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Everything posted by Redlynne
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/e flex /e flypose1 .. etc.
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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.
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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 ...
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[Proposal] UNGIMPING basic Peacebringer design game mechanics
Redlynne replied to Redlynne's topic in Suggestions & Feedback
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. -
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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Gale piles into a corner and then use Herdicane to keep them tohit debuffed and pinned where they can't escape.
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It's okay ... you can say it. I'm a Bad Influence™ on you people ... Because they're ... complicated ... and require people to think ahead in order to play at peak effectiveness. They aren't the "mindless fun" of Scrapperlock simply due to all of the combinations what you CAN DO in every situation, especially when playing a Tri-Form Kheldian (Peacebringer or Warshade). They're also relatively "expensive" to fill out with Set IOs, making them long term projects to complete. In other words ... they take "work" to play (well) ... and a fair number of people simply aren't up to the challenge (or, let's be honest, have the desire) to keep up with the mental processes needed to play a Tri-Former at high levels of player skill(z).
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Bleh ... copy paste foils me again! And I have to use the full file pathname since I'm playing on a Mac under Island Rum, and apparently the setup can't handle relative pathing like that, so I have to use "actual" filename pathing in order to make everything work right.
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Now we just need a Supergroup of and ... /em raised eyebrow
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5-slot for PBAoE Damage Set and add one of these in the 6th slot so you can heal yourself by using Frozen Aura.
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And yet another player has failed to read the Patch Notes Document and/or paid attention to the changes for Kheldians. What you have found is NOT A BUG ... it's a FEATURE ... and was intentionally designed to be so.
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Just now posted the bindloadfiles I've got setup for my Warshade. The Peacebringer is slightly different but not by a huge amount. Rather than doing a pile of powexecname calls bound to keys, instead I do a pile of powexectray # # so that I'm just "function calling" the tray slots. This lets me move my powers around in my trays without needing to do a complete overhaul of every bindloadfile I've got just to scrub any errors out. It's a little more work to do on the front end, but it totally pays off on the back end, particularly if you ever need to respec (and want to change the powers taken and where they go in the trays).
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My experience has been that if you invest in the Dwarf attack powers, they'll make it worth your while to fight in Dwarf Form as an aggro magnet for a team. With sufficient slotting, on a Warshade you can have a continuous attack chain using just the 4 attack powers (I consider the Black Dwarf health drain an attack power), with the Taunt power used as filler. Interestingly enough, because the Taunt costs no endurance and lengthens out your attack chain, if you're having endurance recovery trouble in Dwarf Form, you can simply add the Taunt to your attack chain to reduce your endurance burn over time.
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Oh ... you mean this thread ...? /em blink blink
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Tanker's Martial Arts possible improper tagging
Redlynne replied to Purrfekshawn's topic in Bug Reports
You fail at understanding Punch-voke. The specific thing you have cited is called Gauntlet, and it modifies all Tanker single target attacks to have an AoE Taunt radius. The damage is single target, but the Taunt effect is AoE. The radius is different for different powers, but they'll all have this radius on them because of Punch-voke. So do Brutes by the way. It's not a BUG ... it's a FEATURE. An INTENDED FEATURE ... -
[Proposal] UNGIMPING basic Peacebringer design game mechanics
Redlynne replied to Redlynne's topic in Suggestions & Feedback
Hey, if we can get a Null the Gull ==> OPTION <== for Peacebringers to choose between Knockback on powers (original default) or KnockUP on powers (alternative requires selection) then I think everyone can be happy. Well ... okay ... a lot of us can be happy, because you can't please everyone ... -
[Proposal] UNGIMPING basic Peacebringer design game mechanics
Redlynne replied to Redlynne's topic in Suggestions & Feedback
So when presented with a counterFACTual example of something that has been in the game unchanged since Issue 0, something that you can even go TEST if you don't want to take my word for it ... you cry insult and play the victim card as hard and as loudly as you can at the very first opportunity. Oh, and being female has nothing to do with the facts or the case or the arguments being presented. But you're right ... we heard you here, first. What did you hear? -
For min/max players, Beasts is "bad" for their egos (and their id) when EVERYTHING doesn't live up to their (nigh impossible) expectations of superlative e-peen-ness on maximal overdrive. For casual players, Beasts are "fine" for being able to enjoy playing the game. Which type of player you are is left as an exercise for the disinterested observer.
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[Proposal] UNGIMPING basic Peacebringer design game mechanics
Redlynne replied to Redlynne's topic in Suggestions & Feedback
Your mind is closed. Thank you for making that clear. -
So, to put it in PvP terms ... Mercs are more about delivering "pressure" than they are about "spike" in terms of damage throughput?
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[Proposal] UNGIMPING basic Peacebringer design game mechanics
Redlynne replied to Redlynne's topic in Suggestions & Feedback
Use Air Superiority on a -10 (or better yet, -49) mob sometime. Tell me where the overhead strike of Air Superiority sends them. Go on ... take your time ... I'm in no rush. -
Downvoted. Being able to autoexec more than one power makes it much more likely to "automate" Bot characters to be run by farming programs.
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Okay ... the good news is that I finally got logged in and have tested my Mastermind Keybinds. The bad news is that my game client doesn't want to recognize the NUMPAD keys, so I had to ... improvise ... But first, a little bit of explanation is in order. I use a highly customized keybind setup that rewrites almost everything so as to get stuff where I want it. For one thing, I don't use WASD for my movement keys, but instead use WERD ... meaning that I invert the T shape of the keys and use the E key for forward and the D key for backwards movement. The W and R keys are for sideways strafing movement and I just simply use mouselook through the right click on the mouse to control orientation/direction. I've got the S and F keys bound for making turns, but almost never use them (except when the mouse fails, for whatever reason). Doing this moves my hand over one key to the right on the keyboard and I use my left middle finger to do forwards, backwards movement with the E and D keys. Due to the shape of my hands, my left ring finger tends to sit on the W key, while my left index finger just naturally curls onto the F key … which is important because on most modern keyboards, the F key has a little bump at the bottom of it for tactile feedback to let you know that your index finger is in the right position for typing. Being able to feel that little bump under my left index finger helps ensure that my hand/fingers are placed correctly relative to the keyboard so as to help avoid "off by one" errors when not watching my fingers hit keys for keybinds. What this means is that I now have the Q and A keys "free" for other purposes (I'd use those for Throttle settings in Star Trek Online, but can now use them for things like Autorun and Walk here in City of Heroes). The WERD movement setup also puts my left hand within easy reach of additional number and function keys (basically +1 more key to the right) without sacrificing accessibility to the keys on the left side of my keyboard. When playing games like World of Warcraft, where being able to reach A LOT of keys quickly/easily is at a premium, this invert+shift over control scheme has worked out VERY WELL when used in multiple MMOs. It's just a bear to reprogram the defaults to make it happen for every single character I want to play. On my Kheldians, I use the keys to the right of the WERD setup to bind my Form shifting powers. But here, if I can't use the NUMPAD to control my Mastermind's Pets, I might as well not even be playing, due to how cumbersome it is to be "directing traffic" without libraries of bind files. So on my Kheldians, I use T for Human Form, Y for Nova Form and G for Dwarf Form … making a convenient little triangle of keys right beside the F key where my left index finger is resting most of the time. I just needed the motivation of not being able to use the NUMPAD to control a Mastermind's Pets to essentially "extend" that system to be able to handle everything a Mastermind would be wanting to command their Pets to do. In the end, I wound up cannibalizing the following keys to command my Pets from the position of my left hand on the WERD key combination: T, Y, U = Genin … and use of Shift with these keys will enable direct addressing of a specific Minion Pet by name. G, H = Jounin … and use of Shift with these keys will enable direct addressing of a specific Lieutenant Pet by name. B = All Ninjas … but use of the Shift key will enable direct addressing of the Boss Pet by name. So that right there gives me control of Minions only, Lieutenants only or All Pets without the Shift key … but when adding in the Shift key, I can load files with the commands that are unique to that specific Pet. This then leaves the Z, X, C and V keys open underneath my basic WERD (plus S and F) used for movement controls. Z = Attack shift+Z = Aggressive X = Goto shift+X = Passive C = Follow shift+C = Defensive V winds up getting used for Smoke Bomb, but I've already written a "cascading targeting" of Smoke Bomb such that the highest ranking Pet you have at the time is the one who ought to be getting to use Smoke Bomb. Conversely, if the specific Pet is cued up on the keybindings, it's possible to "choose" which Pet you want to have use Smoke Bomb. ctrl+X = Dismiss … done so as to make it more difficult to accidentally dismiss them via unintentional clicking. Again, this puts all of the Pet Controls within each reach of my left hand while it is resting/hovering in the WERD part of the keyboard. I then went ahead and wrote up a pile of binds for control key combos with the Control key being combined with the T-U, G-H and B keys which are mainly used for selecting which set of Pets to address with Commands so as to be able to do a quick key click to dispense the largest Inspiration of a specific type to the selected Pet (singular) that is being addressed. Control + T, Y, U = Breakfree (T), Accuracy (Y) or Damage (U) Control + G, H = Heal (G), Endurance (H) Control + V, B = Defense (V), Resistance (B) So arguably I'm cramming an even higher density of Mastermind Control keybinds into a smaller number of keys to get the job done (12 keys total, including Shift and Control ... versus using 17 keys on the NUMPAD alone, not including use of Shift and/or Control), but I've enabled additional combinations of those keys that are being used so as to achieve the same "results" as the NUMPAD styled version … except with better/more favorable position of the left hand being possible. I started play testing these bind loadfiles today, and I think it has been successful thus far. I know I'll need to "retrain" not only myself but my muscle memory to make use of this new control setup, but that was going to be inevitable anyway. Lastly, as a bit of logistics, I placed a folder inside the coh folder where I can dump in all of my bind files, just to keep things tidy (and easier to modify). You'll see the pathname for that bit of chicanery inside the bind files. Pets here named according to Japanese numbers (since they're all essentially "faceless minions" that merely have a serial number (so to speak): The Oni is named "San" … which is the number for 3, but which also means that he's "Oni-san" (or "onii-san" which means "brother") so there's a multi-level Japanese pun involved. The Jounin are named "Shi" and "Itsutsu" … in which "Shi" is the number 4, but has a homonym with "Death" which is also pronounced "Shi" (and which is why there is no 4th floor in hospitals in Japan, kind of like there is rarely a 13th floor in buildings in the US). I wanted to use "Go" (which is 5) as the name of my other Jounin, but the pet naming system has problems if pet names are less than 3 letters long, so I had to use the alternate reading of "Itsutsu" for 5. The Genin are named "Roku" and "Nana" and "Hachi" … for 6, 7 and 8 respectively. In the case of 7, I had to use "Nana" instead of using "Shichi" so as to avoid confusing the pet naming system by having two pets with "Shi" in their names. So my Ninja Pets are literally named … 3, 4, 5, 6, 7, 8 … in Japanese, and they are ALL replaceable (because there's plenty more where they came from, which is to say, my endurance bar). That's why I have my pet bindloadfiles set up and named and organized the way that I do. So, with all of this ergonomic/logistical decision making concerning "what goes where to decide what" laid out on the keyboard … here are the Ninja Mastermind relevant bindloadfiles that I've written and tested, which have been put into reply #2 of this thread. LINK to bindloadfiles post. In case anyone else wants to use the rest of my default keybind setup … well … here's what that looks like. And yes, I have my 1-0 keys addressing Tray 2 … not Tray 1 … by default on all of my builds. That's because I use Tray 1 for Kheldian Form powers (so I can see them and their recharge state at all times) and other miscellaneous "sub-powers" that get unlocked by things like Swap Ammo in Dual Pistols (and so on). 1 "powexectray 1 2" 2 "powexectray 2 2" 3 "powexectray 3 2" 4 "powexectray 4 2" 5 "powexectray 5 2" 6 "powexectray 6 2" 7 "powexectray 7 2" 8 "powexectray 8 2" 9 "powexectray 9 2" 0 "powexectray 10 2" F1 "powexectray 1 3" F2 "powexectray 2 3" F3 "powexectray 3 3" F4 "powexectray 4 3" F5 "powexectray 5 3" F6 "powexectray 6 3" F7 "powexectray 7 3" F8 "powexectray 8 3" F9 "powexectray 9 3" F10 "powexectray 10 3" shift+1 "powexectray 1 4" shift+2 "powexectray 2 4" shift+3 "powexectray 3 4" shift+4 "powexectray 4 4" shift+5 "powexectray 5 4" shift+6 "powexectray 6 4" shift+7 "powexectray 7 4" shift+8 "powexectray 8 4" shift+9 "powexectray 9 4" shift+0 "powexectray 10 4" shift+F1 "powexectray 1 5" shift+F2 "powexectray 2 5" shift+F3 "powexectray 3 5" shift+F4 "powexectray 4 5" shift+F5 "powexectray 5 5" shift+F6 "powexectray 6 5" shift+F7 "powexectray 7 5" shift+F8 "powexectray 8 5" shift+F9 "powexectray 9 5" shift+F10 "powexectray 10 5" ctrl+1 "powexectray 1 6" ctrl+2 "powexectray 2 6" ctrl+3 "powexectray 3 6" ctrl+4 "powexectray 4 6" ctrl+5 "powexectray 5 6" ctrl+6 "powexectray 6 6" ctrl+7 "powexectray 7 6" ctrl+8 "powexectray 8 6" ctrl+9 "powexectray 9 6" ctrl+0 "powexectray 10 6" ctrl+F1 "powexectray 1 7" ctrl+F2 "powexectray 2 7" ctrl+F3 "powexectray 3 7" ctrl+F4 "powexectray 4 7" ctrl+F5 "powexectray 5 7" ctrl+F6 "powexectray 6 7" ctrl+F7 "powexectray 7 7" ctrl+F8 "powexectray 8 7" ctrl+F9 "powexectray 9 7" ctrl+F10 "powexectray 10 7" alt+1 "nop" alt+2 "nop" alt+3 "nop" alt+4 "nop" alt+5 "nop" alt+6 "nop" alt+7 "nop" alt+8 "nop" alt+9 "nop" alt+0 "nop" shift+ctrl+1 "inspexec_slot 1" shift+ctrl+2 "inspexec_slot 2" shift+ctrl+3 "inspexec_slot 3" shift+ctrl+4 "inspexec_slot 4" shift+ctrl+5 "inspexec_slot 5" shift+ctrl "nop" F11 say "Ready!$$emote thumbsup" F12 say "$battlecry$$emote attack" shift+F11 say "HELP!$$emote whistle" shift+F12 say "RUN!" w "+left" e "+forward" r "+right" s "+turnleft" d "+backward" f "+turnright" space "+up" shift+space "+down" shift+q "++autorun" shift+a "powexecname Walk" up "powexecname Ninja Run" shift+up "powexecname Sprint" tilde "targetenemynear$$targetcustomnext alive Quantum$$targetcustomnext alive Void$$targetcustomnext alive Cyst$$targetcustomnext alive Sapper" shift+tilde "targetenemynext defeated" ' "nop" - "nop" alt+- "nop" / "nop" ; "em cellphone$$windowtoggle contacts" \ "menu" z "nop" a "powexec_abort" b "nop" backspace "afk Sending tell…$$autoreply" c "nop" comma "show chat$$beginchat /tell $target, " delete "++first" down "powexecname Hover" end "+zoomout" enter "nop" shift+enter "afk Typing…$$startchat" ctrl+enter "em point$$say $target sighted." equals "nop" alt+equals "nop" esc "unselect" home "+zoomin" nop "+lookup" lalt "+camrotate" lcontrol "nop" lctrl "nop" left "nop" leftarrow "nop" m "nop" mbutton "nop" mousechord "nop" mousewheel "nop" n "nop" p "powers" pagedown "sync$$reloadgfx$$camreset$$camdist 24" pageup "nop" ralt "nop" rbutton "+mouse_look" right "nop" rightarrow "nop" sysrq "screenshot" t "nop" tab "target_enemy_next" ctrl+tab "nop" shift+tab "target_enemy_prev" v "nop" ctrl+v "nop" x "nop"
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Huntsman (pre- and post- 24 branch leveling builds)
Redlynne replied to Redlynne's topic in Arachnos Soldier & Widow
There are some powers where slotting damage procs into them winds up being "bonus" damage output, but I'm not inclined to believe that Heavy Burst is one of these. Also, as you can see from my build choices, I am VERY much in favor of slotting Heavy Burst for Range as well as Damage, so as to get the range up towards nearly 80ft so as to (almost) match Single Shot and Burst. The increase in (cone) area becomes rather significant in the added range. It also means that you don't have to get closer just to use Heavy Burst. Also, I'm of the opinion that you'll get more "mileage" out of a Resistance debuff (especially in groups) than you will out of damage proc, simply in terms of delivering damage throughput onto $Target(s). The ATOs didn't even exist while I was playing before, so no I don't have any experience with that option. What I will say is that doing what you propose leaves you completely at the mercy of RNGesus for "useful" amounts of damage output. I know that for me that wouldn't be a decision I'd be comfortable with.