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Everything posted by Redlynne
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Trickshooter's Buff Trick Arrow 3.0!
Redlynne replied to Trickshooter's topic in Suggestions & Feedback
Flash Arrow You're right, Flash Arrow debuffs Perception Range only, it doesn't debuff the Range of attack powers. So it does, but not the one that you wanted. To my knowledge, primary/secondary Taunt powers are the only ones with a -Range debuff that shortens the range of ranged attack powers. There may be come exceptions to that which I can't remember right now ... but I did make sure to include a -Range debuff proc in my counter-proposal to @Bopper for Slow Set ideas thread in the Graviton Condenser set I offered. To be honest, I'd want to have -Range debuffing (that affects ranged attacks) be added to Flash Arrow (but decays over time, so like 5 stacks of -15% Range with one stack falling off every 3 seconds so it decays from -75% Range to -0% Range in 15 seconds) and Glue Arrow (-Range debuff lasts the duration of the other power effects). -
Trickshooter's Buff Trick Arrow 3.0!
Redlynne replied to Trickshooter's topic in Suggestions & Feedback
+2 Flash Arrow -
UPDATE2 Some Portals require NPC unlock in the Shadow Shard
Redlynne replied to Jacke's topic in General Discussion
Mole Point Alpha needs to be unlocked in order to be operational. There's a mission chain to unlock it. -
Proc Info! What You Didn't Know About Beast Mastery! *EXTREME*
Redlynne replied to Zeraphia's topic in Mastermind
T1 Howler Wolf attack powers: Achilles' Heel (3.5 PPM), Shield Breaker (3.5 PPM), Touch of Lady Grey (3.5 PPM) Vicious Bite: No procs apply Maiming Bite: 3.5 * (6+2.47) / 60 = 49.41% chance for 3.5 PPM proc Feral Charge: 3.5 * (8+1.4) / 60 = 54.83% chance for a 3.5 PPM proc T1 Alpha Wolf attack powers: Achilles' Heel (3.5 PPM), Shield Breaker (3.5 PPM), Touch of Lady Grey (3.5 PPM) Vicious Bite: No procs apply Maiming Bite: 3.5 * (6+2.47) / 60 = 49.41% chance for 3.5 PPM proc T2 Lioness attack powers: Soulbound Allegiance (3.0 PPM) Claw Rake: 3.0 * (3+1.27) / 60 = 21.35% chance for a 3.0 PPM proc Vicious Bite: 3.0 * (5+1.47) / 60 = 32.35% chance for a 3.0 PPM proc Claw Swipe: 3.0 (8+2.13) / 60 = 50.65% chance for a 3.0 PPM proc T3 Dire Wolf attack powers: Impeded Swiftness (3.5 PPM) Vicious Bite: No procs apply Chilling Howl: 3.5 * (14+1.87) / (60 * (0.25 + 0.75 * (1 + 80 * (11 * 20 + 540) / 30,000))) = 36.74% chance for 3.5 PPM proc Maiming Bite: 3.5 * (6+2.47) / 60 = 49.41% chance for 3.5 PPM proc Freezing Roar: 3.5 * (14+2.83) / (60 * (0.25 + 0.75 * (1 + 50 * (11 * 30 + 540) / 30,000))) = 47.03% chance for 3.5 PPM proc Terrible Howl: 3.5 * (60+3.67) / (60 * (0.25 + 0.75 * (1 + 15 * (11 * 360 + 540) / 30,000))) = 90% (Pre-clamp: 138.20%) chance for 3.5 PPM proc -
Have you ever considered Piracy, Mace, Mu or Soul Mastery? Each of those three Patron Pools has an AoE Immobilize ...
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Please, one Nemesis invasion at once
Redlynne replied to thunderforce's topic in Suggestions & Feedback
I'd be happy with one Nemesis invasion zone at a time on Redside and just have rolling invasions moving from zone to zone to zone ... so that way there's always a Nemesis Invasion somewhere (sequentially, rather than in parallel) on Redside. That way when one Redside invasion ends, the next zone begins, and it just rolls over the Isles progressively one at a time. -
Scrappers CAN be aggro mangets ... however the tools they have to do the job of being an aggro magnet aren't as good/efficient as the tools given to Brutes and Tankers (obviously). At best you can be a "pocket tank" (or an off tank if that's your preferred terminology), but as a Scrapper your ability to "main tank" will be quite limited.
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Proc Info! What You Didn't Know About Beast Mastery! *EXTREME*
Redlynne replied to Zeraphia's topic in Mastermind
Beast/Electric would be something of an odd duck in that the combination has what amounts to two modes of operation ... quick burst and sustained pressure. The quick burst would be all the beasts dog(and cat)piling onto a single $Target together to rip them a new one, while the sustained pressure would be the sapping via endurance+recovery draining so as to make $Targets helpless to fight back against your Beasts. This was my thought as well, however you'd be able to do something a bit peculiar with Fortify Pack and Pack Mentality in that you want battles to start off with Fortify Pack so as to send your Beasts in Defense buffed at the start, rather than Tankerminding, so as to buy yourself enough time to lay down your sapping attacks which neutralize incoming attacks. So the build would kind of yo-yo between Tankerminding while building up Pack Mentality and letting the Beasts grab all the aggro under Fortify Pack while your Electrical Affinity powers are sapping whatever your Beasts are mauling to death defeat. And yes, I took a stab at seeing what such a build might look like ... although that was just a first draft which is not informed by actual gameplay experience with either powerset. -
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Definitely Dual Pistols. There's nothing more American than having too many guns! You'd probably get some pretty good mileage out of pairing Dual Pistols with Electrical Affinity as a Defender ... so as to Plant Your Flag (Faraday Cage) and then defend it. Or you could go Radiation/Dual Pistols ... your choice. I would also note that an alternative to the Fireworks aura would be ... MONEY. There's an aura that just has paper (currency) bills that shower fall around you and you can tint them to look like US dollars, because ... cash rules everything around me. I'd also recommend changing the colors on the feathers to be blue with white tips. You may also want to choose the Ascension Shoulders too.
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Facepalm is a different flavor of Sad.
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So does Aid Self under the same conditions. Working As Intentionally Designed.
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Pool Powers for Kheldian Alt Forms?
Redlynne replied to Project129's topic in Suggestions & Feedback
YAR ... 😎- 41 replies
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Taking 4+ hours to solo an ITF may be "viable" in the sense that "it can be done" ... but it certainly isn't OPTIMAL (or even on the same plane of existence as optimal).
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Hyperstrike's Primary Invuln Framework (multiple ATs)
Redlynne replied to Hyperstrike's topic in Archetypes
Stalkers aren't Invulnerable ... they are INVINCIBLE !! -
Pool Powers for Kheldian Alt Forms?
Redlynne replied to Project129's topic in Suggestions & Feedback
Every sacred cow must be BBQ-ed. It's not that they can't be changed, it's that making ANY changes carries a whoop-adds can of tentacles full of risks ... plus the fact that you're never going to please EVERYBODY no matter what you do (including doing nothing). For example ... In the past couple of days I've been noodling ideas for how to tweak Kheldians so they aren't quite so lockout intensive with their forms. A pair of ideas suggest themselves. One is that when shifting into Nova and Dwarf forms, any toggles that are already running remain toggled on but you lose the ability to activate powers that aren't allowed in that form, but would still be able to toggle off. So in forms, the only lockout is the ability to toggle on, while toggle off is retained, and any toggles toggled on before shifting forms remain toggled on. This means that you only need to revert to Human form in order to toggle on, rather than it meaning that toggles automatically drop when shifting to forms. The other idea involves the mutual exclusion of powers (take this one and you can't get that one) involved in some powersets (Arachnos Soldiers/Crabs/Banes have some of these, as does the Sentinel version of Super Reflexes with the Practiced Brawler vs Master Brawler option) where essentially if you take the Human form version of a Nova or Dwarf power then the Nova or Dwarf form version of that power gets "locked out" and the Human form version of it gets "locked in" and can be used in more than just Human form. An example of this would be Proton Scatter (Human) and Bright Nova Scatter (Nova) ... with the idea being that if you take the Human form power of Proton Scatter the Nova form version of Bright Nova Scatter would be locked out/removed from access, but you'd be able to use Proton Scatter in both Human and Nova forms so you'd only need to slot 1 power instead of 2 powers. The only problem with this plan is that it's possible (for someone new to the Archetype) to invest slots into the Nova form version and then "lose" those slots when taking the Human form version of the power ... which is a problem that would be rectified by a respec, which would have been a problem in Ye Olden Days™ due to the scarcity of respecs (which are now tokens that drop and can be traded and sold for INF). So there's an edge case to be guarded against, but it can be guarded against via respecs.- 41 replies
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Zapp, as a Snipe, has an Interrupt Time on it. Movement or damage while in the Interrupt time period will cancel the power AFTER having spent endurance on initiating it. Working As Intentionally Designed. Simply stop moving before using Zapp.
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[v3.0.1] Gravity/Time/Primal ... Wibbly-Wobbly Timey Wimey
Redlynne replied to Redlynne's topic in Controller
Gravity. Time. With Mystic Flight I can not only defy gravity (so as to fly) but also Wormhole Myself (so as to take a "shortcut" through the fabric of space/time) without needing to take two power picks for the privilege of being able to Fly and Teleport. Since my Gravity/Time/Primal Controller is a tech origin, I just simply go Minimal FX on the Fly portion of the power, but keep the mystical rune sigil for the teleport (it looks cool when teleporting). Certainly in the early levels in Praetoria, having Mystic Flight to be able to "hang in the sky the way bricks don't" so as to stay out of melee range AND be able to teleport past choke points so as to take up advantageous positioning has been extremely critical to success a number of times (I haven't bothered with counting). Simply being able to ambush $Targets in a room by teleporting past the door to get the the back corner of the ceiling so as to see who else is in there (so I can plan my attack accordingly) has just been way too valuable.- 78 replies
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And here I thought your bio was going to explain why he can't exit the robot armor (because he's locked inside) ...
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I'd be quite happy with a 2/3rds reduction in recharge (from 45s to 15s) and a 1/3rd reduction in duration (from 22.35s to 14.9s) so that Mass Hypnosis is very nearly "perma out of the box" again (but still fragile just like always!), like it was before the global AoE control nerf that whacked Mind Control way too hard relative to other powersets. With slotting, you'd be able to double stack Mass Hypnosis relatively easily using the stock and standard Acc/Rech/Sleep mix (add Endurance Reduction if you want to spam it rapidly). Split the difference on the endurance cost, so modify the endurance cost down by 2/3 (from 15.6 to 5.2) which would be the same cost as Mesmerize (but without the damage or the 55.88s duration in exchange for the AoE factor) so as to make it possible to spam Mass Hypnosis when (not if, WHEN) it gets broken. Makes the power a little more "click happy" but also more flexible than Static Field, so there are tradeoffs in the comparison.
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There is no counterpart "Ghouls from Below" in Praetoria, because Praetoria lacks Task Forces in the 1-20 Level range. You can, however, street sweep underground sweep in Nova, Imperial or Neutropolis undergrounds.
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Cross-posting this here since it would seem to be relevant to the interests of all Kheldians. And yes, I want this available (here) for my own build research efforts. Why do you ask? That's assuming you've only got "permanent" recharge buffs helping you get there and no Force Feedback procs. Light Form is a 300s recharge on a 90s duration. 300 / 90 = 3.3334 = +233.34% recharge buffing from all sources to perma. However, each Force Feedback proc (functionally) applies a -5 to the 300 before dividing by 90 in order to compute recharge needed. You can then generate a matrix of possibilities for how many Force Feedback procs are needed within the 90s duration to be able to perma Light Form so as to "close the perma gap" due to insufficient recharge. Note that since it is not possible to get Force Feedback to (usefully) proc more often than once per 5 seconds, there is a theoretical upper limit of 18 Force Feedback procs per 90s that can make a useful difference in how quickly Light Form recharges. Number of Force Feedback procs per 90s to make Light Form perma at various total recharge values from all sources: (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% (300 - (6 * 5)) / 90 = 3.0000 = +200.00% (note: this means 1 Force Feedback proc every ~15s on average every 90s, which ought to be routinely achievable) (300 - (7 * 5)) / 90 = 2.9444 = +194.44% (300 - (8 * 5)) / 90 = 2.8889 = +188.89% (300 - (9 * 5)) / 90 = 2.8333 = +183.33% (note: this means 1 Force Feedback proc every ~10s on average every 90s, which can be difficult to sustain) (300 - (10 * 5)) / 90 = 2.7778 = +177.78% (300 - (11 * 5)) / 90 = 2.7222 = +172.22% (300 - (12 * 5)) / 90 = 2.6667 = +166.67% (300 - (13 * 5)) / 90 = 2.6111 = +161.11% (300 - (14 * 5)) / 90 = 2.5556 = +155.56% (300 - (15 * 5)) / 90 = 2.5000 = +150.00% (300 - (16 * 5)) / 90 = 2.4444 = +144.44% (300 - (17 * 5)) / 90 = 2.3889 = +138.89% (300 - (18 * 5)) / 90 = 2.3333 = +133.33% Since Light Form is a minimum Level 38 power, it can only be accessed at Exemplar Levels 33+ ... and the Scaling Modifiers for enhancement levels does not begin to drop until reaching Level 1-31. This means that if you slot 50+5 IOs into Light Form then Light Form will ALWAYS gain the benefit of the maximum enhancement value at all Exemplar Levels relevant to Light Form (because you lose access to the power before getting low enough to start losing enhancement value). So don't attune frankenslots in Light Form/Eclipse (unless if you're slotting for set bonuses) ... boost them! Light Form can be 3-slotted with Resistance/Recharge set IOs from Titanium Coating, Aegis and Unbreakable Guard for +94.56% recharge enhancement and 81.81% Resistance (just shy of the 85% cap). With an additional +105.44% global recharge from set bonuses (so total +200% recharge on Light Form) you would only need 6 Force Feedback procs per 90s in order to be able to perma Light Form WITHOUT NEEDING HASTEN. Being able to rack up 6 Force Feedback procs within 90s sounds like a reasonable assumption when using AoE attacks with Force Feedback procs slotted into them. And yes, you better believe that this analysis is making me question my slotting priorities for my own Kheldian builds (Peacebringer in particular!) since if I can manage to pull Hasten OUT of my Kheldian builds and still have an expectation of being able to perma Light Form/Eclipse I would totally do it.
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- perma light form
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