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Redlynne

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Everything posted by Redlynne

  1. Working As Intentionally Designed. If you EVER ... AT ANY TIME ... EVER in the history of the character's existence take ANY of the Crab powers (primary, secondary ... ANY) then that character will have a Crab Backpack FOREVER after that, even if you later respec out of having any Crab powers. Why? Because you could respec (or alternate build) Crab powers again at some point in the future. So if you don't want the Crab Backpack enforced on your character, you must NEVER EVER EVER take any Crab powers at all ever. Working As Intentionally Designed.
  2. When you have a HUMAN Game Master judging what you're doing and who can foresee the problems with getting something for nothing. A computer simply cannot keep up with the wily ways of min/max gamers who are incentivized to (literally) Game The System. So you can do it with Pen 'n' Paper gaming ... but it just doesn't work out that well in computer games (like this one).
  3. It's ALMOST good if you slot the Contagious Confusion proc into it ... so that's the best way to use the power (except for all of the other options for Confusion powers).
  4. That power is so woefully misnamed. It should be Closet of Confusion to more accurately describe the AoE radius.
  5. Ideally speaking, you'd want the hover after teleport effect to be cancelled upon moving (forward/back, strafe left/right, up/down) so all you need to do is use the movement keybinds to cancel the hover after teleport.
  6. Signature = Yes No other powerset has anything quite like Telekinesis. And after it got bludgeoned to debt by ALL the nerfs inflicted upon Telekinesis, not even Mind Control has anything like Telekinesis anymore. That's the True Crime of the situation.
  7. Well DAYUM ... So being a believer in practicing what you preach (it tends to work out better in the longer run) I decided to do a test modification of my Evolving Tri-Form Peacebringer build and tweak it to drop Hasten and move to a maximalist global recharge setup to see if the info I provided in the OP had any validity to it when it came time to actually invest in a build that is supposed to function in a broadly holistic rather than narrow hyper-specialized sense. The major changes that I made to the previous build were ... Knockback Protection moved from White Dwarf Step to Bright Nova form so as to slot it as early as Level 7 instead of waiting until Level 20. Move Kheldian's Grace from Bright Nova Blast to Radiant Strike and get it slotted up EARLY and slot up Bright Nova Blast with Entropic Chaos for a slight recharge increase over Crushing Impact slotted into Radiant Strike. Remove Hasten. Remove Shining Shield, Thermal Shield and Quantum Shield from the build entirely (which also cost significant Psionic Resistance slotting, as it turns out) so as to move Maneuvers, Tactics and Assault (added!) early into the build and slot up Maneuvers with Reactive Defenses for a large global recharge increase in addition to scaling resistances as HP is lost. Additional slots for the 6-slotting of Maneuvers (which replaced a 2-slotted Hasten) came from Radiant Strike (1), Solar Flare (1) and Light Form (2) relative to the parent/prior build. Reshuffle of slots and slotting between Solar Flare, Dawn Strike and White Dwarf Flare so as to better leverage the Essence Transfer ATO set in Solar Flare and Dawn Strike (particularly once upgraded to Superior). The slotting of Solar Flare and Dawn Strike were reshuffled/rebalanced so as to lead into optimal Superior ATO slotting without needing to make changes. Light Form got trimmed down to only 3 slots of 50+5 Resistance/Recharge set IOs, yielding +94.56% (Pre-ED: 99.38%) Recharge Reduction enhancement and +55.84% (Pre-ED: 59.77%) Resistance enhancement. This yields a throughput of 81.81% Resistance versus All But Psionic from Light Form. Stealth IO moved from Sprint to White Dwarf Step, since the Teleport Stealth IO lasts for 120 seconds, while the Running/Jumping Stealth IOs when slotted into toggle powers (like Sprint) only last for as long as the toggle remains toggled on. This makes it possible to have some Stealth in Nova and Dwarf forms and "double" Stealth in Human form (requires Stealth power be toggled on plus 120s duration proc from White Dwarf Step). Added Grant Invisibility as a Luck of the Gambler mule power for extra global recharge boosting. Added Victory Rush. Underlings, turrets: +5% recovery, 2.5% endurance discount, 120s duration on 300s recharge, only recovery can be enhanced. Minions: +10% recovery, 5% endurance discount, 120s duration on 300s recharge, only recovery can be enhanced. Lieutenants: +30% recovery, 15% endurance discount, 120s duration on 300s recharge, only recovery can be enhanced. Bosses: +60% recovery, +30% endurance discount, 120s duration on 300s recharge, only recovery can be enhanced. Elite Bosses: +80% recovery, +40% endurance discount, 120s duration on 300s recharge, only recovery can be enhanced. AVs/GMs: +100% recovery, +50% endurance discount, 120s duration on 300s recharge, only recovery can be enhanced. All of those changes yielded the following look to the build in leveling (27+31 slotting) and Attuned+Superior 50 versions. The build .mxd file below will have both versions in it (the Attuned+Superior+Purple 50 is the alternate slots). The thing that astonishes me about this version of the build is that in the leveling version (pre-Superior and pre-Purple 50) the global recharge adds up to +115%(!!) which I think may be the highest global recharge I've ever been able to cram into a build short of Superior+Purple 50 and Incarnates (note that the build file comes with no Incarnate slots pre-selected). Flip over to the alternate slotting for the Superior+Purple 50 (and with everything that can be Attuned slotted as Attuned and at max level on the enhancements) and the global recharge adds up to a whopping +132.5%(!!!) ... which is pretty ridiculous for not having any help from Incarnates, which means that there's a net gain of +17.5% global recharge from Catalyzing 11 Kheldian ATO slots to be Superior and adding a mere 10 Purple 50 set IOs (5 Ranged, 5 Melee) on top of everything else. Light Form has 94.56% Recharge slotted into it, meaning that the total recharge for Light Form is anywhere from +209.56% to +227.06% from slotting and global recharge set bonuses ... without Hasten in the build ... which then puts it into this range for the Force Feedback procs needed to make Light Form perma: (300 - (1 * 5)) / 90 = 3.2778 = +227.78% (300 - (2 * 5)) / 90 = 3.2222 = +222.22% (300 - (3 * 5)) / 90 = 3.1667 = +216.67% (note: this means 1 Force Feedback proc every ~30s on average every 90s, which is pathetically easy to achieve) (300 - (4 * 5)) / 90 = 3.1111 = +211.11% (300 - (5 * 5)) / 90 = 3.0556 = +205.56% So with all of the slots in the build ... pre-Superior+Purple 50 ... you need 5 Force Feedback procs per 90s (1 per ~18s) on average in order to perma Light Form. With full Superior+Purple 50 slotting ... you need only 1 Force Feedback proc per 90s in order to perma Light Form. As for Essence Boost ... pre-Superior+Purple 50, you need 7 Force Feedback procs per 120s (1 per ~17s) on average in order to perma Essence Boost. With full Superior+Purple 50 slotting ... you need only 2 Force Feedback procs per 120s (1 per ~60s) on average in order to perma Essence Boost. And then there's Inner Light ... pre-Superior+Purple 50, you need 2 Force Feedback procs per 30s (1 per ~15s) on average in order to perma Inner Light. With full Superior+Purple 50 slotting ... you need only 1 Force Feedback proc per 30s in order to perma Inner Light. And where are the Force Feedback procs found in this build? Solar Flare (15 ft PBAoE) Bright Nova Detonation (15ft Target AoE) White Dwarf Flare (15ft PBAoE) So all you need to do is ... use one of these AoE attacks (and there's one in each form!) and you should be able to score enough Force Feedback procs to be able to perma Light Form, Essence Boost and Inner Light with relative ease, since all three of these attacks have an animation+recharge time of ~10s or less, which then gives sufficient margin to be able to score Force Feedback procs every 15-18 seconds (on average) with relatively little fuss. So yes ... it is quite possible to create a Tri-form Peacebringer build that does not need Hasten in order to achieve perma status for its 3 longest recharge powers of consequence ... Light Form, Essence Boost and Inner Light. I wouldn't necessarily say that the details of this build will be to EVERYONE'S taste, but I'm now seriously thinking of doing this No Hasten Needed build for my own Peacebringer, rather than the previous Evolving Tri-form Peacebringer build that I posted just last November. So ... I guess ... welcome to v4.0 of my Tri-form Peacebringer builds? Hero Plan by Mids' Reborn : Hero Designer 2.6.0.1 https://github.com/ImaginaryDevelopment/imaginary-hero-designer | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1753;803;1606;HEX;| |78DA6D94CB4F135114C6EF74EE14FBA2B4D34279535E96160A8D9818118D80100D6| |0131377060B0C30492DA62D44972EDC292F176874E3CAB871A146DD18FF07D62E74| |E78B8782A220D633F71CE8983AC9E437F3CD39DF39F73543D7FA9C4F066E9C6292B| |73799C86446E25A624C1B4DEBA9492D5D349CC8CEA41349665C45703799BF8E9C9F| |98D052197D568B0ECE5CD153D33399911EF0C836FE13D5A715449D0653E68E4F4F2| |7A3835A625C4B67A6F4AB1EF17E3635AB67F4513DA967AFBB84D2AF4F4E65C1CA81| |6F49E39505A099A370EF288CAE1C67CB800ACE2C7789F790FC3EB2F40130C0D9AA9| |123891CC67EC98CA99CED2A2481263D02C46C6C1D3419E3B87C5C42AF2E64F804B2| |B59B781268E3EC37E428E4A3BCB5086D4FC1C9337C8AE664117F6881B888B42F11E| |F203D9060C31CC5B6865AEB3AB26D83F895F80DD9BE8963C9413D07F5E088E05854| |F07391E67A0C7DF938F382E626CD1DC438C9CA9887EA7ABA015699B5EFF31617756| |2F3C4D7C437C84DA8AB62AEA46E614FBEEFC82DF8E6A75AFE6149D47A0742196965| |7E49AC0D87FAE53457E559ECA9A207FDABFA8867903537711C32E454924FE531ECF| |507D4AB26AD9AC6A6405C2D79D792775D2F7AD5F5130790C1F7D8F736F8D4934FFD| |10F6FD13B426D42C4D11D49A63C46D59D005731BA2BC108DAD18B4086911D27CA04| |5498B923607E61DA475D4619F55FC609F435F8606E3179AB14173B990F9FB0EF612| |366B39B85887596943E75841D49102A5F33F7983051A67716E3A4595A8D94AE014A| |196BBC00F7635B3D16857ED9043A751EAC2D55BCF6B1629288B5354724E12BBBBE2| |22B09AB335735E087BDA30E7D1CC59972C6225BDCBB85B2ED98DFD89FD244CCFA3A| |6E7B8E9194AEF9F68AEDCC63F89750E593C4F5C40962C32D1A39D9BFE020FB10F47| |5E53946718EF7C8EF4BE40FA5ED29FEA15FA0468873BF3B9B2D28973E424069EA27| |FCD8A4510C2F74F21533398EFCF6B8ABA0B1A6C9D863D64E31F628E68AC16CC6F33| |D52ECDE772F53213318713C431E238B2454396997B70834F313796BAC0A7857C5AC| |8274C3E61F22937F7FD014F64CD4764F013F133B2E10B7115FF827F01B8BBF6FC| |-------------------------------------------------------------------| Level 50 Natural Peacebringer Primary Power Set: Luminous Blast Secondary Power Set: Luminous Aura Power Pool: Leadership Power Pool: Concealment Hero Profile: Set Bonus Totals: Set Bonuses: Hero Plan by Mids' Reborn : Hero Designer 2.6.0.1 https://github.com/ImaginaryDevelopment/imaginary-hero-designer | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1753;802;1604;HEX;| |78DA6D94CB4F135114C6EFB4778A2D94D2964279539EA5854223264644A312152CD| |8C4C49DC102034C528BA185E8D2855B1724068D6E5C19372ED4A82BE323FE03AE5D| |E8CE170F054541ACA7F31DE8983A49F39BF9E69CEF9C737BEF0C5F1A28B97FE2CA6| |1A1788E2513E9F4685C4B8C6B63B37A6A4A9B2D1A4964E666134991BB8AE8D76A7E| |3B7A7A72524BA5F5792D129BBBA0A766E6D2A347C923D3F24FD480561075844C852| |B3E33938CC4B4C484369B9ED62FBA8DE7C1D4BC9ED6C7F4A49EB9EC3494E3FAD474| |86AC8AF194CC3D0A3F35B38F7E9BAAE02B2BC522A15D0ACB0DE64D50DE022B6E13F| |D522CE572142347885F5621BC526CA92C91A6DC2544ED6285342BE2A4F500DDD491| |571F183A0876F6330F11ED52FCA61C957DD4B71643DB56B178399FA267542F2AC59| |EE7CC17A0E325F315E8A6043B7254FB32B4CE15B06B95F995F90DEC5EC32C59AA57| |CC3D1487318B97FC9CAC39EF515FE552784873B1E60A204EB109E1E6BAEE7E82CD2| |ABA77B8208D3AD1EBCC57CCD7E01AD5F52257F1AEA3A7F2EFE03ABDF3712DDF8862| |D47A4742256B953EC5889354BF8AD7AA2A839EAA4FC2BF7688790AACBF8A39AC945| |3C33E35FBD1EB0FAA57C75A1DCFA6525C037B37B077E320BC1A63CC6130F01E7D6F| |904F13FB340DA3EF9FA4B542B3B486A1B545991B56834E5ADB20E70579B652D2C2A| |C85592B272DC25A84B56B64DEC35A4F23FAAC95BBFB5C886A81F90D2DB741B3D9A0| |F9FD267A0999B52C5DA2C7AC74C1395A10B5B740E9FD4F5EAC4093222E4DA7A8069| |ABD8C4E11B4EC19B9BBAB859DA75D72500E9F46A50FFFDE4A5EB32801AB718ACA86| |146377579FC5895B36E705D1D3AA398F57CEB66031EA7816B15BCE3972FB13FD244| |CF763A6FBB8E99E4AEF9C68A976C1CB16014BBB993D6059147448D357E00EFA28CE| |6BAAFA106B53F208F43C06CB9F80154F8531AB9F7778493ED7AAF6628D4A98FE07F| |0AF7F633148E13BA75078D3C8F7E535D5BB851E9BB7C1963FCC2C33F76FD1FAB671| |ED8A7CAEF4B623A63DC8EC6086C08E305869EEC1455AA9CC7D78F33EE7316747823| |90E8626981A5865EEFB034E64FD4730F089F9196CFEC25CC257F02FECC8FA74| |-------------------------------------------------------------------| Level 50 Natural Peacebringer Primary Power Set: Luminous Blast Secondary Power Set: Luminous Aura Power Pool: Leadership Power Pool: Concealment Hero Profile: Set Bonus Totals: Set Bonuses: Peacebringer - Luminous Blast - Luminous Aura.mxd
  8. The OP and giving you credit for saying it first.
  9. The hilarious thing is that originally it was supposed to be Spock kissing Uhura ... and then William Shatner was all HELL NO on that one and got the script changed so that it was Kirk kissing Uhura (and then he started pestering Nichelle Nicols about wanting to "rehearse" for the scene). Then when it came time to actually film it, they had to do lots of takes for coverage in case they needed to air a different version of the scene in the southern market (because racism was and still is a big factor in The South of America, even today) so as to protect the network execs. So Shatner and Nicols did all their takes and it wasn't until everything got to the editing bay (when it was too late for retakes) that the director found out that Shatner had deliberately screwed up ALL of the takes except for the one that aired, so as to force the issue and make them air the kiss. Nichelle Nicols talks about it from her perspective in a youtube clip that is well worth your time.
  10. Endurance Reduction and Range enhancements. Sadly, the Range enhancements don't increase the Target AoE radius (I wish!) but instead merely modifies how close you need to be to the anchor (50ft) before you can toggle on Telekinesis. This only works in IDEAL and perfectly pristine laboratory conditions. Add any kind of complicating factor(s) ... such as terrain, crowds, collisions, etc. ... and the whole thing crumbles like a house of cards an a table being actively shaken vigorously by an overly enthusiastic child. The failure modes are NOT pretty and can get rather weird in quite a hurry. I talked to Arbiter Hawk about it (in person) at the 2012 Player Summit and both he and Synapse agreed that when they researched the possibility internally it "worked" in a perfectly flat world with nothing else in it ... but as soon as you put something else (anything else, really) into the mix stuff gets wonky and weird. The problem is that as soon as any "chaotic" elements get introduced into what you're trying to do with that it just breaks (and it breaks BADLY!) and you wind up with some extremely chaotic weirdness of behaviors that don't do what you were expecting to have happen (let alone what you were wanting to have happen). So great in THEORY, but the "game reality" of it is a whole lot messier than it would at first appear. And since I respect Arbiter Hawk and Synapse (and Black Scorpion, who backed them up on this) both back then and to this day, I'm inclined to believe that they knew what they were talking about since they were the Powers Devs at Paragon Studios and had years worth of experience and expertise with the codebase. Works great in theory, but doesn't work in "reality" (or words to that effect).
  11. Link fixed.
  12. The problem with that is the vector and the fact that both Repel and Knockback push AWAY from a location, not towards ... resulting in an EXplosion rather than an IMplosion. Helpful graphic of the differences below. An EXplosion of Repel/Knockback pushes $Targets OUT of the Area of Effect (either from the central anchor or from the caster). An IMplosion (presumably via very short range Teleport of 10ft or less) relocates $Targets towards the CENTER of the Area of Effect so as to keep them inside the area of effect. I'd be perfectly happy with a Telekinesis that was a toggle AoE Hold that would periodically (maybe once per 10 seconds or so) "implode" $Targets within the AoE around the anchor (via Teleport mechanics) into a cluster around the anchor, so Telekinesis would work as a herding/clustering tool ... which is something that Total Domination does NOT do (and even Wormhole doesn't do short of slotting Wormhole with a KB>KD proc. This is why I'm always starting from a position of "pie in the sky wishful thinking is not as helpful as you might want to think" in my assertions and refutations on this topic. We don't need to reinvent the wheel here, we just need wheel that is round and can turn with a LOT less friction on the axle. This is why I'm of the opinion that a periodic "implosion teleport" on a simple AoE Hold toggle would be the simplest implementation as a replacement for the Repel function. Just teleport all $Targets within the AoE to the location of the anchor for Telekinesis. After that it's just a matter of ensuring that the Max Targets is raised (easy to do), and you're most of the way there.
  13. If you need cross-pollination ideas, you could do worse than mix 'n' match what I did with my Time/Dual Pistols/Soul Defender build (for ideas on how to slot up Dual Pistols) and my Mind/Nature/Primal Controller build (for ideas on how to slot up Nature Affinity). There are some unexpected inter(re)actions between powers and slots that you'd be well advised to research (especially in using Suppressive Fire as a proc monster power and some of the Nature location powers).
  14. Could go Nature/Dual Pistols since Dual Pistols has at least 2 AoE attacks that can take Force Feedback procs so as to stretch your way to perma uptime on long recharge times.
  15. Nichelle Nichols in Plato's Stepchildren ... no one's ever accused her of being a white girl ...
  16. That's just pie in the sky wishful thinking going on there. Cool? Sure. Something you can do in a movie or comic book (with absolute script control)? Of course. Something you can do in a game? Totally a Confusion oriented mechanic, not a Hold mechanic. Hold prevents actions. Confusion allows (hostile) actions against "the own team" to happen. Realistically speaking, the only way you'd get the "shoot yourself" thing to work in City of Heroes is a Grant Power that enables powers that affect others to affect self ... which basically isn't going to happen (because that would in effect DOUBLE the size of the powers database for NPCs!). Nice thought. NOT GONNA HAPPEN with the codebase of City of Heroes ... because while it's easy to say, it's not easy to implement/do outside of a scripted cutscene. I'm going to be as polite as possible about that idea. NO. The only place that might have relevance is in PvP. For PvE ... NO. Telekinesis is NOT an Intangible styled power. Acceptable. It would also solve the problem of anchor defeats ... however, if Telekinesis is made a Location Target AoE then is CANNOT have a Repel functionality built into the power, since that would push $Targets out of an AoE that doesn't move with them. Both a Holds. One is a toggle, the other is a click. Total Domination has a larger radius. Total Domination affects more $Targets (until that manifest stupidity gets fixed for Telekinesis). Total Domination can benefit from Overpower, while Telekinesis NEVER gets an Overpower bump to Hold mag. Total Domination can slot Sets, while Telekinesis cannot (until that manifest stupidity gets fixed for Telekinesis). That's SIX differences and I'm just getting warmed up. No, they're not the same ... even if they're both AoE Holds.
  17. I haven't seen Jaunt in operation, but if it's as fast as you're saying then the opportunity to proliferate Jaunt's behavior (animation time, etc.) to other Teleport powers would certainly become possible. I know that Translocation in Mystic Fly is MUCH snappier and quicker to operate than the legacy Teleports (which even Kheldians are afflicted with copying), although I think that's a function of Translocation requiring Mystic Fly be toggled on in order to use Translocation, so there's no ridiculous "hover patch" behavior after teleporting required (let alone the long windup animation before you teleport).
  18. I was using Telekinesis during a Mayhem Mission on Everlasting yesterday. Telekinesis detoggles instantly upon defeat of the anchor. If we can't get that, JUST DELETE THE REPEL ALREADY. It's one field. Delete it. Telekinesis instantly gains needed utility. Reduce the endurance cost per activation by 1/3rd from 1.56 to 1.04 because the "cost" for the Repel no longer needs to be there. DONE. Speaking just for myself, I'd rather have Telekinesis be an anchored Target AoE Hold that deals damage at a tick rate comparable to that of a damage aura (like Icicles or Orbiting Death or something, normalized for the activation rate). That way, over time you have Telekinesis slowly crushing whatever it is holding rather than pushing it away (so $Targets fall out of radius because of the stupidly uncontrollable Repel mechanic that will always spread them unless intercepted by useful terrain). Heck, I would even go so far as to argue that Telekinesis ought to be an AoE Hold+Slow (doing -Recharge and -Speed on affected $Targets) such that it still does something even when you need more Hold mag on $Targets ... and so that you could slot Hold and Slow sets into the power (just add Slow to the list of allowed enhancements). This is yet another of the egregious injustices done to Telekinesis, because of a legacy decision made when Inventions were introduced with Issue 9. It's a Hold power that accepts no Hold enhancements, denying the power the opportunity for Hold procs (I so totally want to put an Entomb Absorb proc into Telekinesis!!!). Being able to add Hold and Slow procs to Telekinesis would be game changing for Mind Controllers. Buff number one ... Max Targets increase from --> 5 <-- to either 10 or 16 ... with 16 being preferred. Max Targets 5 belongs to melee cone powers. Telekinesis has a Range of 50 ... and is an anchored Target AoE power. Do the math. Buff number two ... increase the radius from 10 ft to 15 ft when removing the Repel. Done.
  19. What this thread desperately needs ... is a reorganization of the pile of random links into something that might be thought of as orderly. If nothing else, organizing them along alphabetical lines so as to be able to search them easily would be recommended. Alphabetical Archetype Alphabetical Primary Alphabetical Secondary ... in that order.
  20. You "have to" use powers slotted with Force Feedback procs as often as possible ...?
  21. Except ... Nemesis invasions just happened on Everlasting (didn't get the badge again).
  22. A strange game. The only winning move is not to play.
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