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Redlynne

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Everything posted by Redlynne

  1. I see where you're going with these changes and ... I think you're making a mistake. I'd recommend that any kind of upgrade of TO, DO, SO be done differently, if you're going to do it at all, be done AT THE VENDOR. Basically what you do is you add an option into the Vendor choices to simply upgrade all TO/DO/SO for all enhancements already slotted, giving you the price in a popup to confirm the choice for doing all of them simultaneously. That way, you upgrade them all in parallel, rather than manually clicking through each and every single one on the Enhancements window one by one. As for getting rid of TOs and DOs so that there's only SOs from the beginning ... HARD PASS NO. My reason for taking this position is that everything in Levels 1-20 is scaled for TOs and DOs. What you're proposing is a MASSIVE POWER CREEP for the earliest levels of the game when people need to be learning how stuff works and fits together. Making mission completions have a random chance to drop a random Power 10 SO also sounds like a mistake, so I'll take a NO VOTE on this one as well.
  2. Yes, there are options for tweaking things even further in case anyone is inclined to do so. I was mainly curious to see how low the recharge could be made so as to achieve the best uptime on Elude (answer: under 270s for a 180s duration Elude) and that in order to avoid the endurance crash, what would that do to Unrelenting (answer: under 160s for a 30s duration Unrelenting) as well as Unleash Potential (answer: under 170s for a 60s duration Unleash Potential). The build then has basically two "modes" of operation for these T9/T5 powers. Mode 1: Unrelenting immediately followed by Elude (to avoid the Elude crash) and then ~5-10 seconds before Unrelenting expires cast Unleash Potential. 0s: Unrelenting (30s duration after casting) 2.112s: Elude (180s duration after casting) 22-32s: Unleash Potential (60s duration after casting) 32.112s: Unrelenting duration expires 83-93s: Unleash Potential expires 158.97s: Unrelenting recharged 184.112s: Elude expires 190-200s: Unleash Potential recharged 267.016s Elude recharged ... repeat ... every ~270s (or so) Unrelenting uptime: 30/270 = 11.11% Elude uptime: 180/270 = 66.67% Unleash Potential uptime: 60/270 = 22.22% Mode 2: Unrelenting immediately followed by Unleash Potential with no Elude in the cycle. 0s: Unrelenting (30s duration after casting) 2.112s: Unleash Potential (60s duration after casting) 32s: Unrelenting duration expires 63s: Unleash Potential expires 158s: Unrelenting recharged 170s: Unleash Potential recharged ... repeat ... every ~170s (or so) Unrelenting uptime: 30/170 = 17.65% Unleash Potential uptime: 60/170 = 35.29% It's not needed by Level 50 ... but is needed at lower levels when exemplared, particularly at Levels 1-24 when Hasten is not available and at Levels 1-20 when Quickness is not available either. Blessing of the Zephyr (Mighty Leap) 1.25% Defense(Ranged), 0.63% Defense(Energy), 0.63% Defense(Negative) 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold) Knockback (Mag -4), Knockup (Mag -4) I needed the Ranged and AoE Defense set bonuses (on the cheap in terms of slots) in order to get as close as I did to 59% Defense vs Melee, Ranged and AoE with all powers for Incarnate content. Without those set bonuses the build would fall short of 59% Defense vs Ranged and AoE by a (to me, anyway) unacceptable degree. A Scrapper would work QUITE differently! As would a Brute or a Stalker, for that matter. While a Brute would still get +10% Defense from Storm Kick, Scrappers and Stalkers would not ... so being able to reach 59% Defense vs Melee, Ranged, AoE simply cannot be done on a Scrapper or a Stalker, meaning you have to fall back on the 45% Defense softcap instead. But getting to that lower softcap of 45% is made more complicated by the fact that the Defense buff values for Scrapper and Stalker are lower than they are for Tankers and Brutes (+13.875 vs +18.5 for toggles and +5.625 vs +7.5 for passives). So Scrappers and Stalkers are starting off with a +19.5% Defense base value for toggles and passives combined, while Tankers and Brutes start off with a +26% Defense base for toggles and passives combined ... a 6.5% differential that gets magnified with slotting. Using the Schedule B maximum enhancement value of +60%, this means that Scrappers and Stalkers can only get up to 31.2% Defense on slotting alone, and need an additional +13.8% Defense from sets and powers in order to reach the 45% Defense softcap. By contrast ... using the Schedule B maximum enhancement value of +60%, this means that Tankers and Brutes can get up to 41.6% Defense on slotting alone, and need only an additional +3.4% to reach the 45% Defense softcap, but with +10% Defense from Storm Kick only need an additional +7.4% Defense to reach the 59% Defense Incarnate softcap (and a LOT of that for a Tanker is made up simply by slotting up the Maneuvers toggle, around +4%(!), leaving even less ground to be made up from set bonuses!). So it CAN be done on a Scrapper, but it's a lot harder to reach the LOWER softcap (need +13.8% Defense to Melee, Ranged and AoE) than it is on a Tanker to reach the HIGHER softcap (+7.4% Defense to Melee, Ranged and AoE). And that's not even including the effects of the different ATO sets! I looked at the procs for Tanker and Brute, and while it would be relatively easy to swap the two, the survival gains from the Brute procs would be MUCH LOWER than the survival gains from the Tanker procs! That's because adding Fury and a small +Regeneration/+Endurance Reduction bonus would be FAR INFERIOR to what you can get out of the Tanker ATO procs, which add Resistance (something Super Reflexes can make VERY good use of!) and an Absorb shield (something Super Reflexes can ALSO make very good use of!) ... and both of these procs dramatically increase the Time To Defeat™ for a Super Reflexes build. The Tanker ATO procs make the overall build MUCH sturdier(!) and difficult to defeat, allowing it to keep right on chugging through what would otherwise be potential circumstances where you'd need to break off engagement in order to survive. Both procs also dramatically mitigate against Super Reflex's weak spot ... the (un)lucky double hit to defeat. The Tanker ATO procs make the potential for the (un)lucky double hit for defeat a much rarer possiblity (it's still possible, but it won't happen nearly as often). All of those factors combined convinced me that this combination of Unrelenting, Elude and Unleash Potential is best realized on Tanker more than on any other Archetype where the combination is (theoretically) possible with some rejiggering of the slotting and sequencing of powers.
  3. Nope. Unless something has Repel protection, it's getting repelled. PToD offers -50 Repel protection while triangles are up, but nothing while triangles are down. For everything else, Repel protection is so rare that there's only a handful of $Targets other than AV/GM who have any at all. This means that almost all Bosses are vulnerable to Repel.
  4. Says someone who obviously skipped Telekinesis and never thought about it ever again.
  5. Supposed to ... but after the iron cored nerf bat that hit ALL AoE mez powers (half duration and double recharge for 1/4 the uptime) ... it doesn't anymore. Everything else got tweaked while Mind Control languished.
  6. Has anyone tried putting the Regenerative Tissue proc into Temporal Mending for Time Manipulation? I'm curious to know if the +25% Regeneration applies only to the caster or gets to distributed to everyone within the PBAoE when cast (so +25% Regeneration for everyone, not just the caster). This could have implications for my Time Manipulation builds ...
  7. Start simple. Find someplace in Echo: Galaxy City (so you don't disturb other people) and just start playing around with Dimension Shift. Cast it just to proc the Energy Font, so you get a feel for that. Stand next to some low level greys and cast Dimension Shift AWAY from yourself (and them) just to spawn the Energy Font and get a sense of what the Energy Font can do to them (damage and stun aura). Get a sense of how long the Energy Font lasts. Try doing quick toggle on/toggle offs of Dimension Shift, simply to spawn the Energy Font. Wormhole some hapless greys nearby to you and cast Dimension Shift close enough to get yourself (and the summoned Energy Font) inside the bubble and let the Energy Font start tearing them apart while you're all shifted. In other words, start to build up a FEEL for what you can do and where you can do it with Dimension Shift regardless of whether you're using it on a $Target or not. Once you've given yourself a decent grounding in HOW to use Dimension Shift, hop on over to a level appropriate zone for you and start doing some street sweeping, just to get a feel for how to integrate all the things you learned in Galaxy City. Start bringing it ALL together. Singularity, Wormhole, Slowed Response, Distortion Field, Dimension Shift (spawn Energy Font) around yourself and the cluster ... and just start unloading your single target attack chain against whatever is locked into the Dimension Shift with you (and your Singularity). You might be surprised by what happens (when using the v3.0 build) and just how much CONTROL you can potentially bring to the fight, even if you cast Dimension Shift "out of the way" so it won't disrupt the mayhem in front of you.
  8. I'd be happy with a port of the honeycomb of energy aura/shielding that the PPD get when hit and punching, since it's really cool looking.
  9. Remember, you don't have to cast Dimension Shift INTO the dogpile ... you just need to cast it and quickly detoggle it SOMEWHERE ... ANYWHERE. You can cast it behind your group in area(s) you've already cleared (where it won't bother anyone) and still get the benefit(s) of summoning an Energy Font. Being able to cast Dimension Shift off to the side simply as a proc mule adds value to what you're doing (and what you can do). If you start using Dimension Shift 2-3 times a minute, people might get curious and ask you what you're doing (and why) ... and then the gears might start turning on how to make use of it. Also, I think I'm going to need to update this build to remove the Entomb proc from Distortion Field. So far I haven't heard of any successes in using Entomb in Distortion Field causing an Absorb shield to be cast on your Controller. I'd hoped it would, but without evidence that it works I'll need to revert that change out of the build.
  10. I'm working on a rebuild of my Ninja/Time/Mace build and it's pretty scary. Took a lot of cross-pollinating from my Gravity/Time/Primal rebuild which also got really scary.
  11. Knockback is GREAT ... but only if you can control it so as to make it happen ON DEMAND. Something as simple as an inherent universal toggle power would suffice. Toggle on to clamp Knockback to no more than 0.75 mage, converting all Knockback into Knockdown. Toggle off to inflict full Knockback. Don't bother with an animation for the toggle and give it as short of a casting time as is feasible (I'm thinking like 0.1s, so nearly instant). You now have the means at the disposal of the Players to manage the ... severity ... of Knockback under differing conditions and situations. EVERYBODY WINS. ... well, except for the Haters of course ...
  12. Because replacement is the more conservative option, and it's something which won't inherently require other Control sets to be similarly modified (they can be, but they don't have to be). The current Containment scheme is a One Size Fits All™ that doesn't fit Mind Control all that well (only Holds and Sleeps are produced by Mind Control, which is merely 2 out of 4). Doing a replace rather than an add preserves the balance of Containment via alternative means that is relevant to the context of Mind Control as a powerset specifically. So replace rather than add meets the criteria of merely doing what is necessary (and no more) while mitigating the clamor for "so where's my buff?" that would come from every other powerset if using add rather than replace. Powerset jealousy is a thing, and replace rather than add tamps down on that (inevitable) backlash. I'd be fine with Telekinesis being overhauled to bring it in line with Entangling Aura in Nature Affinity, which is also an autohit AoE Hold power. Cross compare these two powers and see if you can figure out which one should be the model to follow Telekinesis (toggle) Range: 50ft Cast time: 1.13s Recharge time: 60s Activation interval: 0.5s Endurance cost: 1.56 (3.12/s) Radius: 10 ft Sphere Max targets: 5 <-- Autohit: Foe 1.397s mag 3 Hold (PvE, does not stack) 1 Repel for 0.75s (does not stack, DO NOT WANT!!!!!) Accepts no set IOs Entangling Aura (toggle) Range: none (PBAoE) Cast time: 2.03s Recharge time: 20s Activation interval: 5s Endurance cost: 4.16 (0.832/s) Radius: 15 ft Sphere Max targets: 16 <-- Autohit: Foe 4s mag 2 Hold (50% chance, PvE, does not stack) 4s mag 1 Hold (80% chance, PvE, does not stack) Accepts Hold and Controller ATO sets Chance for a Mag 2+1 Hold to proc per activation of Entangling Aura = 0.5 * 0.8 = 40% So EVEN IF we take the 40% chance of a mag 3 hold out of Entangling Aura and multiply it by 2.5x to get 100% ... and then take that 2.5x multiplier and use it on the endurance cost to account for the improved "always hits for mag 3 Hold" purpose would mean that Telekinesis ought to have an endurance cost of 0.832 * 2.5 = 2.08/s ... in terms of equivalent cost(s) for identical services while toggled on ... meaning that a whopping 1/3rd of the exorbitant endurance cost of Telekinesis is being literally drained away by a 1.04/s cost to inflict the (UNWANTED!!!!) Repel effect, which is similar to (but higher than) the cost of actually running the Repel power out of Kinetics (which costs 0.39/s endurance per 0.5s activation for the toggle itself and an additional -1 Endurance per Repel hit on $Target). Which leads me to be believe that a FAIR endurance cost price for Telekinesis would be 1.04 endurance per 0.5s activation or 2.08/s base ... not 3.12/s base. But then as if that PENALTY were not enough ... Entangling Aura recharges in 20s instead of 60s ... so 3x advantage to Entangling Aura. Entangling Aura has a 15 ft radius instead of a 10 ft radius ... so 1.5x advantage to Entangling Aura. Entangling Aura hits up to 16 $Targets instead of merely 5 ... so 3.2x advantage to Entangling Aura. Entangling Aura accepts Hold enhancements, Hold sets and Controller ATO sets while Telekinesis does not ... so MASSIVE SLOTTING ADVANTAGE to Entangling Aura!!! That's a whopping 14.4x advantage to Entangling Aura without even accounting for the benefits of being able to slot sets! And what does Telekinesis get in return for all of those disadvantages it has been larded up with for no good reason? A Repel effect that is self-gimping/self-defeating for how the Players want to use the power WHICH CANNOT BE CONTROLLED OR DISABLED AND IS NOT WANTED!!!! 50 ft range when casting, rather than being a PBAoE that follows the caster around. THAT'S IT. Telekinesis is GIMPED BY DESIGN ... and only a redesign of the power will bring it back towards a semblance of balance. Telekinesis is LONG OVERDUE an overhaul, and it wouldn't be hard to do. Remove and discard the Repel effect. There is NO NEED OR DESIRE for this effect! Increase the radius to 15ft. Reduce the endurance cost from 1.56 per activation to 1.04 per activation, while keeping the activation at 0.5s. Increase the Max targets from 5 to 16. Increase the Range from 50 to 80 ft. Adjust auto-detoggle from anchor to occur when anchor despawns, rather than when anchor is defeated. Allow Telekinesis to accept Hold enhancements, Hold sets and Controller ATO sets, which would make a wide variety of proc options available to the power. There. Fixed. S imple E asy E ffective ... not being done ... ... yet ...
  13. Waste another slot that could have been useful (in Mass Hypnosis). I wonder if it even works in Static Field, where it ought to be doing something to keep $Targets suppressed.
  14. Maria Jenkins arc.
  15. First off ... credit where credit is due for this ... monstrosity (abomination?) ... I blame @Sechs entirely for this build even existing the way it does right now. The basic idea of the build is to reach the 59% Defense vs Melee, Ranged, AoE Incarnate softcap at all times ... and then exceed it when necessary (or convenient, or when Click powers have recharged, you know the drill). This is an all 9 Super Reflexes powers build that includes the Presence pool (for Unrelenting), the Speed pool (for Hasten, duh), the Leadership pool (for all three toggles) and the Force of Will pool (for Unleash Power). The impetus behind structuring this build this way was an attempt to make a 9 primary + 5 secondary + 10 pool powers mix for a SR/MA build that would not only yield significant uptime for Elude (180s out of every 270s, roughly) but also use Unrelenting to prevent Elude's endurance crash(!) while also providing the same service to Unleash Power so as to also prevent that power's crash also(!). The net result was an attempt to cram as much global recharge into the build as (inhumanely) possible, while also sustaining Incarnate ready defenses at all times (outside of the Unrelenting+Elude+Unleash Power combo) for massive regeneration/healing/recovery boosting every 4.5 minutes(!). Ironically, the amount of global recharge I was able to stuff into the build (+92.5% from set bonuses) while sustaining Defenses without resorting to use of the Fighting pool and building in enough Regeneration that it would be possible to bounce back from damage taken via Absorb shielding when the "U+E+UP" combo is recharging imposed some pretty harsh discipline on the build. However, it was only after I was looking at finalizing a draft of it that I noticed that Storm Kick was recharging faster than Cobra Strike and Dragon's Tail ... meaning that an attack chain of ... SK > DT > SK > CAK ... repeat SK > DT > SK > CS ... repeat SK > CAK > SK > CS ... repeat ... are all possible. Once I realized that, it dawned on me that I could leave Thunder Kick as a One Slot Wonder™ power and invest slots elsewhere so as to maximize the offensive potential of the build, which in turn maximizes the defensive potential of the build as well courtesy of the Tanker ATO procs. With the way I've got the build rigged, Storm Kick has ~30% chance to proc the +Resist(All) per kick, and Dragon's Tail has ~20% chance to proc the Absorb shield per $Target hit ... which is not terrible. Here's what the whole thing looks like in the build planner. As you can see, Hasten is already perma (and it looks like I'd forgotten to toggle on Assault when taking this screenshot). Tactics is deliberately left toggled off so as to not confuse the Build Up proc with the rest of the effects of Tactics. As can be seen here, I did this one as a Level 50 (Superior slotting) attuned enhancements build ... so everything is slotted with either a Level 50 set piece or a Level 50+5 boosted common IO (aside from Brawl and Rest, which don't need the boosters). I can't really recommend playing this as a leveling build, since it really does take a LONG time for the build to mature (basically at Level 50), but aside from the ATOs the build probably won't be that absurdly expensive to spec into, since there are no Purple 50 or PvP enhancements in it. And yes, recharge time on Elude is under 270s on a 180s duration click power. Regeneration is as strong as I can make it in this build, since there's no room left over for Aid Self (for what should be obvious reasons). Endurance recovery is pretty darn good while not attacking, and Unrelenting+Elude+Unleash Potential (in that order, start with Unrelenting so as to prevent the endurance crashes on Elude and Unleash Potential) will make your blue bar overfloweth even if a Sapper manages to hit you through all your defenses. Ideally speaking, you want to hit Unrelenting immediately followed by Elude ... and then before Unrelenting's 30s duration expires, hit Unleash Potential. Even if delayed for up to 30 seconds so as to cast at the end of the duration rather than at the beginning right after Elude, Unleash Potential will still recharge faster than Elude will and will be ready for the next Unrelenting Elude cycle. Both Unrelenting AND Unleash Potential are your "mega heal" powers. Dragon's Tail procs for Absorb shielding, and if you're taking too much damage too quickly, Preventative Medicine will proc an Absorb shield for you when you need it below 50% Health as your Scaling Resistances from Super Reflexes and Reactive Defenses combine to kick in for you. The frankenslotting you see on Cobra Strike and Crippling Axe Kick was chosen so as to maximize Accuracy, Damage and Stun/Immobilize durations in the least amount of slots (so slots could be spent elsewhere in pursuit of global recharge set bonuses). I'm figuring that the combination of Immobilize+Stun amounts to a "ghetto hold" and with a duration of 20.5 seconds(!) on the Immobilize and Stun with this slotting there is ample opportunity to neutralize hard $Targets that lack the protection of PToD (and even then, PToD does not protect against Immobilization). Since I didn't have enough power picks for Martial Arts, the Warrior's Provocation power needed to be sacrificed. The build does have Provoke from the Presence pool (mainly as an unlock to get to Unrelenting), but Provoke is not as capable of a Taunt power as Warrior's Provocation. For one thing, the Taunt duration is smaller on Provoke, so it's a "weaker" Taunt power, and Provoke does not have a -Range debuff effect so unlike Warrior's Provocation it will not cause $Targets to come running up to you unless if you break line of sight (then they'll come running). Key thing for Tankers to realize is that this means the Provoke power may very well be inadequate to the task of redirecting aggro onto yourself after overly aggressive DPS happens during steamroller play. I'm basically counting on the Taunt aura of Evasion and the effects of Gauntlet to manage aggro tolerably well with this build. Note that this build was made using the Mids' Reborn: Hero Designer modified using the Mids' Reborn Unofficial updater to access the new Power Transfer set slotted into Stamina (for global recharge set bonus and 3.0 PPM Heal proc). And just so everyone knows ... on only toggles and passives plus Maneuvers and buffed by Storm Kick, this build yields the following Defenses: Melee: 62.4% Range: 58.8% AoE: 59.5% And yes ... I do wish I could of scrounged up another +0.2% for Ranged Defense, but good art is never finished, merely abandoned. So without futher blathering on about it from me ... here is the truly hot mess I came up with today ... 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;1511;716;1432;HEX;| |78DA7594594F135114C7EFB4536A4BA1B4A52C2D050A82056CA1D1B8B08A2224861| |A22469F4C33964B9C38699B99C1E0A389EB935FC2F5C58FE3027E00175651DF4C3D| |CCF98B93A093B4BFDBFF3DE7DCFFBDF74C0BAB33A13773F7A68412BA60689655BCA| |A956F4BD37F59B3574CCD10FB8F9F3E29D68B337259962D995B5CA9D2AF2B72D990| |ABD26AC76C411A52E60A9A69EB9A519C366D4B44172A1523375B314BB258592E5ED| |70D23E24805ADAC57570CCDD62BE5A0A32C56A55C0A3BC379A92D49D3BAA5576317| |AB7A29376D966CBD542C68962DCDBB6D6468803EA75BE84BD9B758F389200DF2AA3| |8520F3630438DCCC63018679E6B11786A422C11F201314D9A827ACA5BAF13E77907| |BE67AA1FC03566DD3AF30CE57A91EB85976E78E9869734BCA4E1250D2F7646081F7| |BF1F8D63C8E965D670E7F240654314AF5FD5C5FF887D8EF79D2029CE70D9C22D479| |45701C9C6086B0B7718AAD87BF7AF86B82BF28FC45E1AF19FE12F03746B90D9CEB6| |9E8E47A83E0F15FC2F1779662C28809FF9903B3A833413111C444FE1333473131DE| |932F765F653F0F982D0FC147CCB6C7E01366823A358E3B8D27B86E92B45668AD38A| |3495AA31D67D93EC6DAD33E21921CA726476932A58A8E31709CD939014E2ACE9E7B| |A8768AEB2829DC492738456B74713DA50B5A37384B733DB8B71E78EAC5BDF5E2DE7| |A716F115AA30FF7D6B7C5BDD6BF0DEE308FED82DFC03D624C1531CACDE02C33CFB8| |9F069E832FC097CCC157E06B62B32A2C4A1CC2B90DE12CEF909643BDDC275E6BF83| |3F88599FF0A6E809BEC254A5E4670E62369AED7A1BADE41670DF2A31EBCD3B541F7| |7C8D1E31E256B25C257F28EAC421E5E43FF2E6DD5A8076DDA88A05158B93A624D95| |1A089DE6CD66A9BC1837F08A1A073B6FF6A1E25ED753AA3E992E2EC3A718D3B66CB| |9D97E1F57782AE7F9B1DEEE0BA5DE6D13DF03BF883D9FF53756EE76670BFAFD893E| |61ADF708D175CE3DFB003D585| |-------------------------------------------------------------------| Level 50 Natural Tanker Primary Power Set: Super Reflexes Secondary Power Set: Martial Arts Power Pool: Force of Will Power Pool: Presence Power Pool: Speed Power Pool: Leadership Hero Profile: Set Bonus Totals: Set Bonuses: Proc Chances: Recharge Timing:
  16. I would be satisfied with 180s base recharge on Mass Confusion with no change in duration. The most hilarious alternative I can think of is to remake Mass Consfusion in the mold of Telekinesis, rather than as a copy of Total Domination ... thereby making Mass Confusion an anchored toggle with a 60s recharge once toggled off. It would basically amount to "World of Confusion at a distance" for Mind Control and would in effect "move around" with the anchored $Target as they turn on their former allies (and their former allies do the same when the anchor $Target gets close enough to them). To be honest, now that I've even thought of this one, I kind of want to see Mass Confusion remade in this fashion, so it doesn't suffer the possibility of becoming a perma lockdown via Confuse rather than Hold. I'm actually okay with how Mass Hypnosis works right now. The only thing I'd want to add to it is an enormous -Perception debuff (ideally with an aggro wipe of anyone outside the debuffed Perception range upon casting taking effect), that way you can get close to sleeping $Targets without them aggro-ing upon you while they're asleep. At this point, I'd be happy with increasing the Max Targets cap, reducing the endurance cost to something SANE ... and just simply ELIMINATING the Repel factor in its entirety. If you want to move $Targets around, use Teleport Foe for the job, not Telekinesis. The Repel element of the legacy formulation is so self-gimping/self-defeating that it's a travesty it's still around. Get rid of Repel on Telekinesis already!!!!
  17. Gah ... pytos. Literally an "off by one error" ... 3.12 / 1.67 = 186.82%
  18. Croatoa looks different in the daytime.
  19. You're fine @Solarverse and I am actually using a couple of mods on my game client (the enter game "sting" sound and the Peacebringer "whine" replacement sound set, because I actually like the Peacebringer hum sounds). But I want to be able to "test" those sounds before trying them out on my game client, and the method I use is download the .zip, unzip it, and then test the .ogg file in my web browser. I do the same thing with other sound mods that other people have published so as to "try before you buy" and decide if it's something I want to drop into my game experience (so I don't have to fish them out later the hard way from the directory if I don't like them after all). So long as you know that in-game is not the only use case scenario for these sound files, it's all good. 😇
  20. I'm not going to use either Taunt sound mod, but thanks for including the warning (now) in the OP. I'm just thinking in terms that I can play other .ogg files from the game on my web browser just fine without blowing out speakers. For example ... these: https://paragonwiki.com/wiki/Music And just for the sake of memory lane (and because I visited the music page so I'm digressing here), what it used to sound like in Freedom Plaza in Galaxy City, which sounded close to (but not exactly the same as) Atlas Plaza in Atlas Park before the Galaxy City Tutorial came online. To be fair, almost every sound is hard to hear on teams. 😉
  21. Ultimately, however, after thinking about everything even more ... the simplest possible solution is to just simply REMOVE REPEL from Telekinesis entirely. Just remove it. Please, just drop Repel from Telekinesis already. It's EASY. Highlight and DELETE. It can be done in less that ONE MINUTE. And I was using Telekinesis today while soloing and found something remarkable. Unlike other anchor based toggles, Telekinesis will detoggle when the anchor is defeated. These days, on Homecoming, anchor based toggles don't detoggle until the corpse disappears ... but not for Telekinesis. Once and anchor reaches 0 HP, Telekinesis detoggles IMMEDIATELY ... dropping the Hold on all of the additional $Targets that were in the AoE radius. Yet another way that Telekinesis has been left behind by all of the updates to the game since the original injustice done to the power with a Max Targets limit being set at B.F.In' FIVE by Cryptic Studios more than a decade ago. This ... for a power that has a base endurance cost (3.12/s) that is 287%(!!) of base endurance recovery (1.67/s).
  22. Cast time is what got changed on Leadership toggles, not the activation interval times.
  23. I just opened the .ogg file in my web browser and nearly blew out my speakers.
  24. I never saw the original idea documented for photon seekers, but could totally get behind a toggle that simply spawns photon seekers over time (like 1 every 10 seconds or so) up to a max limit of number you can have out simultaneously. That way, they're just respawning for you in the background, and they just aggro/attack whatever is nearby, rather than being an explicit damage aura. Of course, the other way to do it would be to take Orbiting Death (2s activation toggle) ... multiply the damage per activation by 5 and then multiply the activation time by 5 so it activates once per 10 seconds (Orbiting Death is once per 2 seconds. Alternatively, take Orbiting Death (2s activation toggle) ... multiply the damage per activation by 5 and then have the power suppress for 9 seconds whenever the power deals damage, so it hits for 5x damage once per 10s, but is more readily ready hit/hurt things on faster timing than the above version with a 10s activation period.
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