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Everything posted by Redlynne
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Okay ... that's wrong because that's an over-interpretation of what I was saying. There are things you can do with Light Form that you CAN'T do in Dwarf Form ... and, ironically, vice versa. The better answer is that because Light Form isn't a lockout on Nova/Dwarf Forms, it can compliment (and empower) both forms in addition to Human Form. Dwarf Form lets you keep operating in a mez heavy environment due to its higher MAG of mez protection. Human Form gives you more flexibility in choice of attacks (use the right tool for the job). Nova Form lets you do ranged hover blasting. If you're only thinking in terms of OR then you're gimping yourself from the get-go. What you need to be thinking in terms of with Kheldians is ... AND ... not just merely the limitations of OR ... because it's the synergies between powers and forms that is the core of your TRUE strength as a Kheldian.
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In other words ... this ... ... is the answer.
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City of Data: Unrelenting I think you're using the power wrong. The condition is that you need to use the power AFTER you have been defeated ... not that you use the power prior to defeat and that for the next 30s you will auto-rez if you're defeated AFTER using the power. Use Power First, Get Defeated = wrong play Get Defeated, Then Use Power = right play Notice how in the City of Data entry that I linked above, there is NO DURATION on the rez effect ... while all of the other effects of Unrelenting all get a 30s duration. Methinks that's intentional and designed.
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Gravity/Kinetic or Gravity/Time on a Controller does pretty well ...
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You know ... if you play your code right, you'll not only have a web based build planner, but also a replacement for City of Data, all rolled into one online web accessible site ... because the data you need for the one is directly applicable/useful for the other ...
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Replacing Female footstep sounds
Redlynne replied to slightlyrandom's topic in Tools, Utilities & Downloads
I just wish there was a way to make sneakers sound like sneakers instead of boots/heels ... but only for characters wearing sneakers. -
The MacGyver Manual, or "You used X to make Y?!?"
Redlynne replied to Raevyn_Darke's topic in Base Construction
Your next challenge is ... Hnefatafl ... 😎 Scrapwood Challenge ep23 -
That I can't see properly due to bad lighting ...
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Even if you can achieve 85% capped Resistances in "Light Form" and in Dwarf Form, there's still a difference between them when it comes to mez protection (since Dwarf Form offers mez protection that Human Form, even with Light Form active, will lack). So even if you're aiming for the same outcome (capped resistances) by different means (forms) there are still going to be additional metrics beyond that (mez protection) that can factor into the mental calculus in actual gameplay that don't necessarily suggest themselves when simply looking at the build planner (because capped resistances is capped resistances, right?).
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Hey, someone helped you with the answer ... and you refused to believe that the answer given was the correct and complete answer. You asked what you were missing and you were given the answer to that too. How much more help do you need?
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Yes. You were handed the answer and you missed it.
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UNIVERSAL damage set.
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Reroll your son. Sometimes that's the only way to save a build that isn't working out for you ... 😁
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I've always thought of Tankers as being Aggro Magnets first and foremost. Your job is to ATTRACT ATTENTION and then survive it so everyone else can "do their thing" without peeling aggro off you. Perhaps the simplest way to figure when it's time to move on to the next group to gather their attention would be that once you're down to only 3 mobs left from a spawn group, just Taunt them with your Target AoE Taunt and then move to the next group so that the mobs you just taunted have to CHASE YOU while your team is sniping them down for you. You then establish Aggro Magnetism on the next group and just Wash, Rinse, Repeat. Also, this post might possibly be of interest to you ... [v2.0] SR/MA ... NO GET HITSU!! 😎
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How many slots should I invest into Maneuvers?
Redlynne replied to Sou1catcher's topic in Arachnos Soldier & Widow
I do this in my builds ... If you want to know WHY I slot them that way (for a "mere" +21.25% global recharge instead of a "full" +25% global recharge), read my Huntsman build post to learn the madness behind the method(s). -
Ms Givings wound up getting rerolled as a Mind/Nature Controller, but her $Battlecry and bio are still the same.
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Where's my "Ok Boomer" button to be grandfathered past it? 😓
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Leadership is a FORCE MULTIPLIER. This shouldn't be that hard to figure out ...
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Powers getting back to their Roots
Redlynne replied to Stan The Man's topic in Suggestions & Feedback
The old/original Storm Kick was known to the forums as the "smell my foot" animation because of what happened when you MISSed. It works for Chun-Li because her attacks only need to check for Range (in 2D). As soon as you also have to account for a ToHit check as well, you wind up with the "smell my foot" on MISS animation. -
Correction: "Humble" is what Scrappers force feed others ... often in the form of pie(s to the faceplanted).
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https://forums.homecomingservers.com/topic/14208-martial-artswillpower-scrapper-build-help/?tab=comments#comment-149330
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I would assume that this is the correct answer since it would "fit" with how the Gaussian's Synchronized Fire-control proc works and also how the buff from Eagle's Claw in Martial Arts works. The key thing you need to remember is that City of Heroes is a Resolve First, Animate After system game mechanically under the hood. This means that the conditions present at the instant of activation on a power is what modifies its performance. The game resolves everything concerning the power FIRST (hit/miss, damage, etc.) and then shows you the results of that determination. This is why I am rather sure that the critical strikes proc ought to only be affecting powers activated AFTER the proc ... since the proc effect was not active when the power with the proc was activated (presumably). Note that this means that theoretically, in order to get the "most" out of the 3.5s duration of the proc that you've cited, you need to cram as many attack powers as you can activate within that 3.5s window of opportunity ... but if you activate a long animation attack at (say...) 3.4s elapsed duration that long animation attack ought to get the benefit of the proc, because the resolution for what happens gets done before the 3.5s duration expires, "locking in" the effect of the buff even though most of the animation time for the power extends WELL beyond the 3.5s duration. I exploited this game mechanical bit of trickery in both my Ninja/Time/Mace Mastermind build and Kheldian builds that use the Decimation Build Up proc, so as to "extend" the benefit of the buff beyond a mere 5.25s, and on my SR/MA Tanker build so as to get the most benefit out of the damage buff yield after using Eagle's Claw. I figure that the buff from the ATO critical strikes proc works basically the same as these other effects. So the moral of the story would be that you first need to figure out what your attack chain is going to be ... calculate the animation times for all of those powers, in sequence ... and then slot the critical strike proc into a power that you will use 3.0-3.48s before activating a "big" long animation time power so as to "extend" the animation time coverage of the proc. For example, if you activated Eagle's Claw at 3.3s into the duration of the 3.5s buff, then the critical strike buff would "last" all the way through the Eagle's Claw arcanatime time of ~2.7s ... and 3.3+2.7=6s of actual animation time worth of critical strike buffing usefulness, even though the buff itself only lasts for 3.5s. Hope that helps.
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Now you're thinking with gasps ...
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Best compromise I can think of would be that Void Hunters and Cysts are enabled when a Level 50 Kheldian is on the team and NOT Exemplared below Level 50. That way the Void Hunters and Cysts are essentially "endgame content" for Kheldians (and teams with Kheldians in them) at Level 50, when you've got no more excuses for not being able to handle them (since you've got all your powers and all your slots).
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It's only +7.5% global recharge from a Luck of the Gambler. You'll be getting more than that from Force Feedback procs to make up for the loss.