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Everything posted by Redlynne
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Depends on the overall context of your build. There's simply too many variables to give you a context-less answer with any validity. I'd recommend using the build planner of your choice and then simply doing two versions of the same build (Defender vs Corruptor) and decide for yourself which one you prefer. The choice of ATOs in the context of the build may be a deciding factor for you, but only YOU will be able to answer that question for you.
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Has anyone ever worked out what the Radius is on Dimension Shift for Gravity? I'm wanting to know for Proc Fu calculation purposes.
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Which is more important to you ... buffing/debuffing ... or the damage cap? If it's buffing/debuffing then you want a Defender. If you're more interested in pushing the damage cap you want a Corruptor. As a guy who once lived for almost a 1000 years at a garage sale for cups once said ... CHOOSE WISELY ...
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Would Dual Pistols benefit from a "Sniper Shot" attack?
Redlynne replied to merrypessimist's topic in Suggestions & Feedback
Scrappers don't measure damage ... only body counts ... and even then they rarely bother to remember to count how many ... -
Heck, just being able to put a SKATEBOARD under your feet instead of particle FX would be an improvement ...
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Some days you manage to eat your veggies ... and some days, the veggies eat YOU.
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Would Dual Pistols benefit from a "Sniper Shot" attack?
Redlynne replied to merrypessimist's topic in Suggestions & Feedback
Agreed. -
Ah ... someone has been taking my name in vain (again) ... 🗯️ Comedy value aside, that Mind/Time build I posted almost a year ago has not aged particularly well, especially once I (and a few others) learned the Art of Proc Fu. Among other things, I went on to adapt my Mind/Time build into a Mind/Nature/Primal (that I named "Mind Over Vegetables" for what ought to be obvious reasons...) build which I have found to be FAR more satisfying to play, even though there are a lot of points of commonality between Time and Nature for a Controller. I'm currently in the middle of a MAJOR OVERHAUL of my Gravity/Time Controller build, so as to convert it into a Gravity/Time/Primal build by doing some wonderfully ... odd ... things to it (such as dropping Crushing Field from the build in favor of routine use of Dimension Shift!!) which I'm hoping to be able to proliferate out to my other Time builds (Dual Pistols Defender and Ninja Mastermind). Right now, I've got the Gravity/Time/Primal build balanced around 36 slots for the primary, 4 slots for inherent powers, and the remaining 37 slots go to the secondary, for a pretty decent balance between primary and secondary that I figure ought to proliferate "tolerably" to other builds ... including a Mind/Time/Primal build if you're so inclined to crib notes from what I'm doing now, almost a year later from my (admittedly rusty at the time) efforts at being a Master Builder back in May of 2019. Since then I've learned A LOT of new tricks that I'm eager to put to good use in my builds! 😉
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Mids' Reborn Unofficial (MRBU)
Redlynne replied to Felis Noctu's topic in Mids' Reborn Hero Designer's Forum
I lack the skills to realize the dream. I just know what the dream IS ...- 293 replies
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Mids' Reborn Unofficial (MRBU)
Redlynne replied to Felis Noctu's topic in Mids' Reborn Hero Designer's Forum
The best possible UI refresh would be to move to a webpage architecture and do everything online. That way there's no fiddling around with who has what version downloaded to which OS and all the disparities of outcomes that result from having an app saved on your computer. Update the webpage to update everything for everybody.- 293 replies
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Um ... City of Titans is doing EXACTLY THIS for their game engine founded upon Unreal Engine 4 ...?
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New IO Set Request: Ice Mistral's Torment (Slow Movement Set)
Redlynne replied to Bopper's topic in Suggestions & Feedback
Yes, a Slow set like Tempered Readiness includes 6 different attributes on the enhancements (and is representative of practically all existing Slow sets), but just look at how uselessly diluted those values are! Accuracy / Slow Damage / Slow Accuracy / Endurance Range / Slow Endurance / Recharge / Slow Accuracy / Damage / Slow What that adds up to for all 6 slots is ... Accuracy: 1.75x SO Damage: 1.125x SO Endurance: 1.125x SO Range: x0.625x SO Recharge: x0.5x SO Slow: 2.875x SO = 8x SO equivalents from 6 slots with NO proc(!) and more than half of the enhancement is devoted to Slow and Accuracy, with everything else mopping up the scraps (using too many mops!). And the less said about the set bonuses offered by Tempered Readiness the better. I keep getting the feeling that the existing Slow sets would have been better if they had dropped Damage out of them entirely so they would function more like a Hold, Immobilize, Stun or Terrify set instead ... and then created an entire other line of Slow sets that oriented around combining Damage and Slow like I've tried to do with my Graviton Condenser (proposed) set. I mean, just compare the 1.125x Damage and 2.875x Slow priorities in Tempered Readiness ... to the 2.5625x Damage and the 2.0625x Slow priorities in my Graviton Condenser. Simply put, I'd NEVER put Tempered Readiness into a damaging power that slows $Targets ... while I WOULD put a Graviton Condenser into a damaging power that slows $Targets ... simply due to the balance of enhancement values on the enhancements themselves, never mind the set bonuses. The key thing is that the Slow sets need to be designed for "Slow AND..." rather than being designed with a mentality of "Slow OR..." like the legacy Slow sets were. To be honest, I sincerely think that when it came to making the Slow sets, the devs at Cryptic/Paragon Studios just "phoned it in" without really thinking about how the sets would need to be USED ... as completed sets ... for builds made by Players. It's as if they weren't even trying (or ran out of schedule time and just threw something together and shipped it) rather than doing the kind of thoughtful analysis like we have the luxury of doing now, all these years later.- 14 replies
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My personal preference is to do this: Level 2: Health (A) Panacea - +Hit Points/Endurance: Level 10 (17) Miracle - +Recovery: Level 20 (27) Numina's Convalesence - +Regeneration/+Recovery: Level 30 Level 2: Stamina (A) Endurance Modification IO: Level 50+5 (7) Performance Shifter - EndMod: Level 27 (19) Performance Shifter - Chance for +End: Level 21
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Would Dual Pistols benefit from a "Sniper Shot" attack?
Redlynne replied to merrypessimist's topic in Suggestions & Feedback
Piercing Rounds is a 4º Cone attack that can be enhanced into being Sniper-esque like so ... Level 35: Piercing Rounds (A) HamiO: Centriole Exposure (+2 Dam/Range) (36) HamiO: Centriole Exposure (+2 Dam/Range) (36) Detonation - Damage/Endurance/Range: Level 50 (36) Annihilation - Accuracy/Damage/Endurance: Level 27 (37) Annihilation - Chance for Res Debuff: Level 20 (37) Positron's Blast - Chance of Damage(Energy): Level 20 Set Bonuses: Annihilation (Piercing Rounds) 1.35% Max End Note that at 124.8 * sin(4) = 8.7 ft wide cone at maximum range Also, a 3.5 PPM proc like Positron's Blast for 71.75 Energy damage would have a 90% chance to proc in this configuration, meaning that damage production (before including -Resistance debuffing) would average out to 189.1 Lethal + 64.575 Energy = 253.675 damage in a build with NO OTHER POWERS (or enhancements) in it yet. Obviously, filling out an entire build with Leadership toggles (Assault and Tactics particularly) along with 3-slotting Defender's Bastion TWICE! (to add another +15% to +20% global range enhancement!) would add another +12ft to +16ft of Range onto the 124.8ft Cone ... yielding an ultimate Range (before Incarnates!) of 136.8ft or 140.8ft depending on whether you've got Superior Defender's Bastion slotted or not, and you're well into "sniper" range territory for a power that can hit multiple $Targets (max 3) and inflict up to -40% Resistance debuffing (Standard Ammo mode) without needing to deal with an Interrupt. From where I'm shooting, that's plenty sniper-esque for me and it can be used to hit 1-3 $Targets SIMULTANEOUSLY(!) ... unlike an "actual sniper" attack power. Your turn. -
To be fair, in ANY volunteer organization, you're going to have people who volunteer and then don't show up to do ACTUAL work ... while others volunteer and actually show up and actually DO the work. After that, there tends to be an evolutionary self-selection process that results (go figure) where the people who stick around stick around, while those who don't ... don't ... (shocking, I know). The simple fact of the matter is that actually MAKING a game isn't all that FUN. It's a lot of blood, sweat and tears ... and for a group of volunteers trying to produce on a budget 1% (or less in this case) what a major publisher would be throwing at the effort, I'd say that the MWM team has a LOT to show for what they've done. They keep getting closer and closer to a game that's WORTH PLAYING, and they've made sure that the foundational fundamentals of what they're doing are strong enough to survive for decades (since we know another game that didn't do that but is still around and being actively played and developed for even after shutdown). And as I like to tell people ... Urban environments are DENSE ENVIRONMENTS that have more "stuff" per cubic meter of volume than any other kind of environment. Wilderness is cheap and EASY by comparison! Wilderness is relatively sparse in terms of assets and the variety of assets needed to populate the space, and everything tends to be more 2D than 3D in a Wilderness type of environment. Not so with an Urban environment! In an Urban environment there is STUFF ... EVERYWHERE ... and that takes a good bit longer to world build than the alternative of a Wilderness environment that can be generated by procedure, touched up by a developer and ready to go in a lot less time than an Urban environment can. And as if that wasn't enough, the Urban environment doesn't just stick to ground level ... it goes UP ... WAY UP ... and all of that has to be accounted for in the World Building.
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New IO Set Request: Ice Mistral's Torment (Slow Movement Set)
Redlynne replied to Bopper's topic in Suggestions & Feedback
No recharge? That's a unique take on a set. Yes ... no recharge. Most sets only cover up to 4 enhancement attributes (Accuracy, Damage, Endurance, Recharge) in differing amounts. However, when I was looking around, I didn't see all that many sets covering 5 enhancement attributes (add Slow to the mix) and I had no indications that trying to shoehorn in 5 attributes would be "legal" under the balancing formulas or make for a particularly workable mix of enhancements once everything gets added up. Accuracy, Damage and Endurance Reduction are functionally NON-NEGOTIABLE for inclusion in a set that is going to be getting slotted into attack powers (see: Damage enhancement) which meant that the only enhancement attribute available for sacrifice/conversion to Slow enhancement was Recharge without compromising any of the other more valuable enhancement attributes. The fact that eliminating recharge from the set will wind up maximizing the proc chances of the completed set was simply a bonus ... 😎 I like the proc idea. Very unique I wanted to create an obvious "Kite Set" for Slow sets. With the Range debuff in play, it makes it possible to outrange $Targets who can't get to you quickly enough (because they're Slowed) allowing you to harm them while they can't harm you. It would (finally!) be a down payment on the idea that "Range IS Defense" that was promised (but never delivered on!) for Blasters and simply makes too much sense to enable via Slow powers. It's balanced by the fact that even if you get the -Range debuff proc it won't ALWAYS be useful in EVERY situation you find yourself in, since close quarters combat will effectively "negate" the advantage given to you by Range debuffing since you're "too close" to take advantage of it. So the idea is that with this set, not only do $Targets have a hard time getting into melee range to melee you ... they also have a hard time REACHING you with Ranged, Cone and even Target AoE attacks so long as you're far enough away from those $Targets. You basically put them at the bottom of a gravity well while holding the high guard position at the top of that gravity well (if you're far enough away from them), so it's easy for you to attack them (just throw rocks at them?) while it's hard for them to muster the increased energy needed to reach you. In other words ... make Slow powers USEFUL (again?). Glad to hear you like. 😎 Now we just need to find out if someone on staff likes the idea too ... ✨- 14 replies
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The only reason NOT to put a permanent Halloween event into one of the existing Echo zones is that all of the Echo zones are blueside. To my knowledge, there are no existing Echo redside zones. Of course, that could be easily fixed making an Echo Halloween: Peregrine Island and an Echo Halloween: Grandville pair of zones ... but I'm not sure if doing that is within the capability of the dev team (it might be, but I have no way of knowing for sure). One of those things that's easy to SAY in a post, but perhaps not so easy to DO in implementation in the game engine.
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Water has a (somewhat) freeform combo system that doesn't take kindly to other powers being blended into the mix. Tidal Power charges have durations that expire, so you need to be careful with the "shaping" of your attack chain to not be casting too many Kinetics (or other) powers while holding stacks of Tidal Power charges or the charges will expire on you before you can use them. However, that Tidal Power combo system also lets you (at 3 charges) use a faster animating version of Water Jet that also instantly recharges Water Jet so you can use Water Jet twice in a row. Dehydrate can be slotted up with Accurate Healing sets (specifically, 4 of one set plus both Accurate Healing procs) to become a generator of Tidal Power charges and a consumer of them that massively increases your sustain on both healing and endurance, which kind of makes Transfusion and Transference somewhat redundant (for healing and endurance management). Radiation doesn't have the Water combo system to worry about, so you'd be able to mix and match primary and secondary powers with less demand on using secondary only powers, yielding a more relaxed and flexible playstyle.
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Peacebringer T2 power NO bonus range in Nova form
Redlynne replied to Tekno2099's topic in Bug Reports
I can verify that this was the case the last time I was playing my Kheldians (Peacebringer and Warshade). The T2 eye beam powers remain locked at 80ft range after shifting to Nova form, while all of the other Nova form powers are 100ft range (except for the Cone, which can be enhanced up to ~100ft with Range enhancements). -
New IO Set Request: Ice Mistral's Torment (Slow Movement Set)
Redlynne replied to Bopper's topic in Suggestions & Feedback
Okay, I think I got it ironed out during the maintenance. And yes, if this set existed I'd need to move to a [v4.0] for my Warshade build ... Graviton Condenser (Slow, Rare, 21-50) Enhancements (1 single, 1 dual, 2 triple, 1 quad, 1 proc): Damage Damage / Slow Accuracy / Endurance / Slow Accuracy / Damage / Slow Accuracy / Damage / Endurance / Slow Chance for Grant Power: -50% Range for 10 sec (3.5 PPM) Set Bonuses: 2: +5% Range 3: +3% Slow 4: Mag 3 Knockback Protection 5: +7% Accuracy 6: +7.5% Recharge SO equivalents: Accuracy: 1.4375x SO Damage: 2.5625x SO Endurance: 0.9375x SO Slow: 2.0625x SO = 7x SO equivalents from 5 enhancements … plus additional proc Note: Scrapper and Tanker Taunt powers apply a -75% Range debuff as part of their effects.- 14 replies
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New IO Set Request: Ice Mistral's Torment (Slow Movement Set)
Redlynne replied to Bopper's topic in Suggestions & Feedback
I'm thinking of an additional Slow set ... 😎- 14 replies
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New IO Set Request: Ice Mistral's Torment (Slow Movement Set)
Redlynne replied to Bopper's topic in Suggestions & Feedback
Challenge Accepted ... But I'm probably going to have to wait to post after the forum maintenance.- 14 replies
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There's a lot to be said for a Kinetics/Sonic Defender doing the (and I quote) ... Buff Debuff ... (end quote).
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Storm/Water Defender ... or a Water/Storm Corruptor would work out decently well. I've got a Water/Ice Corruptor build that you may want to pillage for ideas if you're heading in that direction. Back on Virtue, before Time Manipulation was announced (let alone released), I made a Storm/Dual Pistols Defender that had multiple other Players on a Moonfire Task Force thinking they would need to "carry" me through the Task Force while we were waiting for everyone to join and then had 3 out of 7 of them turn around and ask me what my build was before we got to the final mission because I was just Deftanking everything we'd been fighting and had turned every mission into a cakewalk. More than one other Player, after having seen how aggressively I was playing, announced that they were going to be starting Storm/Dual Pistols Defenders to play themselves since the build was just so overwhelming. So there's that (too) ... 😎 Here on Everlasting, since I had the opportunity to reroll from scratch, I went ahead and reached for the Time/Dual Pistols "No Escape" builds that caused a minor sensation last year.
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Soldiers of Arachnos (the way I build them) play a lot like a Sentinel, with double leadership auras (all 3 of them). There's remarkably few things you can't manage to pick apart and gun down even while solo. Hope you like standing ankle deep in spent brass! If you take ANY Crab powers ... ANY OF THEM ... then the backpack will permanently appear on the character and CANNOT BE REMOVED. This means alternate builds. If you want to NOT have the backpack you MUST choose Soldier and Bane powers ONLY and can NEVER take ANY Crab powers on ANY build on the character. Fortunately, I've got you covered on a Bane Huntsman build (see link above).