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Everything posted by Redlynne
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It's one of those nuances that makes mastery of Proc Fu such a challenge, because you're juggling multiple chainsaws at once (don't grab the wrong end!).
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Did you have Domination clicked on when you did the test? If Domination adds a global healing buff ...
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Check the global heal set bonuses in the respective builds. Might be a factor there, in addition to other healing enhancement slotted into the power(s) themselves with these procs.
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Entomb is good to put into Time Stop if you're not loading up Time Stop with damage procs. If you load up Time Stop with damage procs, the recharge on the Entomb proc will drop the proc chances for the damage procs below 90% ... which was a compromise I wasn't willing to make in my builds. However, if you're willing to simply 2-slot Time Stop with Accuracy and the Entomb proc, it makes for a pretty decent low cost (in slots) way to increase survivability.
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Trick question ... Are you a 2D Cone user or a 3D Cone user? The reason why I ask that question is ... Hop 'n' Pop. What's a Hop 'n' Pop? Well I'm glad you asked! Note that the Hop 'n' Pop can be used with ANY Cone attack (such as Empty Clips in the Dual Pistols set), it's just that Frost synergizes really well with it when Frost is enhanced for Range (of all things). Hope that helps.
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Yes, the color scheme was changed due to color blindness being a problem with the Hero Blue vs Villain Red. The zn and zc stuff are placeholders to avoid having datasets break when importing Old Into New data structures to account for new stuff added in Issue 26 Page 5.
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You're basically asking "what do you do when you run out of UP?" at that point ...
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Proc Info! What You Didn't Know About Beast Mastery! *EXTREME*
Redlynne replied to Zeraphia's topic in Mastermind
The uptime of the Build Up on the Wolves would be only 5.25 seconds for that specific wolf, and given that their Howl has a 60s recharge (which can't be budged) that's a 8.75% uptime ... assuming they even bother to attack something after Howling (which won't always happen, so cut that uptime even more!). You're FAR better off slotting a Soulbound Allegiance Build Up proc into Wolves than a Gaussian's ... -
Because after you "done everything else" it gives you something else to strive for and achieve. That way, the game isn't "done" after you've "already beaten the game" (so to speak).
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Issue 5 Somehow Telekinesis ... a Target AoE anchor power ... got saddled with a max target cap (of FIVE!!) that belongs to (and I can't believe I'm still talking about this FIFTEEN YEARS LATER!) ... MELEE CONES. Meanwhile, other AoE crowd control powers (and I'd argue that an AoE Hold ought to qualify as an AoE control power) have a Max Targets of ... wait for it ... 16. The anger still burns over this gross injustice to Telekinesis. 😠 And the fact that 4 out of 9(!!) powers in Mind Control had their duration halved and their recharge doubled ... it's really no surprise that Mind Control got shoved into a ditch and has never been allowed to climb out of it.
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When the AoE Mez changes happened (WAY back in the day), other sets got hit by the nerfbat but for Mind Control the devs used a nerfbat with an iron core. Mass Hypnosis had its duration halved and its recharge doubled. Total Domination had its duration halved and its recharge doubled. Terrify had its duration halved and its recharge doubled (because it was an AoE mez to, so no sparing the nerfbat on this one!). Mass Confusion had its duration halved and its recharge doubled. Telekinesis got thoroughly worked over with the iron cored nerfbat when the aggro caps were put in place, giving the power a Max Targets cap of an insulting (and insane!) MERE FIVE ... when before that Telekinesis had been able to hold entire spawn groups within its AoE. It was just indiscriminate open season on Mind Control, and the set for Controllers has simply never recovered from the bludgeoning it suffered by the iron cored nerfbat that was done to make room for Dominators. I mean, seriously ... 6 out of 9 signature powers get nerfed THAT HARD and you expect everything to be fine? Now since Mind Control for Dominators is in such a good place (obviously), I really don't see much need/demand to port many changes to Mind Control for Controllers over to Mind Control for Dominators (aside from fixing the beyond broken by neglect and abject stupidity power that is Telekinesis). In that sense, I'm perfectly find with having Mind Control for Controllers ... diverge ... somewhat from Mind Control for Dominators, because it's the Controller version that needs help, while the Dominator version doesn't.
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It's the Completionist mentality, best expressed as the "Gotta Get 'Em All!" mindset.
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Sell on the auction house and buy on the auction house ...
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Flip Slots to Alternate to see the Attuned 50 build (use the attached .mxd file for that). The 27/31 slotting is for use on the way up to 50, and to give a sense of how the build performs when Exemplared down to Level ~27(ish) for SO type performance out of slots. I do it as a "check your work" for exemplar performance levels so as to know how attuned slots will degrade with Level reductions. At the same time, the 27/31 settings also show directly what the performance is like with non-attuned set IOs. So the Exemplar/Leveling build is meant to show "not yet completed" performance profiles (even though I've got HOs and +5 IOs shown, so as to demonstrate how far to take those slots). That's an alternative (certainly while leveling up), but set IOs even at +5 do not have the "enhancement density" of +2 Dam/Range HOs (I've checked). Oh it's certainly an option! But in this case I wanted the extra Range and AoE Defense bonuses to help close gaps around the 45% Defense softcap. It's also why I added a 6th slot to Hail of Bullets and Soul Drain so as to claim those Melee Defense set bonuses. That was more of a side effect than a deliberate thing to chase after. Not complaining about having more Smash/Lethal Resistance though, given how often it is encountered as a damage type, since the resistances will help extend/magnify Absorption shielding usefulness. The synergy with Hail of Bullets is just too great to ignore. Soul Drain > Hail of Bullets and then having boosted damage for another 25s after that is just really useful in close quarters combat when you can't take advantage of long range. Except that I've basically run out of slots to invest in Time Stop, Suppressive Fire or Soul Storm (aside from just the one for the Entomb Absorb proc) ... and I would rather have Suppressive Fire and Time Stop selected at Levels 22 and 24, so therefore available when Exemplared down to Levels 17 and 19 respectively, than waiting for Soul Storm at Level 49 which requires Exemplar Level 44+ to even have access to (because I'd want Power Boost at Level 47). Still, it IS an option if you're so inclined and want to reshuffle the build for personal playstyle reasons ... and because Soul Storm is simply TOO AWESOME when animated(!). Between Suppressive Fire and Time Stop I'd be more inclined to replace Time Stop with Soul Storm ... because the animation time on Time Stop and Soul Storm are equal and the potential +1 mag from the combo with Time Crawl via the Delayed mechanic isn't adding that much value when you can stack a mag 3 Hold from Suppressive Fire (when not using Standard Ammo) practically at will. The extreme recharge of the build then makes the uptime differential between Time Stop and Soul Storm practically a moot point, since Soul Storm gets more Hold duration to enhance by default, in addition to doing damage. However, if making this switch from Time Stop to Soul Storm then I think it would probably be best to also exchange Soul Drain for Dark Embrace so as to pirate 4 slots (leave 2 for Dark Embrace so as to slot in the +Defense Resistance set IOs for +6% global Defense) and then move those 4 slots plus the Entomb slot from Suppressive Fire into a 6-slotted Soul Storm and then start looking at options. Hmmm ... that's starting to look like a SERIOUSLY good idea! Thanks, @Bopper ... I might need to reformulate the build now ... (okay, I'm not really, but it IS a good idea that I'm sure some people would prefer to play) Well, the Decimation Build Up proc is slotted into Executioner's Shot right now, where it has a 14.87% chance to proc ... which is way better than the 6.5% chance I was seeing from putting it in Pistols, particularly once the attack rotation becomes Executioner's Shot > Pistols > Dual Wield ... repeat. Just another one of those things that happens when you start looking beyond the (mere) confines of the build itself and start thinking about what "shapes" the attack chains will wind up having in actual practice. Actually, I'm now starting to think about perhaps wanting to ditch Time Crawl, even though it IS useful as a single target "neutralizer" power. The problem, however, would still be the "no slots" for either Maneuvers or Dark Armor unless pulling them from somewhere else. Both of these powers have Accuracy checks, so it's not wise to stiff them on Accuracy ... particularly on Slowed Response, where an inconsistent/intermittent application of Slowed Response's effects would be severely detrimental to overall performance. You also want to be thinking in terms of Exemplar performance where you aren't necessarily going to be having heaping helpings of +ToHit and/or global accuracy buffing from set bonuses available at all Levels of play. Just because you can get away with something at Level 50 doesn't mean you can do the same thing at Level 24.
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Ice Patch wastes way too much time animating/rooting the character for what it does. It is, no doubt, larded up with unnecessary animation time much like Propel was ... in part because Ice Patch (for Ice Melee) hasn't had a tune up of its animation since Episode 0 (to my knowledge), meaning we are dealing with ANCIENT legacy coding decisions.
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Hard to tell when you don't give us the actual coding of what you were doing ... since all it would take is a typo on your part to make it not work.
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You're using it wrong. In order to revive you ... you have to have ALREADY BEEN DEFEATED before using Unrelenting. It's not that you get defeated DURING the 30s duration and then get revived ... it's that you need to have been defeated BEFORE CASTING Unrelenting to get the revive function to work.
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Blackfeather's Mind Control Updates v1
Redlynne replied to Blackfeather's topic in Suggestions & Feedback
To put it politely, Mastermind stance dance controls are NOT going to be happening for Telekinesis. For one thing, $Targets affected by Telekinesis are HOSTILE ... not allied (and happy to do whatever you say). On top of that, they are HELD ... meaning no attack actions and no movement control (of their own). You're just piling wishful thinking on top of wishful thinking on top of wishful thinking by diving down this rabbit hole. The reason for the Repel effect is because Telekinesis is a toggle, meaning that the Repel keeps getting automatically reapplied (uncontrollably) so as to push stuff away (which is the self-defeating aspect of the power). It was bad design then and it's still bad design now. It's an anchor power that tries to push $Targets AWAY FROM the anchor, which is inherently self-defeating BY DESIGN. The fix for that is to either make the anchor DRAW $Targets to the anchor (so cluster instead of spread) ... OR ... to make it so the Repel factor is controllable (by allowing it to be turned on and off at will). Problem solved. There's a big difference between being able to teleport foes through walls and around corners ... and being able to move them some 10-15 ft from around an anchor TO that anchor. The means to so it is Teleportation, but the distance involved is really quite minimal (about double melee range). A short range teleport of that short of a range might as well be a Knockabout/Repel effect that does the necessary movement with minimal (game mechanical) fuss and muss. We're talking like a 10 ft Teleport here to cluster up $Targets that are already affected by Telekinesis ... not something that spews them across the room (or into different rooms) like Wormhole does. That means THIS ... Not THIS ... -
You know, it just occurred to me that since those pistols have a square/rectangular bore to them, they could always be styled as gauss pistols/mass drivers/railguns for a decidedly (high) tech weapon style character. Basically slug throwers that use magnetism rather than combustion to accelerate the projectiles.
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Both Defender ATOs are 4.0 PPM procs unless catalyzed to be Superior, in which case they're 5.0 PPM (that's procs per minute). The formula to determine chance to proc can be found HERE. I hope you like doing math. In most of my recent build posts, I include proc math after the build itself, so you can see how it works. As for how much healing/absorbing goes on when they proc ... dunno. Guess it will require some testing results.
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LINK
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I'm good with keeping it outside the 1580 ...
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Reserved.
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Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1562;779;1558;HEX;| |78DA6D94C95313511087DFCCBC80092124102090B08445201B44965271A912D052C| |14A09E5CD4A0D30C0E89049655173F4E0D193072F1ED49B170F1E2C4B4FFE015E2C| |65518F1E1445BCAB8C9DD74D9812A72AF575FABDEEFE75BF3733736BD2FDF4DCEDD| |34CF24C186A3E9F9ED496B4CCA29673CD690B2B19D330974BACFC54C3AF636F317D| |A6B8B49498D357B5F48C9AD1B345432DE866265459BFAC6696B5C5C4645135D2293| |D5F308D3CAB4999A691386BE8CB2B853A614F6B2A6CCEAFE85997F83F9BD5B4459F| |30CF676EE8797D5E37F442293895D5171213662E57CC16CC5C7AD62C1A50375FD07| |2A500C88AC3EF9D9FD16331D60A483A59D25BF1395884839F33398AE43164551C79| |28411C441E81588962A56B0AC65E477203E95A2566906E13F91EB42822D8E2CA714| |9F87AC6917D2790032789A7804ECE9C305F07E97734822FC0D9B017C75ED6503D02| |A852989BE879863D7A76416F3B675E19A2DB38ABBF2333E6E76C04629DA8C15A033| |D35682B35CF655177F005F125F115C6ADC3DE5AAA59FB05FB19F88A8C6C11BF11BF| |2363DBC006CE46A1661DC5D6FD415D21D2172A77076C9788A4B79DF47E80BA3ED42| |8FB46B1C700B195E63106F91B287FC318AEF9638A989F7F0AD9A4E23C9B5625A129| |F08089D80DC8DF88B14AE31AF69C5C276E10376511BB097B9BE92C9AA9CE47F0B55| |0ED96B7B02FC959A782FD871DC42AD4107E8D797ADE606FF5708841EC8D05C3786E| |5DE06B235F5B147D9FA04607CDA0E3AE2C7C9DF7883392E051984117EAE05D7417B| |AF74877A29B66DE43333E0631BDA4BDF7972CD60EFF26FE21EE22FB2C2253446C03| |E8ECA759F43FC17E6EC25254BC1D96234AF962942F46F9E2942F4EF9E294EFB39BB| |104E54B50DF25581A22DF10CD3BC4FF7D9F39BB18A9F8AC887DDD82870DD93D71FA| |021CD8357CC033F29FB8E9B28F4E8739A1030F6797F67D568A57BE0E4C0AA23A274| |C592175DB2E58A778691C3BDAD9F7C952186F8AF702DED2D62B9298CE0F7B5C3F6A| |F9698FDBA2AFD60EB2FE3E9E480AF658A4EDAACD566DF6BCCD7EE883F2A4F591CD7| |E6CB3FF028143E9A8| |-------------------------------------------------------------------| Level 50 Technology Defender Primary Power Set: Time Manipulation Secondary Power Set: Dual Pistols Power Pool: Flight Power Pool: Leadership Power Pool: Speed Ancillary Pool: Soul Mastery Hero Profile: Set Bonus Totals: Set Bonuses: Proc Chances: Recharge Times (procs to perma): Ranges: Defender - Time Manipulation - Dual Pistols.mxd
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