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Redlynne

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Everything posted by Redlynne

  1. That's easy to answer. It's because you believe in this ...
  2. We have. MULTIPLE TIMES. You just refuse to accept any explanation that does not give you the answer(s) that you want to hear. That refusal is ON YOU ... not us. Game Over.
  3. I'm just going to put this here ... and allow you to imagine the possibilities ... The reason why I like this particular frankenslotting for Gravimetric Snare is because the procs turn the power into a "neutralizer" that isn't heavily subjected to Purple Triangles of Doom™. That's because if you're spamming Ebon Eye and Gravimetric Snare on repeat, you'll start getting some relatively decent procs out of Gravimetric Snare here with this slotting, and the -Recharge debuffing from the procs operates via a Grant Power mechanic meaning that the $Target casts the effect onto themselves ... and when they cast the debuff onto themselves they don't get to resist the effect in the usual way ... meaning "full power debuffing" for AVs and GMs with this slotting. Against everything else, the -Recharge procs last a good long time and stack with the native -Recharge effect(s) built into Ebon Eye and and Gravimetric Snare (which both do -20% Recharge debuffing) and you can reasonably quickly start "flooring" the recharge on whatever you're unloading into, which when they're Immobilized might as well function for you like a Hold (without needing to stack up MAG in order to Hold). I prefer to think of this bit of trickery as being more akin to a kind of ghetto hold which "ignores" MAG requirements in order to be effective. The inclusion of the Overwhelming Force Knockdown proc is purely to add insult to injury of making Gravimetric Snare the kind of rapid fire (on a high recharge build) soft controlling "neutralizer" kind of power that locks $Targets into place (Immobilize) and denies them actions (-Recharge) and spoils their opportunities to take action when (if...) their powers ever finish recharging by occasionally knocking them down at (for them) inopportune moments so as to make their outbound attacks even more intermittent. This turns Gravimetric Snare into more of a "quicksand mire" type of a power that renders $Targets quite helpless to being beaten down into defeat. I am a big proponent of Orbiting Death for anyone playing a Human form Warshade in a group ... provided someone else is the designated Aggro Magnet(!). Orbiting Death is the CHEAPEST way to deal damage (over time) per endurance spent that you've got. Against 10 $Targets, when 5 slotted with Obliteration (including the proc), you can start doing things like inflicting some 98 damage per second to EACH $Target just by using Orbiting Death ... with no damage boosting from Mire (yet) ... and can still animate attacks for even MORE damage(!) during those 10 seconds. That's basically around 980 Negative+Smashing (from the proc) damage output for a cost of less than 8 endurance over 10 seconds(!). Orbiting Death is also really good at mopping up the last remaining slivers of HP on nearly defeated $Targets. With Orbiting Death you don't have to take them all the way down to 0 HP, you just need to get them close to 0 HP and then switch $Targets and let Orbiting Death finish them off for you. My favorite thing about Orbiting Death is just how damage proc friendly the power is. Every single damage proc you can put into Orbiting Death basically winds up being akin to a Chance For Critical Hit for the proc's damage type. The reason that I say that is because even when slotted up to near +90% damage enhancement, you're looking at damage throughput of around 17 Negative Energy every 2 seconds ... which is approximately 85 Negative Energy per 10 seconds ... and non-purple damage procs hit for 71.75 damage (type depends on the proc), but the proc damage happens all at once rather than being spread out over multiple damage ticks. 3.5 PPM damage procs have an almost 18% chance to proc every 10 seconds, which is better than 1 in 6 (where's my 1d6 already?), and that can seriously skew the damage production results for Orbiting Death. Now, I like to 5 slot Obliteration (with proc) into Orbiting Death so as to get the +5% global recharge bonus, but that also makes Orbiting Death a seriously damaging aura power that deserves respect since it allows you to keep attacking with Click powers while Orbiting Death does its thing. If you're looking for something more ... comedic ... out of Orbiting Death, and can "afford" to drop a global recharge bonus from your build ... you could do worse than slotting the Avalanche set (or even just the Avalanche set proc) into Orbiting Death so as to add a Chance for Knockdown to your Orbiting Death power. I find Starless Step to be almost invaluable, especially at low levels, as a way to deal with Quantums (et al.) particularly when soloing. Sometimes the Quantum is just in a BAD LOCATION and you want to take them on 1v1 rather than fighting them where they spawned (in a many versus one situation). Use of Starless Step can "defer aggro" long enough for you to dispose of the Quantum before needing to deal with any adds that you've drawn from the spawn group. This is how I like to frankenslot my Level 18 powers on both my Peacebringer and my Warshade ... This combination brings ... well ... EVERYTHING YOU WANT with Gravity Well. Accuracy? Got it. Endurance Reduction? Got it. Damage? GOT IT. Hold Duration? GOT IT. (Almost) 90% chance for a MAG 5 Hold? GOT IT. 2 out of 3 chance of giving you an Absorb Bubble? GOT IT. The only thing this combination doesn't give you ... is "great" set bonuses like global recharge ... but that's a SMALL price to pay for turning Gravity Well into such a blockbuster of a power with this slotting. Being able to cast a MAG 5 Hold (9 times out of 10...) using Gravity Well is why I wound up NOT slotting up Gravimetric Snare with a Hold proc ... because under these circumstances putting a Hold proc into Gravimetric Snare would be redundant(!!) given the performance I can get out of slotting up Gravity Well this way. This is how I like to slot out my purple Fluffies! The Soulbound Allegiance Build Up proc will last for 10 seconds(!) on the individual Pet that procs it. This can be quite the force multiplier for Dark Extraction! Here on Homecoming, Quasar does not crash your endurance nor your endurance recovery, meaning that use of Quasar will not force your toggles to drop. So this is definitely a point that you should want to rethink. I'm just going to put this here ... and allow you to contemplate the implications of having these kinds of chances for Build Up procs for +72% damage and +36% tohit that last 5.25 seconds ... In my experience, Tactics is either a 6-slot power (for Defense protected builds) or a One Slot Wonder™ where the only enhancement you NEED in Tactics is just the Gaussian's Build Up proc. Going with the One Slot Wonder™ option on a slot starved Kheldian simply makes way too much sense, especially for whenever you're wanting to play Human form (and have Orbiting Death running).
  4. I'm just going to put this here ... and allow you to imagine the possibilities ... Alternatively, if you would prefer to 2 slot, you can put 2 slots of Unbreakable Guard into Absorption, Gravity Shield, Penumbral Shield and Twilight Shield and walk away with a (global!) +10% Endurance Reduction set bonus for every power that uses endurance in your build because the 2 slot bonus for Unbreakable Guard is +2.5% Endurance Reduction for all powers. At the very least, having the 3 Shield powers ... even if they're just One Slot Wonders™ ... reduces the number of $Targets you need to hit with your Eclipse in order to saturate your Resistances up to the hardcap, because there are going to be times when it's easier to hardcap resistances when you've only got 3 $Targets around you rather than needing to have 5 $Targets around you for Eclipse.
  5. All that needs to happen is for @Captain Powerhouse to adjust the duration of the DDR buff on Tankers to exceed the activation time of the updated Evasion toggle refresh pulses (like most toggle effects are prone to do). It's most likely just a simple oversight introduced as a side effect of the Normalization of Taunt Aura powers. Relatively easy to correct in that case, by editing a single field in the power.
  6. Whatever happens to Teleport Foe here needs to be copy/pasted into Starless Step for Warshades, because Starless Step does the exact same thing ... notify enemies who shouldn't be getting notified.
  7. Counter-proposal. Quantums are enabled at Levels 6+ (so Nova form and up) Voids are enabled at Levels 20+ (so Dwarf form and up) Cysts are enabled at Levels 50+ (disabled when Exemplared to Levels 1-49) Quantums are a REAL PROBLEM for Kheldians just starting out in Levels 1-5 when you've got barely any powers (not counting P2W powers) and you haven't got any "good" options (yet) for being able to deal with Quantums and Voids and so on. Simply delay their appearance until Levels 6+ and it's all good, because Nova form can handle them without a ton of slots being needed. Voids are just "more powerful Quantums who are easier to spot in a non-5th group" and really shouldn't be showing up during Levels 1-19. Cysts ... if you can't handle Cysts at Levels 50+ when you've got ALL of your powers and ALL of your slots ... you need a LOT of help ...
  8. Is it just me ... or am I getting a LOT OF LIKES for this set of ideas?
  9. Can't say you weren't warned ...
  10. I'm just going to put this here ... and allow you to imagine the possibilities ... You're welcome!
  11. WAY too specialized. Simply add a DoT that does 1 Fire damage per second for 3 seconds. DONE. You can even copy/paste the effects of Incendiary Ammo out of Dual Pistols attacks if that's too onerous a task to do from scratch (just make it 100% chance to happen from Explosive Arrow).
  12. Essentially a "sticky" Delayed Blast Fireball ... akin to putting a Limpet Mine onto something (tag them now, boom them later). The simplest and most obvious way to achieve that goal would ironically be through use of a Toggle. Toggle ON to place "sticky" detonation device onto $Target. Toggle OFF to make the "sticky" detonation device self destruct (for AoE damage) ON COMMAND later. That way you don't have a "countdown" timer to detonation, you just need a deadman switch. The only difference that the game engine would care about is whether the effect is anchored to a $Target or to a Location (and getting the game to allow you to do either/both could get tricky).
  13. Pets will "allow" your Mastermind to do "whatever" the Mastermind wants to do to them ... including making them suicide bombers. Letting you do the same to Foes (directly!) would be ... A Bad Move™ ... from a game design standpoint.
  14. Well, since you're picking my Mastermind build to hold up as an example ... let's use it. With all Toggles running and all Accolades active and all slots in place (for set bonuses to be active), my Mastermind build features a total throughput of: Endurance Recovery: 3.48/s Endurance Usage: 1.46/s Maximum Endurance: 115.9 With the exact same Toggles running and all Accolades disabled and all slots removed (for set bonuses to be negated), my Mastermind build features a total throughput of: Endurance Recovery: 2.08/s Endurance Usage: 2.15/s Maximum Endurance: 100 So the Whole Of Build difference in endurance usage between NOTHING and EVERYTHING COMBINED is ... Endurance Recovery: +1.40/s Endurance Usage: -0.69/s Maximum Endurance: +15.9 I'd say that going from a net negative of -0.07/s throughput to a net positive of +2.02/s throughput in the holistic context of an entire build plan WOULD (what did you call it?) "offset even a single cheap toggle" ... and I'm not even including the effect of procs for +Endurance here (which pushes things even further positive with Panacea and Performance Shifter procs). Oh and in case you missed it ... +0.15 endurance/second is more than DOUBLE the endurance cost of Combat Jumping, which is everyone's go to example of "a single cheap toggle" ... because IT IS "a single cheap toggle" (and you're welcome to refute that notion, but I wouldn't recommend it). You're also missing the fact that increasing Maximum Endurance will ALSO have a knock on effect of increasing Endurance Recovery. Every +1% to Maximum Endurance will also increase endurance per second recovery. So having both will multiply the effectiveness of endurance recovery bonuses. From a game design standpoint, that means that if you let either Maximum Endurance OR Endurance Recovery set bonuses get "too big" then you wind up with a runaway situation (mathematically speaking) where in combination they become "too good" and all limits on performance imposed by having a LIMITED endurance recovery rate simply VANISH. THIS. AND THIS ...
  15. My Ninja/Time/Mace Mastermind build achieves this ... My Peacebringer build achieves this ... My Warshade build achieves this ... My Gravity/Time Controller build achieves this ... My Mind/Nature/Primal Controller build achieves this ... My Time/Dual Pistols/Soul Defender build achieves this ... My Huntsman (Crab version) build achieves this ... And those are all on builds that are optimized for +Recharge bonuses of +85% and up from sets ... where the endurance/recovery set bonuses are both "gravy" and useful on high recharge builds. Individually, if you're only got 1 or 2 of them ... sure. When you start stacking a few of them together though, they start making a difference (especially if you can stack up a LOT of them). They ADD UP and they're ALWAYS ON. That's powerful if you start building to make use of a number of them, especially since they can also stack with Accolades that can give you even more recovery over the baseline. Combine with +Max Endurance and global Endurance Discount bonuses and it can start making quite a large difference in your endurance budget (in other words, more than you're admitting to here). Or to put it another way, you're looking at the question in a vacuum ... not in the overall context of the entirety of an entire build. The recovery set bonuses are not intended(!) to make the endurance costs of your attack powers "free" (or at least, net endurance neutral) all by themselves. You CAN however leverage enough of them to make a difference in how the endurance budget of a build "works" over the long(er) haul for improved sustain potential in heavy combat, which is what they're meant to do ... by which I mean "improve" as opposed to "solve singlehandedly" as you seem to be inferring/implying they ought to be doing.
  16. I did something akin to this with one of my Paragon City alts. Topheavy Gs Gravity/Time Controller This is what she looks like in the Baron Coat with Rocket Boots. What's UNDER the coat can only be described as being "stripperific" but the elaborate embroidery on the coat makes that ... less than obvious ... except for the occasional peek-a-boo when viewed at exactly the right angles from the front (bring on the Theiss Titillation Theory!).
  17. Peculiar thing is that Dimension Shift is actually spherical ... while a Dispersion Field is a vertically challenged/flattened bubble. Cast it up in the air to see the actually spherical shape of Dimension Shift.
  18. I'm happy with the endurance recovery set bonuses where they are. They may be weak individually, but they can be obtained from a pretty wide variety of places and can be stacked to non-trival quantities (key word ... stacked).
  19. D3 Defender ... Dark/Dark/Dark Although, to be honest with you, I'm thinking that a D2S Defender would be a superior combo ... Dark/Dark/Soul Defender ... because that gets you Power Boost(!) and Soul Storm(!) and Soul Drain(!). Add Leadership toggles and make a difference to EVERY team you join (even if they don't know it). Alternatively, you can go D2S Corruptor, but you'd want to make sure that the buff/debuff to damage tradeoff you'd be making by choosing Corruptor over Defender matches what you're trying to accomplish. If you're wanting a spellcaster wizard vibe ... go either D2S Defender or D2S Corruptor ... and load up on Leadership toggles either way. Of the two, I'd personally be more inclined towards the Defender with Leadership toggles due to the greater buff/debuff (Defender gets more +Damage buffing out of Build Up procs!) and leveraging Power Boost even more dramatically. Put the Gaussian's Build Up proc into Tactics and 6-slot the Decimation set (with Build Up proc) into either Dark Blast or Gloom and start rockin' the Build Up procs that multiply the damage output of your AoEs in a repeating rotation. See either my Ninja/Time/Mace Mastermind build or my Peacebringer or Warshade build posts to get a sense of how that might wind up being way more unfair to your $Targets than it might at first appear when doubling up on Build Up procs in fast recharging power(s) combined with Tactics that flow into attack chains loaded with quick animating AoE attacks (hint hint).
  20. If only we could make use of The Lost Cure on Rikti Mothership Runs ... 🤣
  21. So ... basically copy Wormhole from Gravity Control (dropping the chance for Overpower) ... but make it a PBAoE (range 0) instead of a Target AoE (range 80 ft) with a radius of 20ft (copy of Wormhole) and make it do Knockdown instead of Knockback so it dumps everyone around the caster on top of the caster? I'd just call the power Magnetar (since Magnetars are Neutron Stars with MASSIVE magnetic fields, not White Dwarf stars) and give it to Peacebringers AND Warshades in an epic pool.
  22. That's because when the survey people call their phones, the Stalkers let the answering machine take the call (cuz they're Hidden).
  23. Explosive Arrow only does Smashing/Lethal damage (so it's more of a concussion type than an incendiary type). Explosive Arrow would need to deal Fire damage of some sort in order to ignite Oil Slick. Even a "token" Fire DoT added to the power would do the job.
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