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Everything posted by Redlynne
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Possible Solution to Asymmetrical Patterns
Redlynne replied to Herotu's topic in Suggestions & Feedback
To tell an all volunteer unpaid staff to ... ??? /em significant look -
Can you customize appearance of shape-shifted form?
Redlynne replied to Shofar's topic in Peacebringer & Warshade
Appearance of Nova form is LOCKED IN. There are no alternative appearances for forms. -
Possible Solution to Asymmetrical Patterns
Redlynne replied to Herotu's topic in Suggestions & Feedback
Chest and Leg pieces are ONE piece ... not two. If anything, I'd expect to see Shoulders be the next costume part(s) to enable asymmetry. -
You know, the thought occurs (and I'd love it if someone would test this out for us all) ... slotting the Overwhelming Force KD proc into Orbiting Death. Most procs will only check every 10s when slotted into a toggle power like Orbiting Death ... but Overwhelming Force is different. Overwhelming Force is a flat 20% chance per hit. Since Orbiting Death has a 2s activation, this means that with the Overwhelming Force KD proc slotted you'd be getting 5 chances to proc the Knockdown per 10s, not just 1 chance every 10s. Has anyone tested the Overwhelming Force KD proc in PBAoE toggle aura powers like Orbiting Death before? There might be a hidden gem here.
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What AT/Powers would you pick for level 20ish content?
Redlynne replied to SuperPlyx's topic in Archetypes
Why couldn't you Exemplar to that level range? -
Weekly Discussion 49: Alternate FX/Animations.
Redlynne replied to GM Miss's topic in General Discussion
I'm really partial to the Martial Arts kick animations, and have no use for the alternate Martial Arts punch animations. Really not a fan of Incandescent Strike for Peacebringers (and it's Energy Melee counterpart). It's just stupidly slow and is a total telegraph move that just wastes time on animations. Likewise, I also think that Archery/Trick Archery/Tactical Archery really ought to have shorter animations for some of the powers. Changing Ice Arrow, Acid Arrow and EMP Arrow in Trick Archery, along with Blazing Arrow in Archery to all be 1.17s animation ... instead of 1.67-1.83s animation times would get rid of the weird feeling that you're simply taking so long to shoot because you're too busy ADMIRING HOW COOL the arrow you're about to shoot looks, rather than getting on with it and just shooting the damn arrow already(!). Soul Storm (as seen below) is simply THE MOST AMAZING animated power effect of all time in the game. I'm actually of the opinion that removing the "Peacebringer whine/hum" from their powers WAS A MISTAKE. I am therefore using the sound mod created by @Solarverse to put that sound back into the game. What would have been a better option would be to create alternate options in the costume editor so that Players could choose if they wanted the original (with the sound) or an alternate version of the power (without the sound). Gravity Control ... Gravity Distortion and Gravity Distortion Field (the Hold powers) plus Gravity Distortion cast by Singularity ... ALL OF THEM ... need to have the tumble animation used by Soul Storm from Soul Mastery backported/proliferated into Gravity Control. You can keep the clear/rainbow-y visual FX for Gravity Distortion the same, so only Soul Storm would have the "spirits" swirling around the Zero Gravity Tumble animation and therefore "look different" from how Gravity Control does this (via alternate animation). So to be absolutely clear on the distinctions ... Gravity Control Holds would make the affected $Target(s) animate the tumble movement when held, but would retain the particle, visual and sound FX that these powers have always had in Gravity Control. Oh and credit for the source of the animated gif goes to Samuraiko Productions ... Avatar: COH Style So, to put it mildly, anyone who looks at that tumble animation and DOESN'T think "this looks like Gravity Control to me" needs to have their credentials checked (and then summarily revoked). Dual Pistols NEEDS to have an alternate "Pew Pew" animation for energy weapons than the enforced "Bang Bang" limiting it to purely slug thrower pistols. Why? Because hokey religions and ancient weapons are no substitute for having a good (Dual Pistols!) Blaster at your side ... Just make the Dual Pistols shoot energy beams instead of bullets (so particle/visual FX change) and sound different (sound change) while keeping the animations as is for all of the Dual Pistols powers. Honestly can't think of any emotes to add. I'm actually of the opinion that removing the "Peacebringer whine/hum" from their powers WAS A MISTAKE. I am therefore using the sound mod created by @Solarverse to put that sound back into the game. What would have been a better option would be to create alternate options in the costume editor so that Players could choose if they wanted the original (with the sound) or an alternate version of the power (without the sound). As for Repel, so long as the sound used by the power was QUIETER so it didn't stack quite so LOUDLY it would be fine. -
Unable to convert attuned Analyze Weakness to Shield Breaker
Redlynne replied to SalvaNos's topic in Bug Reports
This may be a function of how attuned enhancements "vary" their current Level to match whatever your character Level is at the time. The overlap between Shield Breaker and Analyze Weakness is only at Level 30 (10-30 vs 30-50) ... which then, if "thinking" about the problem like a computer algorithm, would mean that the only window of opportunity to successfully convert from Analyze Weakness to Shield Breaker would be when your character is Level 30 (use Exemplar/Flashback system to achieve this if necessary). -
If you're going to spend 5 slots on Orbiting Death ... use this: Orbiting Death Obliteration - Damage Obliteration - Damage/Recharge Obliteration - Accuracy/Damage/Recharge Obliteration - Accuracy/Damage/Endurance/Recharge Obliteration - Chance for Smashing Damage If you can only afford to spend 4 slots on Orbiting Death ... use this: Orbiting Death Multi-Strike - Accuracy/Damage/Endurance: Level 50+5 Essence Transfer - Damage/RechargeTime Essence Transfer - Accuracy/Damage/RechargeTime Essence Transfer - Accuracy/Damage/Endurance/RechargeTime Note that the 4 slot option can be upgraded to a 5 slot option by adding the PBAoE set proc of your choice (I like Eradication to add Energy damage to a Negative Energy damage power). Note that both of the above slotting options offer global recharge set bonuses to the rest of your build.
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First question you need to answer for yourself is ... do you "need" to get a global recharge set bonus from Orbiting Death? Because if you do, that's going to necessarily limit what you can (and can't) put into Orbiting Death.
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Feel free to plunder whatever you can use from my SR/MA Tanker build.
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Why yes ... look to the third post of my Evolving Tri-form Warshade build for the way I built my keybinds and how they work.
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Main Tank of a Hamidon Raid might appreciate the effort. Plop them in the bowl of the Rikti Mothership during a raid. But since both buffs are of the Plant The Flag™ and stay put variety, the combo will only be meaningful on fights that "last" for awhile before moving on ... such as the TPN Incarnate trial, once you're inside the buildings and everyone gathers up. Everything else would be AV/GM applications where you aren't moving around much while delivering the beatdown (and taking damage at the same time).
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Well ... you want to know they're THERE first, because ... To that end, this is the keybind I use to make sure I'm always noticing (and targeting!) Quantums as a priority. Yes, there are no Voids and Cysts to worry about (most of the time), but I keep them inside the keybind because it costs me nothing, in functionality terms, to cover those bases too. tilde "targetcustomnear enemy alive$$targetcustomnext enemy alive Quantum$$targetcustomnext enemy alive Void$$targetcustomnext enemy alive Cyst$$targetcustomnext enemy alive Sapper" shift+tilde "targetcustomnext enemy defeated" For me, as a Tri-former, my way of dealing with Quantums on a Peacebringer involves alpha striking (in Human form) using the Nemesis Staff ... because if it hits, then it's a guaranteed Knockback versus most Quantums (if you have a Natural, Tech or Science Origin for that version of the Nemesis Staff). Use Inner Light first before using the Nemesis Staff (so the +ToHit buff makes you less likely to MISS) and you dial up the damage delivery from that first hit from the Nemesis Staff. That one buffed up hit usually takes a LOT of the Quantum's HP and prevents them from attacking (see: Knockback) while I make follow up attacks to finish off the Quantum before they can use their weapon against me. In my case, that usually means Essence Boost+Inner Light, Nemesis Staff and then (as a Tri-former) switching to Nova form in order to burn down the Quantum before they can attack. As a Human form Peacebringer, instead of switching to Nova form and blasting from range, your best option is to close with the Quantum and hit them with Radiant Strike+Incandescent Strike (in that order) as fast as you can so as to "put down" the Quantum as quickly as possible. There's a little bit of prep that's ideal to have in order to make that happen, which you can certainly do when playing at your own pace solo. On a team, however, the strategy is still the same ... it's just that the execution of it is a goodly bit more ... chaotic ...
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Yeah, that's definitely a case of needing to match the playstyle preferences of the Player than something you can necessarily "optimize" for in the build planner and get the same (universally positive) reaction out of everybody. And yes, this isn't the first time I've run into the situation of seeing something in the build planner that "ought to be weaker" than the alternative, when simply looking at the info in the build planner (ie. in a vacuum) ... but then when you actually start playing it the supposedly "weaker" build winds up being more fun to play and more rewarding to play despite being "objectively weaker" when looking at it in the build planner. That's part of the reason why I get so detailed in my explanations of my builds, so that people can start to get their hands (and minds) around ideas, concepts and strategies that at first glance look like a detriment when in fact they really aren't in actual gameplay conditions. Which is another way of saying that FUN rarely yields all that well to (mere) spreadsheet analysis.
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Wait ... Power Mastery ...? /em ducks out to check build planner Oh. Oh my ... So with Power Mastery instead of Soul Mastery, a pre-req power (Soul Drain) doesn't need to be taken ... freeing up that power pick (and all of the slots associated with it) for being put into Executioner's Shot (the one Dual Pistols power I didn't have the slots for). It would mean dropping Soul Storm from the build, but that would open up a slot for taking Stealth out of the Concealment pool for stealthy positioning into the center of a spawn for optimal positioning for Hail of Bullets as an opening attack, which with Standard Ammo is a 100% Knockdown (against $Targets that do not have Knock Protection).
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That's the reason. 😇
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Time is on my side! A MM /Time guide for all primaries. Now with updates!
Redlynne replied to Warlawk's topic in Mastermind
Slowed Response: Shield Breaker (3.5 PPM), Achilles' Heel (3.5 PPM), Touch of Lady Grey (3.5 PPM) 3.5 * ((90 / ( 1 + 59.11 / 100 )) + 2.27) / (60 * (0.25 + 0.75 * (1 + 25 * (11 * 360 + 540) / 30,000))) = 90% (Pre-clamp: 90.02%) In order from left to right: 3.5 = Procs Per Minute (PPM) 90 = Base Recharge of the power 59.11 = Slotted Recharge enhancement (including Alpha slotting) but NOT including global recharge bonus factor(s) 2.27 = Animation time of power (NOT the Arcanatime animation time!) 25 = AoE Radius (in feet) 360 = Arc degrees (360 is circular/spherical) Plug into calculator method of choice, obeying the () parenthesis so as to get the order of operations right (and therefore get the right answer) and compute the answer provided (your calculator will show 0.9002021545 ... which is 90.02%). Since no proc can achieve more than a 90% chance to proc per attempt to proc, the proc chance is "clamped" at 90% maximum. -
I would argue that if there's a power to skip in Dual Pistols, for reasons of redundancy, it's going to be either Pistols, Dual Wield or Executioner's Shot. If Dual Pistols is your primary, dropping Dual Wield so as to use Pistols and Executioner's Shot makes a lot of sense. I personally recommend keeping Bullet Rain for Target AoE Force Feedback procs ... as well as keeping Piercing Rounds (enhanced for Range!) as not only a "snipe" substitute power but also for the -Resistance debuffing the power provides when using Standard Ammo (not Cryo, Incendiary or Chemical).
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Count the number of other Archetypes that have Click Inherent powers for their Archetype. I'll wait.
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Could always try a Dual Pistols/Martial Combat Blaster if you want to go with a Natural origin ... As for stealth ... you can always take the Stealth power from the Concealment pool and put a Stealth IO into Sprint and be able to "ninja" through missions just fine (except against stuff that would see through stealth anyway). Dual Pistols is FINE as an attack power set. What some people complain about is the lack of an Aim/Build Up power being traded out for Swap Ammo in addition to the lack of a snipe power in Dual Pistols (which makes sense because you can't exactly SNIPE like a rifle can with DUAL PISTOLS). What you get instead is a VERY versatile powerset that isn't "wedded" to being played only one way, since you can just swap your ammo around to produce 4(!) different types of effects on whatever you're attacking. Also, Suppressive Fire is a total proc monster power that also happens to mez(!), and Piercing Rounds (when enhanced for range) can function as a ~140ft "snipe" power that can hit up to 3 targets along that (4º cone) line of sight to your $Target. For those bits of trickery (and a few other Ebil Ideas™), check out my (most recent) Time/Dual Pistols/Soul Defender build and see if the Dual Pistols slotting (and the reasons for why) appeal to you enough to want to port those bits over to either a Sentinel or a Blaster.
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The UI explicitly states that enhancements left in the bottom portion (to not be retained) will be DELETED.
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Time is on my side! A MM /Time guide for all primaries. Now with updates!
Redlynne replied to Warlawk's topic in Mastermind
The level of the proc(s themselves) don't matter ... but the total recharge from the not proc slots is extremely important, since that will influence what the chance of those procs to happen will be. In this case the 50+27+27 combo on the first 3 slots gets you within 0.03%(!) recharge enhancement of having "too much" recharge such that the proc chances for the procs falls below 90% ... which I'd call right on the nose. So the lethal damage, -resistance and negative damage procs can be any level at all, but you do NOT want attuned for the acc/end/rech frankenslotting enhancements in order to make this combo work. If you absolutely had to attune the Shield Breaker set IOs (for Level 10-30 Exemplar reasons) you'd want to have an unattuned Level 43 Analyze Weakness to go along with the attuned Shield Breakers so as to keep the procs slightly over the 90% cap (which then caps at 90% chance to proc). -
Time is on my side! A MM /Time guide for all primaries. Now with updates!
Redlynne replied to Warlawk's topic in Mastermind
This is my personal preference for Slowed Response ... You get 3 guesses as to why (and the first two don't count) ...