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Everything posted by Redlynne
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It's true that some powersets are better for picking 8 instead of 9, and so on, but those are context dependent choices. In terms of default starting assumptions, I prefer to start with 9 by 9 plus 3 Leadership and then start pruning back from there. Some powersets and combinations will be more ... forgiving ... of that pruning (Elude, as you cited, is relatively superfluous in PvE) but that's something which is context dependent for that specific combination of powersets. It also depends on what your "goals" are with your character. But in general I start with a 9 by 9 plus 3 Leadership assumption for my own builds, and so far it's only my Tri-Form Kheldians who haven't adhered to that pattern (because form shifting detoggles powers other than the form power itself). It makes for a decent starting assumption, I've found ... even if later decisions move the build (slightly) off that preferred ideal, because ... REASONS.
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I'm still running on 10.13.6 High Sierra (2011 iMac) and for months now I've needed to tell Island Rum to go stuff itself after launch so as to cancel the download it does to update itself upon launch. Once that process is halted, I simply go to the pulldown menu in the top left and tell it to Re-Scan my installation. Once the Re-Scan is completed, I can play.
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Wild idea: Increase the minimum chance to hit from 5%
Redlynne replied to Vanden's topic in Suggestions & Feedback
So ... create a problem in order to propose a solution ...? -
YES. Full stop. Assault and Tactics (especially if you slot the Gaussian's Build Up proc into Tactics!) are definitely worth getting. Maneuvers is worth getting, but if you're short on slots and/or power picks would be the power to drop. Vengeance is a good Luck of the Gambler global recharge mule (or Kismet proc or Karma KB Protection proc), making it a One Slot Wonder™ power that can benefit the entirety of your build even if you rarely if ever actually use Vengeance. Victory Rush is purely optional, but can be a good idea to have with some builds to enhance their endurance management over the longer haul.
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POLL: Which Support sets need work?
Redlynne replied to Replacement's topic in Suggestions & Feedback
Also known as the Wisdom of Crowds (or words to that effect). -
Debating the best patron set for a crab spider
Redlynne replied to Azrik's topic in Arachnos Soldier & Widow
That's also ignoring the animation time for those patron pool attack powers. The Arcanatime durations are kind of prohibitive on Leviathan Mastery. See for yourself ... Spirit Shark: 3.168s School of Sharks: 2.508s Arctic Breath: 2.904s Bile Spray: 2.904s = 11.484s total for all 4 attacks That's A LOT of animation time! For comparison purposes, here's the Arcanatime durations of the Crab Backpack attack powers. Channelgun: 1.584s Longfang: 2.244s Suppression: 3.168s Venom Grenade: 1.848s Frag Grenade: 1.848s = 10.692s total for all 5 attacks And then you want to compare that to the Arcanatime durations for all of the Rifle attack powers. Single Shot: 1.056s Burst: 1.188s Wide Area Web Grenade: 1.848s Heavy Burst: 2.904s Venom Grenade: 1.848s Frag Grenade: 1.848s = 10.692s total for all 6 attacks Note, the above cross comparison of animation times is why I always assert that Huntsman builds are "faster to animate" their attacks than Crab Backpack builds, since you can attack 6 times out of the Rifle in the exact same amount of time that it takes to attack 5 times out of the Backpack ... and depending on how you build and prefer the "tempo" of your gameplay, that CAN make a difference that you can "feel" in how the character plays (that and standing ankle deep in spent brass shell casings). Yes, the Leviathan pool powers will inflict -Resistance debuffing on $Target(s) ... but ask yourself, for the amount of TIME that you're spending on animating those Leviathan attacks to get those debuffs, how many attacks do you need to make in order to break even (let alone get ahead) of the damage output you would have been doing without using those Leviathan attacks? Now count up how LONG it's going to take you to realize that "advantage" that Leviathan attacks debuffing your $Target(s) and ask yourself ... aside from AVs and GMs, how many $Target(s) are going to remain upright long enough to actually realize the debuffing advantage that the Leviathan attacks are giving you? If the answer is "not many" then why are you using (and investing in) the Leviathan attacks in the first place? Now, granted ... the Leviathan attack powers LOOK COOL and somewhat cinematic (SH4RXX0R! D4NG0R!!), and for some people that's all that really matters (so they can have a good time playing their Soldier and feel like they're AWESOME!!!). But when it comes to the comparative advantages of differing builds and build strategies, you need to drill all the way down to the level of comparing attack chain cycle performances for the entirety of the attack chain (and how fast powers recharge in the build and so on and so forth) to know if you're REALLY getting an advantage out of Leviathan attack powers in the context of your entire build (or not). -
There's an option in the editor (room contents?) which shows you all of the items placed into the room ... in the order that they were added to the room (so last added is all the way on the right). You can use this to find and select items that are "lost" inside of other items (however being able to "grab" the hitbox of an item inside another item is a different problem). Usually what I wind up needing to do is move the larger hitbox item aside so as to get at the buried smaller hitbox item in order to move it out where it can be grabbed/manipulated again, and then put the larger hitbox item back where it was supposed to be with the smaller hitbox item now out in the free and clear where I can access it directly without conflicts.
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You win the internets today!
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The solution is keybinds. You set up keybinds for all of your attack powers (the ones you click) such that they (reading from left to right) execute the attack power and execute domination in a format of "attack$$domination" (overly simplified). That way, if Domination is recharged it automatically takes priority for casting over the attack. You then set Hasten on autofire (as normal). Or you do it the other way around ("attack$$hasten") and put Domination on autofire. Either way, you invoke the "second perma power" in a way that is linked to the keybinds for your click powers you use to attack with.
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Field Medic removes the Interrupt from Aid OTHER ... not from Aid SELF ...
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This is why you build for how the game currently IS ... not for how you wish is MIGHT BE ...
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Dominators are ... Blasters Who Mez. You use your Mez powers to allow you to safely blast away your opposition. If you aren't building towards that outcome, then yes ... you're building and playing your Dominator(s) "wrong" ...
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Wild idea: Increase the minimum chance to hit from 5%
Redlynne replied to Vanden's topic in Suggestions & Feedback
I didn't need to ... because I don't believe your "solution" would work. STILL EMPHATIC NO. -
Or you could 2 slot with a pair of +2 HamiOs that affect Defense and Endurance Reduction, if you need to save a slot. Alternatively, if you don't need set bonuses, you can do the pair of +2 HamiOs and add a Luck of the Gambler global recharge into the 3rd slot ...
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Wild idea: Increase the minimum chance to hit from 5%
Redlynne replied to Vanden's topic in Suggestions & Feedback
screw over Defense sets even harder than Regeneration "just cuz" ... EMPHATIC NO. -
Tanker. When in doubt between Scrapper and Tanker, it all comes down to "fast vs not quite as fast" (on damage output) and the flipside of "survivable vs not quite as survivable" (on resistances/health). The "loss" in damage potential isn't going to be that much, while the gain in ... immortality ... on the Tanker will be quite significant. It's the whole "if you can't kill me in 11 seconds then YOU CAN'T KILL ME" thing of how quickly you can get your Dark Regeneration power healing you up to full all the time, and the Tanker will give you more ... margin ... for being able to pull that stunt off on a routine/regular basis. Honestly, I'd say go ahead and build a Dark/Dark Tanker in the build app you've got, get everything set "just so" for the build ... and then port that over, power for power to a Scrapper so as to do a 1:1 comparison of the alternatives in order to decide which you like best.
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I'm just talking the simplest way to conceptualize what's happening, as opposed to that being the exact methodology of the underlying coding/programming, just to make it simpler to understand and get the idea across.
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Propel is a single target attack. The Knockback splash AoE is a pseudopet that ignores enhancements.
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Build Up procs are multipliers ... if you can chain AoE attacks after the attack with the Build Up proc slotted into it. The real kicker is when you can get the Force Feedback procs going in the AoEs so that you can do something kind of insane where you can animate the AoEs and have them recharge to use AGAIN before the 5.25s buff from the Build up proc runs out. That way you can get extra bites at the apple (so to speak) from every Build Up buff. But hey, to each their own ...
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The area this power can cover is somewhat convincing me. Slotting just one Dam/Range from Posi increases the area covered by 80ft. +5 the dam range adds another 10ft. Using intuition radial adds a whopping 140ft of area covered. (I'm basing this of area of a segment). I think this means each cast will hit the target cap providing there is enough critters. This is now my "go to" slotting for any damaging cone attack such as Heavy Burst (Huntsman) or Suppression (Crab) that does Defense Debuffing. HamiO: Centriole Exposure (+2 Dam/Range) HamiO: Centriole Exposure (+2 Dam/Range) Detonation - Damage/Endurance/Range: Level 50+5 Annihilation - Accuracy/Damage/Endurance: Level 27 Annihilation - Chance for Resistance Debuff: Level 20 Achilles' Heel - Chance for Resistance Debuff: Level 10 Heavy Burst: Achilles' Heel (3.5PPM), Annihilation (3PPM) 3.5 * ((12 / ( 1 + 0 / 100 )) + 2.67) / (60 * (0.25 + 0.75 * (1 + 50 * (11 * 30 + 540) / 30,000))) = 40.99% 3.0 * ((12 / ( 1 + 0 / 100 )) + 2.67) / (60 * (0.25 + 0.75 * (1 + 50 * (11 * 30 + 540) / 30,000))) = 35.14% Suppression: Achilles' Heel (3.5PPM), Annihilation (3PPM) 3.5 * ((16 / ( 1 + 0 / 100 )) + 3) / (60 * (0.25 + 0.75 * (1 + 50 * (11 * 60 + 540) / 30,000))) = 44.33% 3.0 * ((16 / ( 1 + 0 / 100 )) + 3) / (60 * (0.25 + 0.75 * (1 + 50 * (11 * 60 + 540) / 30,000))) = 38.00% Suppression features a longer recharge (16s vs 12s) and animation time (3s vs 2.67s) which then helps counterbalance the reduction in proc chances due to Suppression having a 60º cone angle rather than the 30º cone angle of Heavy Burst. Being able to stack resistance debuffing like that, on top of what Venom Grenade is doing, leads to some "rip roaring" success stories ... especially if you can use Heavy Burst/Suppression rapidly and quickly due to high global recharge buffing. I'm working on a rewrite of my Huntsman build that gets Heavy Burst down under 6s of recharge with NO HASTEN just from global recharge buffing with the above slotting that has no recharge reduction(!) in it prior to incarnates. Note that this slotting yields a throughput performance of 77.98ft of cone radius (a +55.96% after ED increase) starting from a 50ft base cone radius, before adding any incarnate slotting into the mix. Makes it REALLY EASY to use with 80ft ranged single target attacks ...
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Icicles is Lethal damage because the damage is "piercing" type, rather than being Cold damage because they're ... what's the stuff that makes water change from liquid to solid?
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It's not levitating them ... it's just mentally controlling them to Pratfall ... UP ...
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THERE'S NO GENTLE IN WAR MACE !
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Did someone take my name in vain ... again ...? Mastermind Ninja primary attacks Snap Shot (ranged single target): 1s animation . 2s base recharge Aimed Shot (ranged single target): 1s animation . 4s base recharge Fistful of Arrows (cone): 1.17s animation . 8s base recharge Dominator Martial Assault shuriken attacks Shuriken (ranged single target): 1s animation . 4s base recharge Trick Shot (ranged chain): 1.07s animation . 10s base recharge Explosive Shuriken (target AoE): 1.67s animation . 12s base recharge Given a choice between the two options ... I'd rather stick with using a bow on Ninja Masterminds (thanks). The reason WHY I have that preference can be found HERE. Now, if the arrows were given an extra effect beyond just merely (exclusively) Lethal damage, I wouldn't object (too strenuously). I can even envision scenarios in which the buffing of Ninja Mastermind archery attacks ISN'T proliferated out to the Archery powers more broadly, so as to represent a dedicated "ninja" version of Archery being used. Even something as simple as doing a Slow debuff (representing "poisoned" arrows that debilitate but aren't mez MAG powerful) that apply -Recharge and -Movement debuffing and thus enables use of the Slow sets in the archery attacks would be welcome. That's about as far as I'd be willing to go on this topic.