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Redlynne

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Everything posted by Redlynne

  1. It's no Scrapper (but then again, what is, besides Scrappers?) but it handles itself well even when solo. You just need to pace yourself and not try to take on too much at once while you're leveling up. Once you're Level 50 you can decide for yourself how insane you want to be on the +4x8 solo scale, based on your own personal preference. So in that respect, the build is SOLO-ABLE as opposed to being some kind of solo-preferred kind of build.
  2. First you need to decide where you're going to put your files, so you can decide on what the file pathname to the files is going to be. As you can clearly see, I chose ... C:/Program Files/coh/binds/*.txt ... as the location to put my bind files into. I'm playing on a Mac using Island Rum, so relative path naming doesn't work for me. What this means is C drive . Program Files folder . . coh folder . . . binds folder (I made this folder to hold all my bind files in) . . . . *.txt file The naming scheme that I used for my files is either PB*.txt for my Peacebringer or WS*.txt for my Warshade so I could put all of their bind files into the same folder without creating naming conflicts. After that, it's simply a matter of making them use the following naming scheme: PBDwarf.txt PBHuman.txt PBNova.txt WSDwarf.txt WSHuman.txt WSNova.txt In order to "launch" the system of bind files, all I have to do is be in Human form and copy/paste the following into the chat window: /bindloadfile C:/Program Files/coh/binds/PBHuman.txt If you put your files into a different location/file path then you will need to edit the file path portion of the bind file text to match that change in order to get them to work. I have everything rigged so that in Human Form the 1-0 keys are bound to Tray 2 (not Tray 1, as is typical). This then lets me put my Form Powers into Tray 1 and keep Tray 1 visible at all times so I can tell when the Form powers have completed their respective recharges and are ready for use (more important for a Warshade who wants to double Mire, but still). I put the Nova Form (specific) powers into Tray 1 slots 1-4, but rig things such that the Tier 2 Human Form power uses the 2 key in Nova Form, meaning that I don't need to copy the Tier 2 Human Form power into the (Kheldian Forms) Tray 1 in order to use it via keybinding. The Dwarf Form (specific) powers are loaded into Tray 1 slots 5-9 (with the Dwarf Step in the 10 slot but addressable via the Teleport keybind) but then (re)use keys 1-5 to bind the Dwarf attack powers. This means that regardless of Form, I'm always using the 1-5 keys to attack with in either Nova or Dwarf Forms, even though I can see at all times the entirety of all of my Form powers loaded into Tray 1. I then keep Tray 1 at the bottom of my pile of Trays in the bottom right corner of my screen. Use the T, Y or G keys to switch between forms and load the appropriate bind file for each Form when making the switch. Use the tilde key (the `/~ key) to target the nearest target OR to target the most threatening target (Quantum/Void/Cyst/Sapper) in order of importance. If there's a Malta Sapper, it will get the target lock. If there's no Malta Sapper, but there is a Cyst, it will get the target lock. If there's no Cyst, but there is a Void, it will get the target lock. If there's no Void, but there is a Quantum, it will get the target lock. If there's no Quantum, whatever is the nearest Foe will get the target lock. In Human and Nova Forms, where you aren't necessarily going to want to automatically close range with a $Target, you only get the target lock. In Dwarf Form, where you DO want to be in melee range of whatever is most important to you (so as to hit it), not only do you get the target lock but you also automatically put that $Target on Follow so as to stay within melee range of it (also known as the "Jackie Chan bind"). The remainder are binds for the arrow keys for various Archetype specific powers and switching the name of the power used in the Teleport bind depending on Form. That should be enough for you to figure out what to do if you want to edit these bind files into working a different way for you (such as swapping Trays and so on) if you need to adapt them to your own preferences for layouts.
  3. It's certainly a thought. It would mean turning Wormhole into a 1-slot wonder of a power in order to transfer the enhancement slots over to Crushing Field, but it would almost mean that Crushing Field would be more usable in combat (shorter recharge, less endurance cost, etc.). If anyone has put the Energy Font IO into Wormhole, can we get any confirmation/info about this interfering with the "non-alert" to affected $Targets aggro state?
  4. Trick question: Are You A Pet? The answer to the trick question will provide you the same answer to your question.
  5. Except if you're Sister Psyche ... and even then ...
  6. Back in the day, I would put Shogi Lamps (floor and wall types) into objects. I'd put Shogi Lamps inside of Planters with trees. I'd put them inside the centers of Globes. I'd put them inside of circular seating made out of Gray Curved Ottomans wrapped in a circle. I'd put them inside of Longbow Chasers so as to light up the area around them while keeping the Chaser's exterior "dark" making for a really good/nice contrast of being able to see them without overbrightening them. Sometimes, if I wanted to create a column of (visibly exposed) Shoji Wall Lamps, I'd use mostly "off" lamps with only a few "on" lamps to get the right brightness density that I wanted. The fun thing is that when you put an "off" one right next to an "on" one, they both Look Like they "on" and they only way to tell that they're not is from the density of the light bloom around them. Also, don't neglect the option of "shielding" lights by putting them behind other objects. I liked to create curved sections of Shelves with books on them for this purpose, creating a "bulge" in a wall that I could put a Shoji Floor Lamp behind so as to light up the bookshelves "from behind/inside" a create a lot of indirect/ambient lighting that way. You just need to get creative. Oh and I was doing that before you could put stuff outside the boundary boxes of the rooms themselves ...
  7. This is one of those things where you need to decide what's most important to you (and why). With most Set Bonuses you'll usually have to decide between Recharge OR Defense, rather than being able to get both in the same Set Bonus. I know that there are some which will have both, but those are rare, and the Defense bonus will often wind up in the 5th or 6th slot, making it hard to optimize for anything other than Defense. Take Red Fortune, for example. You can 6 slot Red Fortune for a Ranged Defense bonus, but if you do you'll be missing out on being able to put a Luck of the Gambler Recharge IO into that 6th slot, meaning you're only getting +5% instead of +12.5% global Recharge from the power you're slotting. As you can see from my build, I chose to use a 5-slot Red Fortune with a Luck of the Gambler Recharge IO to get the full +12.5% global Recharge bonus because I was aiming to get Hasten, Distortion Field, Slowed Response, Chrono Shift, Dark Consumption and Soul Drain (oh and Farsight) to recharge as quickly as possible with the intent to be perma, even without procs of Force Feedback from Empty Clips accelerating everything along. My reasoning for that is that the "active" mitigation factors of -ToHit, -Recharge and -Damage debuffing all combine for "ghetto hold en masse" (recharging faster than 1 minute!) even before adding in Suppressive Fire (Stun or Hold depending on ammo type), such that the net result is a "No Escape" Area Of Denial that mitigates damage from $Targets pretty effectively even before stacking Defenses on top of that. So in that respect, I went for the "good enough" combination of -ToHit, -Recharge, -Damage debuffing combined with Defense buffing to get me at (or at least near enough) to the Defense Softcap to be able to deal with "most" situations in the game. Will there be edge cases where that doesn't work? Well ... yes ... there's ALWAYS edge cases, but for the "most" part the build(s) that I have presented ought to be able to handle almost anything short of an AV when solo, and contribute mightily against an AV while in a group. Your mileage may vary, of course.
  8. You could do what I did with my Tri-Form Warshade build, which takes the bubbles, because of the set bonus offered with that slotting. Unbreakable Guard - Resistance: Level 27 Unbreakable Guard - Resistance/Endurance: Level 27 Set Bonus: 2.5% Enhancement(EnduranceDiscount) Since the Resistance and Resistance/Endurance IOs are not unique, you can slot them into each of your Resist/Bubble powers and stack the global Endurance discount to benefit every power you're using.
  9. Easiest way I always found to execute "raised flooring" in rooms would be to lift the big 32x32 (so one room block sized) white floor tile to the height of whatever I wanted to put "up high" and then simply maneuver it into place to use at the right height. The white floor tile let you put stuff "on" it at the right height for a uniform "raised floor" to keep everything nice and simple. As for materials ... I always liked the dark grained Small Bookcases from the Shelves tab (in alternating orientations so they'd be face-to-face and back-to-back) for EXPENSIVE wood flooring (the wood grain look was luxurious!), but that really ate into the polygon budget and could cause massive load lag in really large rooms/bases. Another option was the Large Stone Block out of the Arcane tab. They had beveled edges on them and were "polygon simple" enough that you could use lots of them to make floors without incurring load lag issues. However, because of how they are shaped, I often found it necessary to conceal/make inobvious which wall they didn't quite abut up to with various bits of visual trickery, since the don't exactly match the size of the floor tiles that they occupy. You can however place the adjacent to each other to make a continuous floor with beveled "grooves" in the flooring between blocks. This item became my "go to" for building "raised floors" in Arcane thematic rooms. Another option was the High Tech Container and High Tech Crate. The "flatter" Containers could be used to make "narrow height raised floors" since they were shorter, but they created an issue because their tops were halfway between grid snaps for height, meaning that if you wanted to put something on top of them you needed to partially "sink" the item on top into the Containers so as to make it Look Right™ rather than simply having the item float a half foot in the air above the tops of the Containers. The High Tech Crate, being a 4x4x4 object did not suffer this limitation and could be laid out in a "techy" floor grid pattern with ease. In both cases, you had to put up with having a pale green "tech" floor ... although I suppose now you could recolor the crates to give them any color you wanted for your decor. Either option looks "good enough" when laid out in arrays used for "raised flooring" in rooms.
  10. The reorg of the forums I'm seeing now feels (and seems) way too scattered and balkanized now. If I were reorganizing the forums, I'd do so like this: INFormation Server Status City of Heroes: Homecoming Discord Server Donations Getting Started + Child Boards: Installation Guide, Game Account Creation & Management Developer's Corner Help & Support + Sticky in Help & Support: Help / Ticket System + Child Board: Bug Reports + Sticky in Bug Reports: Help / Ticket System Announcements + Child Board: User Agreement & Code of Conduct Suggestions & Feedback City of Heroes: Homecoming General Discussion Guides The Market Badges Base Construction Mission Architect Archetypes + Child Boards: Blaster, Sentinel, Controller, Defender, Scrapper, Tanker, Brute, Corruptor, Dominator, Mastermind, Stalker, Kheldians, Soldiers of Arachnos Community! Reconnect Roleplaying The Arena (PvP) + Child Boards: PvP Build Discussion, PvP Supergroup Recruitment Torchbearer Excelsior Everlasting Indomitable Reunion (EU) Homecoming (BETA) + Child Boards: Homecoming (BETA) Bug Reports, Homecoming (BETA) Feedback I'm thinking this would make for a better "feel" for the forums landing page layout.
  11. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Natural Peacebringer Primary Power Set: Luminous Blast Secondary Power Set: Luminous Aura Power Pool: Concealment Power Pool: Speed Hero Profile: Level 1: Gleaming Bolt (A) Decimation - Accuracy/Damage: Level 27 (3) Decimation - Damage/Endurance: Level 27 (48) Decimation - Damage/Recharge: Level 27 (50) Decimation - Accuracy/Endurance/Recharge: Level 27 (50) Decimation - Accuracy/Damage/Recharge: Level 27 (50) Decimation - Chance of Build Up: Level 25 Level 1: Incandescence (A) Steadfast Protection - Knockback Protection: Level 10 Level 2: Glinting Eye (A) Entropic Chaos - Accuracy/Damage: Level 27 (5) Entropic Chaos - Damage/Endurance: Level 27 (46) Entropic Chaos - Damage/Recharge: Level 27 (48) Entropic Chaos - Damage/Endurance/Recharge: Level 27 (48) Entropic Chaos - Chance of Heal Self: Level 20 Level 4: Essence Boost (A) Preventive Medicine - Heal: Level 27 (5) Preventive Medicine - Heal/Endurance: Level 27 (19) Preventive Medicine - Endurance/RechargeTime: Level 27 (21) Preventive Medicine - Heal/RechargeTime: Level 27 (23) Preventive Medicine - Heal/RechargeTime/Endurance: Level 27 Level 6: Bright Nova (A) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 21 Level 8: Stealth (A) Luck of the Gambler - Recharge Speed: Level 25 Level 10: Hasten (A) Recharge Reduction IO: Level 50 (11) Recharge Reduction IO: Level 50 Level 12: Inner Light (A) Recharge Reduction IO: Level 50 Level 14: Grant Invisibility (A) Luck of the Gambler - Recharge Speed: Level 25 Level 16: Misdirection (A) Accuracy IO: Level 50 Level 18: Incandescent Strike (A) HamiO: Peroxisome Exposure (+2 Dam/Mez) (42) HamiO: Peroxisome Exposure (+2 Dam/Mez) (42) Blistering Cold - Damage/Endurance/Accuracy/RechargeTime: Level 27 (43) Blistering Cold - Recharge/Chance for Hold: Level 27 (43) Lockdown - Accuracy/Endurance/Recharge/Hold: Level 31 (43) Lockdown - Chance for +2 Mag Hold: Level 30 Level 20: White Dwarf (A) Unbreakable Guard - Resistance: Level 27 (21) Unbreakable Guard - Resistance/Endurance: Level 27 Level 22: Reform Essence (A) HamiO: Golgi Exposure (+2 End/Heal) Level 24: Conserve Energy (A) Recharge Reduction IO: Level 50 Level 26: Solar Flare (A) Obliteration - Damage: Level 31 (45) Obliteration - Accuracy/Recharge: Level 31 (45) Obliteration - Damage/Recharge: Level 31 (45) Obliteration - Accuracy/Damage/Recharge: Level 31 (46) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 31 (46) Sudden Acceleration - Knockback to Knockdown: Level 21 Level 28: Glowing Touch (A) HamiO: Golgi Exposure (+2 End/Heal) Level 30: Pulsar (A) HamiO: Endoplasm Exposure (+2 Acc/Mez) Level 32: Photon Seekers (A) Expedient Reinforcement - Accuracy/Recharge: Level 31 (40) Expedient Reinforcement - Accuracy/Damage: Level 31 (40) Expedient Reinforcement - Accuracy/Damage/Recharge: Level 31 (40) Expedient Reinforcement - Endurance/Damage/Recharge: Level 31 (42) Soulbound Allegiance - Accuracy/Damage/Recharge: Level 50 Level 35: Dawn Strike (A) Obliteration - Damage: Level 31 (36) Obliteration - Accuracy/Recharge: Level 31 (36) Obliteration - Damage/Recharge: Level 31 (37) Obliteration - Accuracy/Damage/Recharge: Level 31 (37) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 31 (37) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown: Level 33 Level 38: Light Form (A) Unbreakable Guard - Resistance: Level 27 (39) Unbreakable Guard - RechargeTime/Resistance: Level 27 (39) Titanium Coating - Resistance/Recharge: Level 50 (39) Aegis - Resistance/Recharge: Level 50 Level 41: Restore Essence (A) Healing IO: Level 50 Level 44: Quantum Acceleration (A) Luck of the Gambler - Recharge Speed: Level 25 Level 47: Quantum Flight (A) HamiO: Microfilament Exposure (+2 End/Fly/Jump/Run) Level 49: Group Energy Flight (A) Endurance Reduction IO: Level 50 Level 1: Brawl (A) Accuracy IO: Level 50 Level 1: Cosmic Balance Level 1: Energy Flight (A) HamiO: Microfilament Exposure (+2 End/Fly/Jump/Run) 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) Run Speed IO: Level 50 Level 2: Rest (A) Recharge Reduction IO: Level 50 Level 4: Ninja Run Level 10: Combat Flight (A) Luck of the Gambler - Recharge Speed: Level 25 Level 2: Swift (A) Run Speed IO: Level 50 Level 2: Health (A) Numina's Convalesence - +Regeneration/+Recovery: Level 30 Level 2: Hurdle (A) Jumping IO: Level 50 Level 2: Stamina (A) Endurance Modification IO: Level 50 (3) Endurance Modification IO: Level 50 Level 20: White Dwarf Antagonize (A) Perfect Zinger - Chance for Psi Damage: Level 21 Level 20: White Dwarf Flare (A) Obliteration - Damage: Level 31 (29) Obliteration - Accuracy/Recharge: Level 31 (29) Obliteration - Damage/Recharge: Level 31 (31) Obliteration - Accuracy/Damage/Recharge: Level 31 (31) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 31 Level 20: White Dwarf Smite (A) Crushing Impact - Accuracy/Damage: Level 31 (31) Crushing Impact - Damage/Endurance: Level 31 (33) Crushing Impact - Accuracy/Damage/Recharge: Level 31 (33) Crushing Impact - Accuracy/Damage/Endurance: Level 31 (33) Crushing Impact - Damage/Endurance/Recharge: Level 31 Level 20: White Dwarf Step (A) Time & Space Manipulation - +Stealth: Level 15 Level 20: White Dwarf Strike (A) Crushing Impact - Accuracy/Damage: Level 31 (34) Crushing Impact - Damage/Endurance: Level 31 (34) Crushing Impact - Accuracy/Damage/Recharge: Level 31 (34) Crushing Impact - Accuracy/Damage/Endurance: Level 31 (36) Crushing Impact - Damage/Endurance/Recharge: Level 31 Level 20: White Dwarf Sublimation (A) Preventive Medicine - Heal: Level 27 (23) Preventive Medicine - Heal/Endurance: Level 27 (25) Preventive Medicine - Endurance/RechargeTime: Level 27 (25) Preventive Medicine - Heal/RechargeTime: Level 27 (27) Preventive Medicine - Heal/RechargeTime/Endurance: Level 27 (27) Preventive Medicine - Chance for +Absorb: Level 20 Level 6: Bright Nova Blast (A) Entropic Chaos - Accuracy/Damage: Level 27 (15) Entropic Chaos - Damage/Endurance: Level 27 (17) Entropic Chaos - Damage/Recharge: Level 27 (17) Entropic Chaos - Damage/Endurance/Recharge: Level 27 (19) Entropic Chaos - Chance of Heal Self: Level 20 Level 6: Bright Nova Bolt (A) Accuracy IO: Level 50 Level 6: Bright Nova Detonation (A) Positron's Blast - Accuracy/Damage: Level 27 (11) Positron's Blast - Damage/Endurance: Level 27 (13) Positron's Blast - Damage/Recharge: Level 27 (13) Positron's Blast - Damage/Range: Level 27 (15) Positron's Blast - Accuracy/Damage/Endurance: Level 27 Level 6: Bright Nova Scatter (A) HamiO: Centriole Exposure (+2 Dam/Range) (7) HamiO: Centriole Exposure (+2 Dam/Range) (7) Detonation - Damage/Endurance/Range: Level 50 (9) Analyze Weakness - Accuracy/Recharge: Level 31 (9) Analyze Weakness - Accuracy/Endurance/Recharge: Level 31 Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Spiritual Core Paragon Level 20: White Dwarf Antagonize (A) Empty ------------ ------------ ------------ Set Bonus Totals: 15% DamageBuff(Smashing) 15% DamageBuff(Lethal) 15% DamageBuff(Fire) 15% DamageBuff(Cold) 15% DamageBuff(Energy) 15% DamageBuff(Negative) 15% DamageBuff(Toxic) 15% DamageBuff(Psionic) 6.75% Max End 50% Enhancement(Accuracy) 95% Enhancement(RechargeTime) 12.5% Enhancement(Max EnduranceDiscount) GrantPower Preventive Medicine (10% chance, if Scourge) 76.3 HP (7.12%) HitPoints Knockback (Mag -4) Knockup (Mag -4) MezResist(Confused) 57.5% MezResist(Held) 57.5% MezResist(Immobilized) 57.5% MezResist(Sleep) 57.5% MezResist(Stunned) 57.5% MezResist(Terrorized) 57.5% 2.5% (0.04 End/sec) Recovery 30% (1.34 HP/sec) Regeneration 10% ResEffect(SpeedFlying) 10% ResEffect(RechargeTime) 10% ResEffect(SpeedRunning) 14.25% Resistance(Smashing) 14.25% Resistance(Lethal) 12.75% Resistance(Fire) 12.75% Resistance(Cold) 3% Resistance(Energy) 3% Resistance(Negative) 4.5% Resistance(Toxic) 4.5% Resistance(Psionic) ------------ Set Bonuses: Decimation (Gleaming Bolt) 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% 12.05 HP (1.12%) 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% Steadfast Protection (Incandescence) Knockback (Mag -4), Knockup (Mag -4) Entropic Chaos (Glinting Eye) 10% (0.45 HP/sec) Regeneration 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% 2.25% Max End 6.25% Enhancement(RechargeTime) Preventive Medicine (Essence Boost) 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% 20.08 HP (1.87%) 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) Luck of the Gambler (Stealth) 7.5% Enhancement(RechargeTime) Luck of the Gambler (Grant Invisibility) 7.5% Enhancement(RechargeTime) Blistering Cold (Incandescent Strike) 10% ResEffect(SpeedRunning), 10% ResEffect(RechargeTime), 10% ResEffect(SpeedFlying) Lockdown (Incandescent Strike) 3% DamageBuff(All) Unbreakable Guard (White Dwarf) 2.5% Enhancement(EnduranceDiscount) Obliteration (Solar Flare) 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) Expedient Reinforcement (Photon Seekers) 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% 3% DamageBuff(All) 6.25% Enhancement(RechargeTime) Obliteration (Dawn Strike) 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) Unbreakable Guard (Light Form) 2.5% Enhancement(EnduranceDiscount) Luck of the Gambler (Quantum Acceleration) 7.5% Enhancement(RechargeTime) Luck of the Gambler (Combat Flight) 7.5% Enhancement(RechargeTime) Obliteration (White Dwarf Flare) 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) Crushing Impact (White Dwarf Smite) 1.5% Resistance(Smashing,Lethal), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5% 12.05 HP (1.12%) HitPoints 7% Enhancement(Accuracy) 5% Enhancement(RechargeTime) Crushing Impact (White Dwarf Strike) 1.5% Resistance(Smashing,Lethal), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5% 12.05 HP (1.12%) HitPoints 7% Enhancement(Accuracy) 5% Enhancement(RechargeTime) Preventive Medicine (White Dwarf Sublimation) 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% 20.08 HP (1.87%) 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) Entropic Chaos (Bright Nova Blast) 10% (0.45 HP/sec) Regeneration 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% 2.25% Max End 6.25% Enhancement(RechargeTime) Positron's Blast (Bright Nova Detonation) 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) Analyze Weakness (Bright Nova Scatter) 10% (0.45 HP/sec) Regeneration | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1807;806;1612;HEX;| |78DA6D94DB4E13511486F7B4BB9416CAA9B4940285428B854AA591A889319E3126A| |03524DE995A60C0494A219D42E4D20700F4CAE30B78E385C7D7303E81C61B4F08E1| |2082E8B83AEB2F0CA14D9A6FE6DF7BFD7BED3D6BAFE1BB97AA5F5CB97756280D17B| |3195D4FA7D4CC983A9AD772936ADE792D5398CD67B2A2F873D23F6A1D4D5F9F9850| |73BA36A7268666A7B4DCF4AC9EBE401E85C8815997D443B3CE93A9A84F4D4F67135| |773739AAE8D6A59AD30EF36959119551DF7988F83DAE49D02B954E3AD905375DD7F| |79461B4B906B7A309B9952D3C3B4A29A9F0F507A27E9BFED10F8190EF1901094C2F| |68879EC3133F9047C0A3E2306A4582EC62A662CBDD3834B8A1D072461486581E7CB| |4566DF127CEF830F885E295628C6CE3ED2FEC5CE315F990DDF988DDF99FE1FCC5D8| |AE1D40DE1786E13A2510A8F938FBDA8397D8A996327092EF6565C7142520A37483B| |1655985F05AD86E67BA0794C0F9B58880A510BAD36C8F3940A21EA716EF56708157| |6D153E2A23473EC5D02B729BF107187D826C53AADEBE558C5BB81FD6D323768CC87| |B57CA7D86F93B426684DC853D2FACD58BFF90FFB1FDD05FF82FF987D06F8599AE76| |4A7D816F8B5600D1B696DD0DA4EB056415A3BBE65FB0A7B1C5905D7C07566CF399B| |999783623A915727F2EA425E5DC82B82BC22C82BF289F6DE21C56FDA679463ED519| |C4BF71618574CFFEE24738BE6C6906F2CC267F2910E2E0E2D8EEFFF8BE625A0254E| |F3BED648EB87D61FE6D856B9770F683DD642A6562C1EC38859C7E1D36BD5FA38A6B| |F8C962CA31D2FA30D94D186CA6829B977C784827A70D5D11D62CD18A17117C65D38| |876537C5E0AE2AF059B16A3715B3367F5AB518CF5BDDD714A583351B48E554AA65E| |1D5F91EFAF635E9450DB4A2065A510321D4400835E0B7C6DC163C9661768C81E3A0| |CA6CB2AE5D4B3E35B2B8D5433E61F884E113864F177C9AF7631C5EF41F3FFA4F00F| |D2780FE1344FF092EDBCDDE452DAFD487A403FDAE06FDAE0EFDAE0EFDAE01FDCE2D| |2DBD0BB55665F579C5F3DDAF99D56FC0B7F07F87776BCC00EE6C892FD9B7F23D9F6| |FE50766CA5DFC8A5C27B72CCF19CBF3A8E5F9061D4C127575E05B1BF413FF019730| |02D4| |-------------------------------------------------------------------|
  12. Very minor tweak to the Solar Flare version of the build, which may wind up making a pretty decent difference in how the Human Form plays. Using the 2.21 version of Pine I deleted the Achilles' Heel proc from Glinting Eye in order to add a Sudden Acceleration Knockback to Knockdown IO to Solar Flare, in order to prevent unwanted scattering of $Targets. I'm now thinking that with this one change, the Solar Flare version winds up being superior for more generalized (team) use, simply because against 2 (or more) $Targets use of Solar Flare will deliver greater damage throughput than Radiant Strike would. Also, I finally found the time to post the current state of my Peacebringer bindloadfiles earlier in this thread, in case anyone would like to use/adapt them for your own playstyle and keyboard ergonomics.
  13. I'm surprised no one has offered up a Kinetic Melee/Radiation Armor combo for ... Major Kinfusion ...
  14. Aye. Now, I did this up without knowing about attuning enhancements and all the rest of the jiggery-pokery you can get up to with the Issue 25 changes here on Homecoming ... but yeah, the increase to 50 is really rather minimal on enhancement values, as opposed to the loss of some 20+ Levels of Exemplar performance increases from Set Bonuses. It's why I moved to the practice of building to Exemplar in the first place back on Virtue, since it didn't "cost that much" in terms of ultimate/maximum performance.
  15. Use Imgur for all your online pic posting needs.
  16. I too played MA/SR (from Issue 2) as a Scrapper ... but now with Issue 24+ that I honestly think a SR/MA Tanker is a superior choice. One of the reasons why I think so is because you can get to the Incarnate Softcap of 59% Melee/Ranged/AoE, which you basically can't do as a Scrapper (or Brute or Stalker). Also, you can put the Perfect Zinger damage proc into your attacks for AoE chance to proc on everything Taunted by Gauntlet (Punch-voke), which then makes up for the loss of Critical Hits while simultaneously increasing the "AoE-ness" of Martial Arts. And that's not even including the Resistance debuffing of the Bruising effect upon hitting with your T1 attack as a Tanker (Thunder Kick, in this case). So on balance, I honestly think that a SR/MA Tanker is superior in almost all of the ways that matter (most) to playing MA/SR as a Scrapper.
  17. /e flex /e flypose1 .. etc.
  18. Considering that Mids/Pine builds are starting to diverge, meaning problems with interoperability of code hashes, it's not all that surprising that you can't code load into your copy to bring things up. It's part of the reason why I'm hoping that PK will succeed with building a webpage that does the job that Mids has been relied on (for far too long!) to do and which can be provided via URL links to bring up builds in a web browser window.
  19. Exiting from the Base Portal (inside or outside the Base) is a RANDOM radial direction.
  20. All on Everlasting ... Shirayukihime (Ice/Ice Tanker) ... direct translation of the Japanese yields "White Snow Princess" Sidhe Bang (Time/Dual Pistols Defender) ... Irish refugee in Praetoria who is unfairly good with guns (for those who don't know, Sidhe is pronounced "Shee") Ku no Ichi (Ninja/Time Mastermind) ... direct translation of Japanese yields "One of Nine" ... but in Japanese the word Kunoichi means "female ninja" and also happens to be the strokes used to write "woman" (女) Leggs (Huntswoman with Crab Backpack) ... former lingerie model abducted and brainwashed into being a Soldier of Arachnos Ms Givings (Mind/Time Controller) ... her $Battlecry is "Trust your Ms Givings!" ... and her bio reads "You just ... know ... that Ms Givings is a really nice girl ..." Topheavy Gs (Gravity/Time Controller) ... female character with the Chest slider set to maximum (duh...) Autumn Turning (Peacebringer) ... has the Path Aura: Rainbow option, which just looks awesome while using Energy Flight due to the white streamers as part of the Energy Flight FX Ms Terry (Warshade) ... not much is known about her (the Human) or about the Kheldian she merged with, go figure ...
  21. The IDEAL solution would be a "Knock MAG on Demand" toggle that would "crimp" Knock effects to a maximum MAG. Toggle on and max Knock MAG output would be limited to 0.75. Toggle off and max Knock MAG output would not be limited. That way, it becomes a question of Player Control for how much Knock they're throwing around. Of course, every time I've suggested that option, a crowd of people cry out that then they won't be "allowed" to use Knock in team situations due to social pressures.
  22. On Virtue (and again here on Everlasting), once I reached Level 22 and Stygian Circle the way that my Warshade played felt really ... NECROMANTIC. That was what prompted me to change my Warshade's $Battlecry to instead be ... "Your Soul Is My Chewtoy!!" I even got to team up with none other than Dechs Kaison for a Dr Quaterfield Task Force in the Shadow Shard, and the first time I let loose with my $Battlecry I can only imagine that Dechs was mildly impressed (even though I wasn't fully slotted out yet) because he said in team chat, "MFing WS indeed..."
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