball" because of the interactions between the two sets, and Kinetics will "push" you into wanting to play closer to melee range more (so as to benefit from Transfusion and Transference) without offering you a whole lot of protection for doing so. Your gameplay will be "total Click monster" with the only real limitation on you being the animation times of your powers, since animation times will not reduce. You'll have Fulcrum Shift, of course, but that's another Target AoE power that you need to be up close to your $Target to benefit from yourself (although Fulcrum Shift + Hail of Bullets is a thing of beauty to see on a well herded group). My main concern though is that your (self-)protective options are limited with Kinetics and are all oriented around leveraging the difference between "we be fast and they be slow" so as to simply out damage your opposition as your means of survival. In other words, A Good Offense IS Your Defense ... which is FINE ... until it ISN'T, and then you've got nothing to back yourself up with. So on balance I'd say that Kinetics/Dual Pistols will operate at a higher level in team situations, because it's really more of a Force Multiplier strategy ... but the Time/Dual Pistols build will operate at a high level in MORE situations, both solo and teamed because of the combination of offense/defense and area denial that combine more elements/aspects of leverage over your $Targets, and because it's REALLY HARD for you to NOT benefit from your own use of your Time powers, while with Kinetics you need to be positioned Just Right™ in order to benefit from your own Kinetics powers (Transfusion, Transference, Fulcrum Shift, and the one that everyone forgets about, Repel) or you'll miss your chance to benefit yourself when you use them. This means that you need an increased level of Situational Awareness to use Kinetics most effectively (for yourself and others) relative to what you can "get away with" by using Time Manipulation. In that respect, Time Manipulation is a bit more ... forgiving ... of mistakes than Kinetics will be. Or at least, that's been my experience. I honestly think that Kinetics is far more rewarding to play on a Controller than on a Defender, if only because as a Controller you can lockdown your $Targets very effectively and THEN drain them of everything they've got via Kinetics. THAT is a very effective combination. You don't get that kind of battlefield control out of a Defender, and the increase in buff/debuff out of Kinetics doesn't exactly make up for that loss in control (particularly when solo). Your mileage may vary, of course. Nah, you're fine. I'm sure that there's more than one person on these forums with the same broad question about comparative advantages when "adapting" a build like this one into other powersets. We make every pretense of competency around here ... ^_~
  17. Thanks to the colors you used in your post ... your build is QUITE ILLEGIBLE due to poor contrast with the default forum background. You may want to re-export with no color codes and repost if you want anyone to read what you post.
  18. You mean aside from Style Points™ ...? The real reason for the difference can be boiled down to this ... Ranged Blaster with Auras versus Stalker Knockoff. More specifically ... the reason to go Bane is for the melee attacks. The reason to go Huntsman is for the ranged attacks. You basically wind up specializing in one or the other depending on your playstyle preferences (standoff distance vs up close and personal). Banes really "want to be" melee fighters, even though they do have some ranged attack options, but for the most part those ranged options available to Banes are inferior to their melee attack options. For handheld gun toting Huntsman, it's the opposite. Huntsman really "wants to be" a ranged attacker, even though they have some melee attack options, but for the most part those melee options available to Soldiers of Arachnos are inferior to their ranged attack options, particularly once you can Hover/Mystic Flight/Fly so as to attack from mid-air where it's difficult for mobs to attack you while giving you a clear field of view to hose them down. The other big advantage is that the basic gun attacks (as opposed to Mace or Crab Backpack) used by the Huntsman are actually pretty quick to animate ... so much so that you can use 6 attack animations out of the handheld gun in the time it takes to animate 5 attacks out of the Crab Backpack (for example). This results in a "smarter" and more responsive "feel" to how the character plays. And, of course, for some people, weapon redraw is A Thing™ they want to avoid (as much as possible/practical). Your mileage may vary, of course.
  19. I don't like fighting against the Embalmed Vahzilok ... unless if I have a Confuse without drawing aggro power (because then they're fantastic!) ... and they're a pain to deal with at low levels, but they're also a part of the game. Quantums and Voids, etc. should not be banished from the game so as to make a sacrifice upon the altar of CONVENIENCE. The game's easy enough as it is. How dare there by any "challenges" in it that rely upon situational awareness by the Player(!!) ... or at least a clever use of keybinds ... /keybind tilde "targetenemynear$$targetcustomnext alive Quantum$$targetcustomnext alive Void$$targetcustomnext alive Cyst$$targetcustomnext alive Sapper" /keybind ctrl+enter "em point$$say $target sighted." Oops. Looks like your excuse for not being able to pick these things out of a crowd just in order to deal with them ... evaporated ... aw, shucky darns!
  20. You object to getting extra XP/Inf for bonus kills?
  21. This makes me wonder when someone is going to create a base that is all Rooms and no Doors connecting them, instead relying on in-base teleports to move between rooms. Could make for a VERY confusing "maze feature" of a PvP oriented base, even if there is no Base PvP available.
  22. You can toggleOFF multiple powers in a single keystroke. You can only toggleON a single power per keystroke. This is a game engine limitation imposed to prevent bots from becoming even easier to program than they already are. This limitation has existed since game launch. It is therefore not possible to toggleON two powers, simultaneously, with a single keystroke or bind command line. There are a few "hacks" for keybinds involving use of a + modifier on the bound key, resulting on a toggleON on key press and then a toggleON of a second power upon key release (usually used for Double Mire on Warshades), but if the key press/release is done too quickly you'll muck up the bind execution.
  23. At a guess, it sounds like you've got a corrupted download. Might want to force your Tequila to do a scan of files to repair anything that's gone ... wonky ... on you. Worst case scenario, you may need to clean load your Tequila and game client.
  24. Look, if you want to play a game that automates everything for you, go play Progress Quest ... the ultimate "bot" game. Oh and ... /jranger ...
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