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Redlynne

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Everything posted by Redlynne

  1. It's baked into the powers. LINK and LINK It's not a bug ... it's a feature ... put there by Cryptic (first) and Paragon Studios (second) to make their pass the sauce already spaghetti code work right.
  2. 6 slots for Trip Mine and 6 slots for Time Bomb ... or ... 6 slots for Trip Mine an no added slots for Teleport Foe ... The former does AoE in place after some 9+5=14 seconds of casting time while the latter is good against a single $Target and costs the same amount of casting time for 3 Trip Mines plus Teleport Foe. Neither strategy is going to work on a rapid steamroller team that is already working on the next spawn group by the time you finish casting Time Bomb+Trip Mine.
  3. Or just proliferate Titan Weapons to Stalkers so they can summon the SAME massive object out of nowhere and smack people with it ...
  4. Volume is set to MAXIMUM!!! for the female panther. Might want to update that so that ears (and speakers) have a 0.1 PPM proc chance of NOT being defeated.
  5. Mine was inspired by @Blackfeather, so ... go figure? I just didn't want to muddle conversation over here with my ideas, so I posted my own thread.
  6. I haven't, but since I've been thinking about Ninja/Time/Mace this week and made a brief foray into Beast/Electric for funzies, I'd like to think I have an answer for you. Ninja/Electric would be one of the weirdest combos possible, and would require a LOT of Click attention from the Player. That's because Ninjas are prone to getting ... spastic ... and running off at high speed if you don't keep them leashed well. It's also a combination that would work out well anytime you have the initiative and the time/opportunity to set up to engage, but when things get chaotic or spiral out of (your) control those Ninjas would be pre-creased origami rice paper (ready to fold!). I say that because in order to keep your Ninjas alive, you'd need to be a full time sapper bot for them, flooring endurance and recovery on whatever you're fighting so they can't fight back, thereby allowing your Ninjas to dismantle the opposition with relatively little response. That then turns into a sort of Plant The Flag styled operation that may not work out so well with the hyper/spastic run speeds of Ninjas. I'd ironically say that if you're interested in doing a Ninja/Electric build you may want to simply not bother with Hasten (so as to reclaim a power pick).
  7. Pets no. Teammates yes.
  8. Yeah, but how many nanites does it take to dismantle the halo of an angel dancing on a pin?
  9. One per casting, but you can have multiples out simultaneously. The limited duration on them will prevent you from summoning "too many" of them though. And although the damage aura they produce isn't that overwhelming, it will still damage multiple $Targets simultaneously, which can potentially produce more damage output/throughput overall than use of a damage proc. For example, a 20 damage per tick per $Target doesn't sound like a whole lot, but if that's hitting 4 $Targets that's 80 damage output ... compared to 71.75 for a single damage proc hitting 1 $Target (and then the damage aura hits for more damage ticks after the first round). So it produces more of a pressure damage result than a spike damage result while the Energy Font is out. Also note that the Energy Font will spawn at the location of your PC, not at the location of where the power was cast (to) or where the $Targets are. So to get the "most" you can out of Energy Font, you want to be summoning the Font when the $Target(s) you want it to attack are close by ... and if you're using Wormhole to dump a compost heap of XP at your (own) feet and then lard them up with Slowed Response and Distortion Field before "slamming the oven door" on them by casting Dimension Shift with them and you inside the Dimension Shift bubble then the Energy Font won't have to travel that far to find things it can attack with its damage+stun aura. Hence why I figured that putting the Energy Font proc into Dimension Shift would work out really nicely, just from a tactical positioning standpoint, relative to use of Crushing Field (which is almost always used on $Targets "over there" which wastes time on getting the Energy Font to travel to them to attack them with its aura). It really varies pretty widely. However, I would say that the relative positioning of caster to $Target(s) is easier to manage with Dimension Shift, since you'll often want to cast the Dimension Shift "close" to where you are, rather than far away (although situations and circumstances change, of course). That then means that differences in positioning and tactics will have a very large influence on how much leverage you'll get out of summoning Energy Fonts via procs, simply due to the variance of needing to move to where the $Target(s) are in order to get anything out of Energy Font if summoning from "too far away" (so to speak), which then wastes duration on the Energy Font before it unsummons.
  10. Small scale. VERY small scale. Electron microscopically small scale.
  11. Now, one thing that you could potentially do, although it involves use of Unrelenting from the Presence pool(!) would be to rig up an Unrelenting before Elude combo that would cancel the Elude crash (must use Unrelenting before using Elude for this to work). Since Elude has a 1000s base recharge time (WHY?!?!?!?!) and Unrelenting has a 600s base recharge time, if you use Unrelenting before Elude (and only before Elude!) you'll always have Unrelenting recharged and ready for use before using Elude. Pile on "enough" recharge and you can achieve some serious uptime on Elude (180s duration). If you wanted to get REALLY ridiculous (and now I'm kind of looking at this possibility and wondering) ... you could spend 6 pool power picks on Presence: Unrelenting (3 picks) and Force of Will: Unleash Potential (3 picks) ... in addition to 9 picks from Super Reflexes (so as to include Elude) ... plus Hasten (you'll want Hasten to recharge Elude for you) ... for 16 out of 24 power picks, which would leave only 8 power picks remaining for your primary plus any other pool powers you might want (so getting TIGHT!). However, that would be enough to give you access to Storm Kick (or Thunder Kick), Cobra Strike (or Crippling Axe Kick), Practiced Brawler, Dragon's Tail (slotted for damage with a Force Feedback proc) and Eagle's Claw (or Crippling Axe Kick) for 5 power picks from Martial Arts ... leaving enough room to also take all 3 Leadership toggles into the bargain. Basic idea is to cast Unrelenting > Elude > Unleash Potential when Elude has finished recharging, so that you don't get ANY CRASHES. The combination will add (base): 31 * 2% Heal every 1s over 30s +20% Str(RechargeTime) for 30s +20% Recovery for 30s +25% Dmg(All Types) for 30s +45% All Defense Positions for 180s +100% Recovery for 180s +200% JumpHeight for 180s +175% SpeedRunning for 180s +34.6% Res(Base Defense) for 180s +50% Str(RechargeTime) for 60s +150% Regeneration for 60s +75% Recovery for 60s +11.25% All Defense Types, All Defense Positions for 60s Note that the combination of increased recharge will help "hasten" the recharge for all 3 powers for even better uptime on Elude (and Unrelenting and Unleash Potential). Such a "specialized" build would probably have difficulty when exemplared to low levels, but would essentially use the Unrelenting > Elude > Unleash Potential combo as a "travel power" (combined with Swift+Sprint+Ninja Run and/or you could take Mighty Leap from the Force of Will pool as your travel power to combine with Elude which would give you access to Stomp) outside of combat and as a "mega heal" available every few minutes inside of combat. And best of all ... if you've been Defeated, Unrelenting can be used as a self-rez power(!) in addition to everything else (insert Scrapperlock reference here). I'm not sure what the uptime ratio on Elude would be, but it might be possible to have Elude active (with no crash) for 3 out of every 6 minutes (360s recharge down from 1000s base) ... or better, depending on the rest of your build ... so not perma, but not terrible either. I'm also thinking that with Force Feedback procs from Dragon's Tail it would be possible to approach perma Hasten for all of this so as to let the good (Elude) times roll. 😎 Whacktastic? Oh yeah. Possible? OH YEAH ... 😎
  12. No. There is a recharge cap, and you'd need more than that to make Elude perma. We make every pretense of competency around here. 😎
  13. So I took the new build planner for a spin and tried to see what I could come up with a combination of Beast/Electric that would take all 9 primary powers, all 9 secondary powers, 1 travel power, Hasten, 3 Leadership toggles plus Vengeance (because of Defibrilate). The basic idea is to actually go ahead and leverage the sapping potential of Electric to make life safe(er enough) for your Beasts to just rip, tear, shred, mangle, maim, bend, fold, spindle AND mutilate (with malice of forethought) almost anything you encounter. When the two main endurance drain powers are loaded up with Endurance Modification enhancements, not only the amount of endurance drained gets useful (especially when stacked) but also the amount of recovery debuffing actually gets into the useful quantities range, to the point where sapping becomes a sort of go to move for neutralizing $Targets once they've drawn the attention of your Beasts. Incidentally, this is going to become my new go to slotting for Stamina. Level 2: Stamina (A) Synapse's Shock - EndMod: Level 50 (7) Synapse's Shock - EndMod/Increased Run Speed: Level 27 (19) Performance Shifter - Chance for +End: Level 21 Synapse's Shock (Stamina) 7.5% SpeedJumping, 7.5% JumpHeight, 7.5% SpeedFlying, 7.5% SpeedRunning 15% SpeedRunning Relative to my previous preference for slotting Stamina using ... Level 2: Stamina (A) Endurance Modification IO: Level 50 (3) Performance Shifter - EndMod: Level 27 (19) Performance Shifter - Chance for +End: Level 21 Performance Shifter (Stamina) 7.5% SpeedJumping, 7.5% JumpHeight, 7.5% SpeedFlying, 7.5% SpeedRunning The difference winds up being a tradeoff of -0.05 endurance per second for +15% running speed ... which all things considered, I think is probably worth it on almost any build except for the most endurance heavy that can't spare to lose even 1 endurance every 20 seconds. Anyway, this is the quick and dirty version of that, which I haven't spend days refining into a crafted masterwork. Villain 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;1626;788;1576;HEX;| |78DA6D94594F135114C7EF746EC196AD4081B25316A9032D2DF0242E9155B045904| |48C2FCDD04EC324434BDA0159DCF0D5B83DA1D12FE08B0F7E03BF8731D1C408288B| |4BA2A8C9783AE7D84E023799FC6ECEBDFF73CE3DE7DE89AC0C17BF1ADB38CF04D79| |0266732D1889CD195F4829A8C174ECAFA525AD64406A310BEE6FC5A746669612195| |0C0C2A6022CD6A9B657D702991088C684A4C4FAB31598B5E4824D4A4AAAFB28AA95| |44A0B8CA6D231259A4A4467554D739AA699454589BBCD695891E34A3A33AF2E46E7| |145D2E378DE3C96535A3CEA91A78F18E2CAAB180255C585956657D5E4EFECFC503F| |9F6C237929D30013EC3CE2E73C6EA38B35D21BE134DF2F7C8820F36C61C9C858680| |21CED6244603B43F51D3F38B7848FC8D0CFD21FE450E7B302A68B9B0C930CE53A4F| |319D2FD1C59FD02E8E14CF731269A2283896F319731F063473FCCEE05841C6CD483| |FDC8FA2E7C803E4E3C243EA2188F91154F80959C5D048D83CEE2E8071488CC4DF4B| |C46BF9E8F5887A64FA2A9697983398C83B6886A58B48C7B8A6F10D790A5EBC4293C| |BF6B06B90E352CA1B8255BB8A77D9BB8833CF999F885B88BF16F82B68CB46554FF6| |EAA7F37D5DF4FF5F753FDFD54FF09C8B99C722E770AA6ADA588588CF49612CB8855| |82D9875B10B792E25652DC4E8ADB49713B29AE4471BB29EE6DD056610F85AA1F789| |EEA433CCF1D58ABA15ED6502F2F419EB59467ED0AEEAF5B45364CA2CF866964D316| |F6B4691B58CAD95DF0574FFEEAEF63AF5AE16234D21D6AECC2186188D14CFB9A29E| |E06685B711F6F3D8DE76F1B209E219E45B69F43DE034D07F9E920DF32D87CE8C7EE| |DBC3BC4FED130F885F91D237E277AC470CB45DE4AFEB25E4EFE66C0E6C01CA3F40B| |9C6C116A47D41EA5103CFBD4DF0C9CCF72A596D060C16B45AFCE82D746457DF114B| |FF31BAB0D5E6B0991D88E46D46F6E2D38B67423D66E470C18BA6F55D27ACD3C9840| |17C79FB799B4DF08A66075D1382599DBAABC046CEF6AC3A1FE67260D5ED70D356B0| |8FB7A462132B691C338252EE6F68F458E6A1FC9FCEB8EECCDE5D9C4F5BE6B396F93| |5CBBC57CAFD1D8C3E29779B8D7F0FEC13F2| |-------------------------------------------------------------------| Level 50 Natural Mastermind Primary Power Set: Beast Mastery Secondary Power Set: Electrical Affinity Power Pool: Force of Will Power Pool: Speed Power Pool: zc_Leadership Villain Profile: Set Bonus Totals: Set Bonuses: Mastermind - Beast Mastery - Electrical Affinity.mxd
  14. Try Claws/Ninjitsu.
  15. Ack! You're right. Editing.
  16. I need something tested in game. I need to know if slotting an Entomb (not Superior) will "always" have a 90% chance to proc an Absorb shield onto the caster when casting Distortion Field from Time Manipulation. Note that Distortion Field does not require a $Target in order to cast the power because it is a Target Location type power, so the only delay you'll have in testing it is recharge. I calculate that even with 100% recharge slotted into the power, Entomb ought to have a 90% proc rate upon casting Distortion Field. Someone please test for me so as to prove me right or wrong (and if I'm wrong, what is the proc chance revealed by testing?).
  17. My new Gravity/Time/Primal build takes on that assumption and ... does violence to it ... 💫 Distortion Field, Slowed Response and Energy Torrent are the keys to adding AoE damage output to the otherwise AoE damage-less Gravity Control.
  18. Frozen Fists, Frost, Freezing Touch, Frozen Aura make for a decent attack chain rotation.
  19. You're thinking two dimensionally about this. Add another dimension. If you Terrify Confused $Targets, they'll stop damaging each other (as much) but when you do damage to them they'll attack each other (once) instead of attacking you (assuming you don't have the held). That means you need to deal more damage proportionally to defeat them (since they aren't helping you defeat themselves as much), but it also makes it safer for you to attack them, so ... tradeoffs. Or open with (my version of) Telekinesis and then use Terrify on them ... I think that with more frequent use of Telekinesis as an opener (because it isn't self-defeating via uncontrolled Repel!), some of the "low damage" problems would be mitigated. It would also, ironically make use of Total Domination happen more often to stack(!) with Telekinesis or to be used while Telekinesis is recharging, which would set up Containment quite nicely, wouldn't you say?
  20. Let's break out the damage formulas and figure out just HOW BROKEN Time Bomb for Blasters is as a power, shall we?
  21. Confuse merely changes loyalties, it doesn't "block" $Targets from taking actions (although, to be fair, neither does Immobilize). However, if Confusion were to be added to the "enables Containment" list for Mind Control, I'd recommend doing this: Swap Immobilize for Terrorized (shown in original post) Swap Stunned for Confused (proposed here) The coding for how to do this has already been demonstrated in my original post, but just for clarity it would look like this: PvE damage effects If (target.kConfused > 0) or (target.kHeld > 0) or (target.kSleep > 0) or (target.kTerrorized > 0) or target.hasTag?(IncarnateBoss) PvP damage effects If (target.kConfused > 0) or (target.kHeld > 0) or (target.kSleep > 0) or (target.kTerrorized > 0)
  22. Frozen Fists, Frost, Frozen Touch and Frozen Aura combine well enough into a decent attack chain. No icicle swords required.
  23. I would need to throw this into build planner that has access to all of the updates in order to synthesize a holistic build totality ... but ... I'm looking at this and wondering if a Beast/Electric Affinity that takes all 9 primary and all 9 secondary powers plus 3 Leadership toggles would be (so 3 power picks remaining), what's the word I'm looking for ... ah, yes ... OP. I had been wondering about doing a Beast/Kinetics build thanks to this post by @Zeraphia, which makes some really excellent synergy points ... but now I'm wondering about the (ahem!) "potential" (cough) of Beast/Electrical Affinity for making VERY potent use of the chaining ability and limited crowd control provided so as to combine stacking effects in both the primary (from personal attacks) and the secondary (from static charges) to yield a combination of (gulp!): +Damage +Defense +Recharge +Resistance +Special +ToHit Absorb shielding Chain Heal Knockdown Attack Knockback Protection Pack Mentality Status Protection -Damage Debuffing -Defense Debuffing -Endurance -Fly -Recovery Debuffing -Recharge Debuffing -Regeneration Debuffing -ToHit Debuffing I wonder if there are any build planner releases that will allow me to realize all of that in a way that can be posted ...
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