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Everything posted by Redlynne
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Actually, I have a ... BETTER IDEA ... for what to do with Telekinesis in terms of a revamp overhaul urban renewal of the power. I'll post it once I have the time needed for the composition to explain. Best part is ... ALL of the elements to do what I'm thinking of already exist within the game engine, so no "new" tech would be needed to do it.
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Difficulty in CoH: Community Discussion
Redlynne replied to Galaxy Brain's topic in General Discussion
THIS. THIS ... -
Difficulty in CoH: Community Discussion
Redlynne replied to Galaxy Brain's topic in General Discussion
A closed mind is a terrible thing to celebrate ... ... particularly in a problem solving context. What do you call New Dark Astoria ... if not a Hazard Zone that got revamped into a truly dangerous Incarnate level HAZARD ZONE? My point being, that wish has already been granted ... by the devs at Cryptic Studios no less. And just look where it has gotten you ... -
The BEST possible changes that could be made to Mind Control would be to convert Mass Hypnosis to follow the example set by Static Field in Electric Control ... that of a periodically reapplying Sleep on a 2s interval. In the case of Mass Hypnosis I would swap out the -Endurance factor of Static Field for (large) -Perception and -Range debuffs that lasts for all of 4s (does not stack from same caster) so there's a lingering "hunh? wha?" factor upon the Sleep being broken where after Sleep has been broken the affected foes can engage in melee range, but not in long range attacks, as they wake up ... and so that you can move among the Mass Hypnosis sleeping foes without drawing aggro by entering perception range (due to Perception debuffing). Telekinesis just needs an overhaul urban renewal in how the power "works" under the hood. Keep the concept, but very nearly totally rework the means. UNNERF TELEKINESIS already!!! Cut the recharge on Total Domination and Mass Confusion down to 180s. That would go a LONG WAY towards fixing the (perceived) problems with Mind Control.
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Difficulty in CoH: Community Discussion
Redlynne replied to Galaxy Brain's topic in General Discussion
Yeah ... about that ... -
According to City of Data, the ability to Scourge IS baked into the power ... however the eligibility to Scourge is checked BEFORE damage is done, not WHILE damage is being done, because the City of Heroes game engine works on a basis of Resolve First, Animate After. So if you use Hail of Bullets while your $Targets are "above the Scourge line" in HP remaining, then NONE of them will be subject to Scourge while Hail of Bullets is damaging them. In this respect, if you want to Scourge with Hail of Bullets, you want to be using Hail of Bullets as a "mop up finisher" rather than an opening alpha attack (when everything you're damaging is at full Health).
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Pretty soon you're going to want to add another slot to Enduring ... And here's WHY ...
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A "Hoard" is where a dragon keeps their treasure. A "Horde" is when there's a lot of $Targets.
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How Much to Post for to avoid getting Lowballed?
Redlynne replied to Generator's topic in The Market
If you don't want an item to sell for ridiculous lowball prices, there's a very simple solution ... don't post it for ridiculous lowball prices. This shouldn't be that hard ... -
Most of the build planners I've used have a slider for showing you how much extra Defense you get from hitting multiple targets with the power. My objective when slotting for Defense on the power was to ensure softcap AND endurance refill saturation while requiring the least number of $Targets to achieve that outcome. Being able to saturate with only 3 was a lot better than needing 5 (or 8...) $Targets in the PBAoE. Also, just because you reach the softcap for Defense doesn't mean you're "immune" to cascading defense failures due to Defense Debuffs. Building for an overcap situation when you hit more than the minimum number required for saturation will go a long way towards sustaining your survival. Don't just think about "optimal" situations that work out "perfectly" to your advantage ... also consider "failure" modes as well, and how "graceful" that downward curve in performance might be for you.
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Back on Virtue, Energy Absorption used undefeated $Targets with HP of 1+. The fluff text mentions bodies, but the context is not corpses. Energy Absorption (like voting?) is a Use Early, Use Often kind of power.
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Too many variables to provide a useful answer. It also depends on HOW you want to play. A build that I make for myself might not be what you're looking for in a character you want for yourself. My playstyle is not necessarily the same as your preferred playstyle. Too many variables. Can such a build be made? Sure. Of those builds, which one is "right" for you? Only you can answer that question.
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Gravity/Time paired with Mind/Kinetics You can thank me later after you both reach level 50 and are working on your incarnate slots.
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You have made a mistake with this slotting. I would recommend slotting 2 common Taunt IOs, 2 common Slow IOs and whatever additional procs strike your fancy (Pacing of the Turtle does wonders for reducing incoming damage!). Add the Impeded Swiftness chance for Smashing damage proc if you can. The reason I say this is because, as an Ice Tanker, the SAFEST place for your $Targets to be is RIGHT BESIDE YOU WHERE THEY CAN'T GET AWAY FROM YOU. As an Ice Tanker, you want to turn your build into "flypaper" ... where everything sticks to you and cannot escape from you. The recharge debuffing from Chilling Embrace is nothing to sneeze at and is a significant source of damage mitigation, and procs from Pacing of the Turtle make that damage mitigation even more powerful. Slotting Taunt enhancements into Chilling Embrace turns the power into a MEGA aggro magnet. Remember, your job is to (and I quote myself from years past) ... "inhale aggro like a wind tunnel" ... and Chilling Embrace goes a LONG way towards achieving that goal. Besides ... you hate runners, right? Again, you have made a mistake with your slotting. I would strongly urge you to 6 slot Icicles and decide how you want to leverage procs with it. A 6 slotted Might of the Tanker or Gauntleted Fist in Icicles does WONDERS for an Ice Tanker! A 6 slotted Avalanche set is highly thematic and the random Knockdowns are actually useful to you for incoming damage mitigation and runner prevention! A 6 slotted Eradication, Scirocco's Dervish, Obliteration and even Overwhelming Force sets are ALL extremely useful for an Ice Tanker who wants to dish out more damage! A 5 slotted Armaggedon (drop the first Damage enhancement) and Fury of the Gladiator proc turns Icicles into a "burning sensation that increases pain" on procs! In short, do NOT skimp on slotting up Icicles. In most Ice Tanker builds, somewhere close to 1/3rd of all damage production over time comes from Icicles! Slot it for offense, since Chilling Embrace will be keeping $Targets close to you for Icicles to DoT into easy faceplants while you prioritize "thicker" $Targets. I would strongly urge you to put more slots into Energy Absorption. You need Defense, Recharge AND Endurance Modification enhancement in Energy Absorption ... ALL THREE. Additionally, I DO NOT CARE what other priorities you were slotting for prior to Level 26, but at Levels 27-31 your unconditional priority (after slotting a Numina in Health at Level 27) is to getting Energy Absorption fully slotted as fast as possible. Why? Because Energy Absorption is the LAST of your Defense buffing powers, and with enough Endurance Modification and Recharge will SOLVE any remaining lingering endurance management issues you might have with your build. Energy Absorption is what makes Ice Tankers behave like Brutes (or Warshades, if you prefer) with seemingly bottomless endurance when surrounded by foes. So hie thee back to the build planner, young whippersnapper ... you've got unfinished work to do!
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Slow sets = yes Knockdown sets = yes ATO sets = no Note that being able to slot Slow and Knockdown sets into Ice Patch would make the Impeded Swiftness and Explosive Strike procs for Smashing damage available, in addition to Pacing of the Turtle (and Force Feedback, but seriously, who would ever slot that into Ice Patch?) ... all of which would be thematic and appropriate to put into Ice Patch (fall down, take smashing damage and debuff recharge? works for me!). ATOs however are (usually) DAMAGE sets, and Ice Patch is not a damage power, so I'm a NO vote on adding those sets, or the Universal Damage set to Ice Patch.
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HUNTSMAN Huntsman is in a good place. Crabs that use the backpack, rather than the rifle, come in a close second for me to Huntsman builds. Bane that use the mace are ... limited ... and the limitations that they labor under feel more punitive in nature than absolutely necessary. The easiest "gimmie" for changes to Soldiers of Arachnos that I'd want to see is adding a (mutually exclusive) Wide Area Web Grenade power to Banes (shoot it from the mace) and to Crabs (shoot it from the backpack). That way you wouldn't need to (re)draw the rifle to use the Soldier version of Wide Area Web Grenade before resuming your regularly scheduled mace and backpack attack rotation. Since there are already animations on file for doing exactly that with Venom Grenade and Frag Grenade using the mace and backpack, you'd be able to copy/paste those animations onto new powers that use the mace or backpack (and lock out use of the same attack from the rifle) and just copy/paste the power data into the new alternate versions of the power. Same stats, different weapon/look. The other thing that I'd want to see changed is the ABSURD limitation on Bane that mandates that they only get to do extra damage from Hidden status when using ONLY MELEE attacks. Ranged attacks do not benefit from the extra damage from Hidden modifiers. This pigeonholes Banes into being melee Stalker-ish a bit too much and completely eliminates any possibility of doing a "snipe from stealth" style of gameplay. To keep things from getting too out of control, I'd recommend "proliferating" the extra damage from Hidden status to the Ranged single target attacks using both the rifle (Soldier) or mace (Bane) so as to represent a "sniper-lite" mode of gameplay that would help broaden Banes beyond being cheap knock-off Stalkers (with better support power options). I'll also agree that the mace animations for Bane ranged attacks are simply absurdly long. Most of them are 2.244s arcanatime, so chaining 4 of those together takes almost NINE SECONDS(!) to animate 4 attacks ... pretty pathetic when a Huntsman using only rifle attacks can animate 6 attacks in about 10 seconds(!) ... which suggests to me that Bane got hit with an iron cored nerf bat for their ranged attack animation times. So quicker ranged attack animations that don't waste so much animation time when using the Bane mace would seem to be in order. Because when you're a Huntsman, the best way to stay alive is to stand ankle deep in spent brass shell casings.
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0.15 * 1.2 = 0.18 1 + 0.15 = 1.15 1 + 0.18 = 1.18 Any questions?
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How Much to Post for to avoid getting Lowballed?
Redlynne replied to Generator's topic in The Market
Try posting for a higher number than the ridiculously low ones ...? -
Spectral Wounds is the only power in your Primary that will be doing direct damage when you cast it. I would recommend the following combinations for best potential: Level 1: Spectral Wounds Entropic Chaos - Accuracy/Damage Entropic Chaos - Damage/Endurance Entropic Chaos - Damage/Recharge Entropic Chaos - Damage/Endurance/Recharge Entropic Chaos - Chance of Heal Self Level 1: Time Crawl Accuracy IO Impeded Swiftness - Chance of Damage(Smashing) Level 20: Time Stop Accuracy IO Gladiator's Net - Chance of Damage(Lethal) Neuronic Shutdown - Chance of Damage(Psionic) Ghost Widow's Embrace - Chance of Damage(Psionic) Will of the Controller - Recharge/Chance for Psionic Damage Unbreakable Constraint - Chance for Smashing Damage Entropic Chaos (Spectral Wounds) 10% (0.42 HP/sec) Regeneration 2.25% Resistance(Fire,Cold), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75% 2.25% Max End 6.25% Enhancement(RechargeTime) With enough global recharge from Hasten and Chrono Shift you can turn this into your single target attack chain. Time Crawl > Time Stop > Spectral Wounds ... repeat You want to sequence your attack chain in that order with this slotting because ALL OF THE DAMAGE PROCS in Time Crawl and Time Stop will have a 90% chance to proc when using the slotting I'm giving you above. That means ... on average ... 90% chance for 71.75 Smashing damage 90% chance for 71.75 Lethal damage 90% chance for 71.75 Psionic damage 90% chance for 71.75 Psionic damage 90% chance for 71.75 Psionic damage 90% chance for 107.1 Smashing damage 70.23 Psionic damage from Spectral Wounds (not including any global damage buffs or incarnate slotting) Average all of that up and you get ... (5*0.9*71.75)+(1*0.9*107.1)+70.23 = 489.45 total damage done in 4.84 seconds of animation = 101.13 damage per animation second on average. If you upgrade the Will of the Controller proc to a Superior, you'll add a little damage from that specific proc (107.1 vs 71.75) but the increase in recharge will cause the proc chances to fall below the 90% cap down to 88.42% and yields the following: 90% chance for 71.75 Smashing damage 88.42% chance for 71.75 Lethal damage 88.42% chance for 71.75 Psionic damage 88.42% chance for 71.75 Psionic damage 90% chance for 107.1 Psionic damage 90% chance for 107.1 Smashing damage 70.23 Psionic damage from Spectral Wounds (not including any global damage buffs or incarnate slotting Average all of that up and you get ... (1*0.9*71.75)+(3*0.8842*71.75)+(2*0.9*107.1)+70.23 = 517.91 total damage done in 4.84 seconds of animation = 107.01 damage per animation second on average. I'm thinking that ought to make for a pretty decent "yield factor" for a 3 power single target attack rotation. 😎 After that, it's just a matter of loading up on Hasten, Chrono Shift and global recharge set bonuses to be able to unload the Time Crawl > Time Stop > Spectral Wounds attack rotation, in which you defeat $Targets faster than 10 seconds so they don't have time to "heal back" the damage taken from Spectral Wounds (meaning that the damage that Spectral Wounds does is "real enough" for defeating your foes). Also, something to think about with Time's Juncture. The Slow effect of Time's Juncture is an excellent way to prevent Runners (plural) from getting very far. Combine Time's Juncture with Spectral Terror to deny them a means of escape while you Time Crawl > Time Stop > Spectral Wounds your foes into the Faceplant Position™.
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9 Primary powers 9 Secondary powers 3 Epic pool powers to reach Temp Invulnerability (for +3% Defense IOs) + Power Boost Hover Combat Jumping That's 23 out of 24 power picks right there. You'd need to drop something if you want to take more than one Leadership toggle. I would personally recommend dropping Combat Jumping for Maneuvers so as to be able to fit Tactics (as a One Slot Wonder™ power with Gaussian's Build Up) into the build. That would result in this: 9 Primary powers 9 Secondary powers Conserve Power + Temp Invulnerability + Power Boost Hover Maneuvers + Tactics If you want to squeeze Hasten into the build, you'll have to drop 1 power from either your primary or your secondary. For most people that power to drop would be Telekinesis, since you'll wind up using (and benefiting from) Hasten a LOT more than you'll use (and benefit from) Telekinesis. However, an argument can be made ... why would a Mind Controller "need" to live at the Defense softcap? Don't get me wrong, it would certainly be "nice" to live there, but on a Mind Controller, what is the NEED to live there? When everything is locked down and/or confused ... what is all that Defense doing for you (when you're not being attacked)? Not a whole lot. It's good for dealing with $Targets that are resistant/protected from being mezzed, but other than that ... /em shrug Having a Defense capped build will allow you to play more aggressively, since you won't need to lockdown $Targets quite AS hard as you would without Defenses that high ... but with Confuse (and Mass Comedy) the pressing NEED for softcapped Defenses dramatically diminish when using the toolkit that Mind Control (and Time Manipulation) provide you thoughtfully and skillfully. Mind/Time/Primal is just one of those builds where softcapped Defenses are merely "nice" rather than absolutely NECESSARY for survival.
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To be fair ... the overpowered part is embossed and engraved on the tin. TITAN WEAPONS Think about it ...
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Difficulty in CoH: Community Discussion
Redlynne replied to Galaxy Brain's topic in General Discussion
I'm of the opinion that while Incarnate stuff is "definitely A Thing™" in terms of welcoming Power Creep Tsunami ... the effects of Incarnate Slotting really ought to be something "reserved" for specific zones of the game ... such as: The Hive/The Abyss The Rikti War Zone The Storm Palace "New" Dark Astoria Ouroboros Specific Stories/Missions (such as the Alpha attunement arc and so on) Incarnate Trials Task Force Missions/Strike Force Missions Everywhere else in the open/shared world, Incarnate Slot effects should (I feel) be suppressed. The reason for that decision is that so much of that pre-Incarnate legacy content was never designed with Incarnate power levels in mind. LIMITING where Incarnate Slots can be "relevant" to what amounts to End Game Content ... such as: The Statesman/Ms Liberty Task Force The Lord Recluse Strike Force The Imperius Task Force The Lady Grey Task Force The Diabolique Task Force The Justin Augustine Task Force The Faathim the Kind Task Force ... would help "rebalance" the sense of where the End Game IS and how "relevant" Incarnate slots are to the rest of the game experience. That way, Incarnate Slots are an End Game Add-on for End Game Content ... rather than being something that absolutely trivializes practically ANY content that is Level 47+ (of which there is quite a lot!). If Incarnate Slotting became more of a "sometimes" factor, I'm thinking it would improve the overall health and diversity of the game as a whole. As is, with Incarnate Slotting being an "always on" factor at Levels 47+ it merely succeeds in trivializing what would otherwise be compelling/challenging content that wasn't designed to account for Incarnate Slots and Level Shifting.- 331 replies
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Mid's Reborn: Hero Designer
Redlynne replied to Metalios's topic in Mids' Reborn Hero Designer's Forum
Kind of wondering why Blue/Red/Gold wasn't made an option to deal with the color blindness issue ... -
In America ... you shoot gun. In Soviet Russia ... gun shoots you.