Jump to content

Redlynne

Members
  • Posts

    3199
  • Joined

  • Last visited

  • Days Won

    10

Everything posted by Redlynne

  1. I'm kind of surprised to see that the Weekly Task Forces aren't listed on the calendar. Would seem to be a kind of obvious place to put them for easy reference ...
  2. I'm pretty sure we can RIP that plan to shreds ...
  3. The $Target switching alone would get mighty annoying in a hurry ...
  4. And that's not even including turning Time Stop into a proc monster single target attack power...
  5. I just open the options menu and then choose the costume menu. In my case that is \ (backslash) followed by a K (the costume menu default). To my knowledge, the /cc and /costume_change slash commands have always required an argument (the slot number to switch to).
  6. Lee Three = Mind Control Even if you know their name or their face, you won't be able to confirm their identity as being Lee Three. The closest you can come to being someone that no one will recognize is to go with Mind Control. "This is not the Lee Three you're looking for..." /em hand wave Rather than being "a man of a thousand faces" you just simple edit the minds of those who see you so they don't know you for who you REALLY are. I suppose you could get away with Illusion Control instead for Deceive instead of Confuse in Mind Control, but Illusion Control won't let you get away with "ghosting" through your missions in quite the same way that Mind Control can or will. The way that I personally like to play my own Mind Controller is "they never saw me coming and never knew I was there" before every opponent gets defeated. The supporting counterpart to this idea is that when you defeat an opponent you leave no trace yourself in evidence at the scene. There aren't crumbly bits of rock scattered around, or ice fragments that have melted into anything and everything, or scorch marks all over the place ... etc. etc. etc. ... instead, on site security just "fails" to stop Lee Three and no one can figure out how Lee Three keeps doing it. If you want to go Controller I would recommend Mind/Kinetics in this case. However, if you want to play a Dominator instead, Mind/Energy would certainly fit the bill. Who is Lee Three? No one really knows ... Which means that that kind of anonymity and "I didn't see anyone" ought to be the way to go. Then again, if you want to take that thought to its logical conclusion, you might wind up with a Kinetic Melee/Ninjitsu Stalker instead who quite literally "ghosts" through missions "like a ninja" that no one ever sees and therefore can't be identified. And at that point, it basically comes down to ... what are you more keen on playing?
  7. Well, if that's the way you want to frame the question, the only way to show you would be to SHOW YOU. From a build planner standpoint, the capability to do so is THERE inside the build parameters. Whether or not you can use it effectively as a Player is something that it is the responsibility of the Player to figure out and determine for themselves (hence, Player Skill being mentioned). After that, it's just a matter of getting "familiar" with the tool at hand in order to learn how to use it most effectively/efficiently.
  8. The original access to the Rikti Crash Site WAS through Creys Folly and through the Freakshow fortified shanty town on the western side of the zone ... kind of like how the Abyss access is on the west side of Eden. That all changed with the introduction of Vanguard and the new Vanguard base and so the west end of Crey's Folly turned into a dead end that nobody needed (or cared) to go to anymore.
  9. I was going to say that Astoria (before it went Dark) would definitely have been a suburbia ... although once the place went Dark ... nobody lived there and the place became a (literal) ghost town. That's why in the Echo of Dark Astoria you can see civilians walking the streets who disappear as you get close to them ... because THEY'RE ALL DEAD and what you're seeing are their ghosts, still going about the routine of their daily lives that they have lost ... which is gloriously creepy (and quite horrible!) when you stop and think about it. However, I also think that Baumton (before it became Boomtown) would have been a high density residential area, with most of the (now toppled) skyscrapers being apartments and residential, rather than being commercial office spaces like you'd expect to see in Steel Canyon, just to the south. Croatoa would qualify at exurbs, since there's barely any town there at all before you've got wilderness area (that's getting wilder all the time). The fact that originally you'd get higher prices for DOs and SOs sold to the "right" type of shop (tech origin enhancements to the tech shop and all that) turned Talos into the go to zone for selling to vendor NPCs since the origin shops were closer together in Talos than in any other zone. That tended to cement the idea that Talos was the "shopping" district for most Players (myself included). Skyway is literally THE ROAD TO NOWHERE. The only notable feature of Skyway is "roads in the sky" that don't connect to anywhere useful, that are all wide enough to be freeways in a part of town that has no use for freeways. I wouldn't call it "living" there so much as surviving there by scavenging. Crey's Folly is an industrial disaster zone that's had "squatters" move into despite the hazards. It's basically abandonded industrial hellscape. If you look at the tram map carefully, you'll realize that the northern end of Brickstown is simply the southern end of King's Row after the War Walls went up. If the War Wall wasn't there on the north side of Brickstown you'd just keep on walking into southern King's Row. What makes Brickstown seem worse than King's Row is the Zig dominating the skyline and all the guys in orange jumpsuits outside the fence (and the fact that Brickstown is a higher level zone than King's Row). To be honest though, I'm kind of sad that there was never a "riot suppression" Task Force developed for Brickstown that would take us INTO the Zig (as Heroes) to prevent the inmates from taking over the asylum (so to speak). Missed opportunity there, I'm thinking. Possibly the coolest thing that could have been done with it would have been to "feature" (by means of bias to the randomizer) NPC groups that the PCs on the team had Defeat badges for ... because you've beaten them before, so now you ought to put your reputation to good use in putting down a prison riot by the types you put into the Zig. That way, although the maps might be the same every run, the spawn groups that show up on those maps could vary widely depending on the team composition and the randomizer biases they'd bring with them into the content of the Task Force. "But nobody listens to Zathras."
  10. Independence Port is the commercial shipping hub for the city. There isn't a "shopping district" that meets the expectation of being a big box mall or even an outdoor fairground/flea market. You just have occasional shops scattered around, only some of which can be entered (because there's services inside of them for PCs).
  11. Homecoming is undergoing emergency maintenance. We'll be back shortly.
  12. You might want to rethink your opinion on Gale, particularly on a Mastermind. https://forums.homecomingservers.com/topic/13363-guide-mastermind-secondary-t1-powers-useful-for-proc-monstering/ Storm Summoning: Gale (lowest possible recharge enhancement) Positron's Blast (3.5 PPM), Ragnarok (3.5 PPM), Javelin Volley (3.5 PPM), Annihilation (3.0 PPM), Frozen Blast (2.5 to 3.5 PPM), Explosive Strike (3.5 PPM), Force Feedback (2.0 PPM) 2.0 * ((8 / ( 1 + 0 / 100 )) + 2.17) / (60 * (0.25 + 0.75 * (1 + 50 * (11 * 80 + 540) / 30,000))) = 12.22% (Force Feedback) 3.0 * ((8 / ( 1 + 0 / 100 )) + 2.17) / (60 * (0.25 + 0.75 * (1 + 50 * (11 * 80 + 540) / 30,000))) = 18.32% (Annihilation) 3.5 * ((8 / ( 1 + 0 / 100 )) + 2.17) / (60 * (0.25 + 0.75 * (1 + 50 * (11 * 80 + 540) / 30,000))) = 21.38% (Positron's Blast, Ragnarok, Javelin Volley, Explosive Strike) 2.5 * ((8 / ( 1 + (5.11875 to 18.55) / 100 )) + 2.17) / (60 * (0.25 + 0.75 * (1 + 50 * (11 * 80 + 540) / 30,000))) = 14.69% to 13.39% (variance due to recharge on attuned Frozen Blast set) 3.5 * ((8 / ( 1 + 23.1875 / 100 )) + 2.17) / (60 * (0.25 + 0.75 * (1 + 50 * (11 * 80 + 540) / 30,000))) = 18.21% (Superior Frozen Blast) And that's not even including putting a Sudden Acceleration KB>KD into Gale so as to have a 50ft Cone Knockdown "on demand" every 8+2.17=10.17 seconds (or faster with global recharge lowering the base 8s recharge time) as a battlefield ON THE GROUND NOW!!! power for all hostiles. So if you 6-slot Gale, I would recommend a common Accuracy plus the Sudden Acceleration KB>KD proc ... leaving 4 open slots for other procs, including the option of the Annihilation proc for -Resistance debuffing. Point being, you can turn Gale into a serious battlefield soft control power that deals damage if you invest into it.
  13. Hey! 👊 To be fair, the Lightspeed build for Peacebringer doesn't "fully" come together until you've got Superior/Purple 50 slotting fully built out ... but it IS possible to build in enough recharge to not need Hasten. However, that's a long road. I personally prefer to not have Hasten in my builds if I can help it and not need it, since that leaves open the autofire option for a different power.
  14. As a Controller, the best Defense you can have is Lockdown of whatever is hostile (and aggroed). If they can't attack you, you've got all the "defense" you need ...
  15. Only because it's a Nemesis Plot Hole ...
  16. You can already do this, to some extent, by use of coalitions. It's not EXACTLY what you're looking for ... but it's close enough, kinda sorta ...
  17. Uh ... the reason is in the server names? Because Everlasting is ... as advertised ... EVERLASTING ... And Reunion ... no one can stop a good Reunion!
  18. Hmm ... the thought occurs ... Pets are granted a movement speed INCREASE which is conditional upon NOT being within Supremacy range. That way, when they're "too far away" and not being affected by Supremacy, instead of getting damage buffs and so on, they instead get movement buffs. That way they "switch modes" from being in Catch Up mode when too far away, to being in Combat mode when close by, and the two states are mutually exclusive with the "boundary layer" between the two modes being the Supremacy radius around the Mastermind. That sounds like something that ought to be relatively easy enough to implement to all Mastermind summons (Pets summoned by other Archetypes would not gain similar benefits since they do not have a Mastermind Supremacy PBAoE).
  19. Now we just need @Solarverse to release a mod that makes Demons sound like a laughing/happy cute baby giggling every time they "howl" ... instead of actually howling ...
  20. That's because there ARE NO powers or effects that will allow the increase of Teleport MAG. In my case I'd be using it more as part of a Ghetto Hold combining Stun and Immobilize effects. I would consider the damage produced by Energy Font to be more of a "bonus" factor than a prime reason to add the proc with an emphasis on trying to maximize the damage output from it. If you want to maximize the damage produced by Energy Font you'll want to either rig up Crushing Field in a way that can yield quick procs so as to have more than one Energy Font out at a time (thus multiplying damage output) and/or have powers like Assault running to boost their damage production via buff aura ... preferably both. My Gravity/Time Controller is still Level 19, because I've got 9 alts to "feed" and nowhere near enough time to play them all in ... and because I'm enjoying a leisurely leveling process of Do All The Things™ in each level bracket before advancing on to the next block of content. To date, I haven't teamed yet with the character and it's been all solo ... but then again, I haven't reached Level 26 yet and don't have Wormhole yet (on this character). That said, Wormhole is going to be yet another one of those powers that completely depends upon Player Skill™ to determine the value and usefuleness you'll get out of it. There are different basic strategies you can use with it and all are completely dependent upon situation, circumstances and team dynamics. When you're in a team, one thing which you CAN do is use Wormhole to pull the NEXT GROUP into Kill Zone that the current group is being herded into and defeated in. So you can use Wormhole as a "scoop" that picks up piles before the rest of the team gets to them so as to keep the rest of the team occupied where they already are (in a $Target rich environment, which will tend to make them happy). You can also use Wormhole proactively on the dogpile that is currently being engaged as not only a "collector" but also as an AoE Stun "attack" for herding. Follow up with either Crushing Field or Dimension Shift and you've got a Stun+Immobilize effect going on that equates to a Ghetto Hold without needing to rely on Gravity Distortion Field as your actual AoE Hold. The important thing here is that Wormhole, Crushing Field and Dimension Shift all recharge relatively quickly ... which means that you don't necessarily need to "save" your Gravity Distortion Field for "emergencies" or even "Oh %*#&!" moments, making it easier to use both options more routinely and regularly for mass lockdowns. So in that respect, it's kind of like a knife. Whether you cut yourself or something/someone else with it kind of depends on How You Use It ... and there are plenty of "right" ways, and plenty of "wrong" ways, to use the tool. Wormhole is a TOOL power. What you get out of it really does depend on what you put into it ... and when ... and where ... and how often ... and why ... and where you send them. Getting the "most" out of that capability and functionality is on YOU the Player to figure out for yourself, and that's where Player Skill enters the equation and takes over the possibilities. Hope that makes sense.
  21. Thanks for the plug. Ninjas, as a primary powerset, is just REALLY HARD to proc monster. You're going to find a lot more opportunities for procs in your secondary (whatever that might be). The reason that I say this is because Ninjas are just really ... cramped ... for slots on the Pets. Smoke Flash is "useless" for the purpose of parking set IOs (and therefore procs) because it accepts NO SETS. That means that EVERYTHING has to be crammed into the 3 Pet powers, and you've only got 18 total slots (maximum) to do that. As soon as you commit to wanting to slot all 12 Mastermind ATOs into those 18 slots ... you've only got 6 slots TOTAL remaining(!). Keep in mind that you also need to have "adequate" Accuracy, Damage and Endurance slotted into your Pet summon powers (which will then affect the Pets that are summoned) on top of everything else. I, for one, really resent the inclusion of Recharge on the Mastermind ATOs, since that's largely "wasted" on Pet powers for Masterminds. As you'll see in the build I posted that @Nyghtmaire so kindly linked to above, I chose this slotting ("procs" in bold for easy obviousness); So I've got the 2 procs from the ATO sets (part of the base 12 slot investment), plus 2 more +Defense procs added on top of that (up to 14 slots so far) ... leaving me all of FOUR(!) slots to "spend" on enhancements that aren't ATOs or Defense procs. In my case I spent 1 extra slot on Jounin to get the set Edict of the Master 2 slot set bonus along with "enough" Damage enhancement for Jounin. I then spent 3 extra slots on Genin to get Overwhelming Force 2-slotted (including the KB>KD proc, which is stupidly valuable for mitigation when slotted into Genin due to how rapidly they attack!) along with the Soulbound Allegiance Build Up proc (which helps them overcome their -Level deficiency for being T1 Pets due to the +ToHit and +Damage proc that lasts 10 seconds!). Speaking just for myself, I'm finding the Overwhelming Force proc to be more valuable, in relative terms, than piling on the other +Resistance procs owing to the fact that Overwhelming Force gives me additional Accuracy, Damage and Endurance enhancement values to my Genin. If you open the build in Mids' you'll see that this particular arrangement of slotting is relatively "balanced" around providing ... enough ... base enhancement value to Accuracy, Damage and Endurance while also attending to the other priorities of increasing mitigation to aid Pet survival rates so they won't have to be getting constantly resummoned. In my case (obviously), I'm pairing those factors up with Time Manipulation so as to achieve NO GET HITSU!! levels of defense softcapping on the Pets via a combination of +Defense buffing (Procs, Maneuvers, Farsight, etc.) and -ToHit debuffing (Time's Juncture, etc.) with an eye towards overcapping so as to give some "margin" against the inevitable Defense debuffing and +Level shift penalties that my Ninjas will encounter so as to make their protection scheme just a little bit more redundant than it would otherwise be. In other words, stopping at the defense softcap is fine so long as you NEVER get debuffed away from it ... and since Ninjas have no Defense Debuff Resistance worth speaking of, it's best to be (over)prepared on that score. Anyway, as you can see, I basically "ran out of slots" to put procs into the Summon powers in the Ninjas primary. The only other place you can put procs into your primary powerset will be in your personal attacks, and even there you are REALLY LIMITED in what you can slot in! However, the best thing you can possibly slot into Snap Shot is the Decimation Build Up proc and then leverage it (as I detail at length in the post linked above) through combining that proc with Fistful of Arrows, because the Build Up proc will "magnify" the damage output of every hit that Fistful of Arrows makes. That in turn makes Snap Shot into a literal force multiplier for Fistful of Arrows, which is a curious combination that I almost never see anyone doing (other than myself in my own builds, of course). Fistful of Arrows then "returns the favor" by being slotted with a -Resistance proc for damage amplification "from the other end of the equation" (so to speak). This way, I was able to arrange the -Resistance debuffing in such a way that it still happens, but I'm not "charging" the expense of doing it to slotting of my Pet powers, only to my personal attacks (Fistful of Arrows, in this case) and my Time Manipulation secondary (Slowed Response @ Level 35 gets the Achilles' Heel proc instead of any of the Pet powers). That way I can better "balance the load" on slotting pressure/priorities of bringing those -Resistance procs to bear than if I tried to shoehorn them all into the Pet summon powers instead. And that's basically it as far as proc potential goes with Ninjas. You can put more procs into the Pet summon powers if you want, but you'll be making an "exchange" to do that which may not wind up being a positive experience for you. Like I mentioned above, most of your proc potential with Ninjas is going to lie in your Secondary powerset, not your Primary, as a Ninja Mastermind. Or to put it another way ... There is MADNESS to our Methods ... YEEEeeesssssss ...
  22. It's certainly an option, and dropping Crush entirely in favor of Crushing Field would give you 5 slots to play with for Crushing Field, so not at all a bad tradeoff if it suits your preferences.
  23. I've written a few posts over the past year that you might find useful for gleaning information from ...
×
×
  • Create New...