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Redlynne

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Everything posted by Redlynne

  1. I finally finished watching Crisis on Infinite Earths (all 5 parts of it) and ... was seriously NOT IMPRESSED. The whole thing felt like a McGuffin to not only "reboot the CW multiverse" but a way for them to bring all of their DC shows into the "same universe" so they didn't have to keep doing the Earth-1 vs Earth-38 thing and could do crossovers from now on whenever they feel like it. Pretty much the only time that the whole crossover felt like it did anything interesting was when the characters commented on the crossover itself (and being left out of it) in a genre aware way. Still, merging the franchises of all of the DC shows was probably (probably) a wise decision and something that needed to happen "anyway" at some point. For me though, it was the Supergirl episode that followed Crisis ... Episode in a Bottle ... that was truly terrifying in its implications, not the least of which being the "bottling" of worlds as was shown to be the Big Bad Ending™ that needed to be avoided in the series Krypton (which is probably never coming back again), and then tying "Brainy" back in with Brainiac (and the Big Brain). That felt way more ominous to me than destroying the entire multiverse (so it could be rebooted).
  2. Redlynne

    Mercs

    "Ankle deep in spent brass is the only way to LIVE kid."
  3. Redlynne

    Mercs

    Let's put it this way ... you can "direct traffic" and they'll "follow orders" and stay put where you put them.
  4. 4 of my 9 alts are Praetorians ... plus 2 Villans and 3 Heroes. It balances out.
  5. Arbitrage is the most likely answer.
  6. Take out the spaces around $$ in your q bind. q “powexec_toggleon Dark Nova$$goto_tray 4$$bind_load_file c:\coh\binds\sybil\ws_nova.txt” You're also going to need a bind that allows you to "revert" to Human form. You'll want to toggle off both Nova form and Dwarf form with that bind, so that you'll revert to Human form regardless of whether you're a Nova or a Dwarf at the time.
  7. I'm just going to leave this here ... 😎 Time/Dual Pistols/Soul ... Yet Another "No Escape" Build
  8. You're kidding, right? I've got a frankenslotting pattern for damage cones on ALL of my builds! The only time I don't use the frankenslotting on cones is when I absolutely HAVE TO HAVE that last global recharge bonus from a cone attack. Adding range enhancements to cones just makes EVERYTHING about using that cone during a standard attack rotation SO MUCH EASIER to do. And yes, not only have I tried it with other cones, other people have used the Hop 'n' Pop maneuver during their videos of clearing the Comic Con Fire Farm map. Was fun watching someone riffing on my Time/Dual Pistols build using the Hop 'n' Pop with Empty Clips. It's a generic principle that works for almost any cone, but the parameters are ESPECIALLY GOOD for Frost in Ice Melee due to a combination of factors.
  9. Well that rules out Staff Melee ...
  10. Female Face 14 is my go to standard for females by default. It projects the whole "don't mess with me" vibe without overdoing it.
  11. Ninja/Time/Mace ... "It's a BOW Time ..." Mind/Nature/Primal ... Mind Over Vegetable(s) Beast/Nature (made better) by @SmalltalkJava Between the Ninja and Beast Mastermind builds you ought to be able to figure out what you'd want to be doing with your Pet slotting. Between the Mind Controller and Beast Mastermind builds you ought to pick up a LOT of pointers on how to slot Nature Affinity for fun and profit. There are some well hidden tricks in there that will be quite game changing for you once you take advantage of them. Have fun! Oh and there's going to be a test on all of this in the morning, so ... do your homework ...
  12. In which case, Mind/Energy for Power Boost as a Dominator reaching for Perma-Domination becomes almost a given.
  13. Kinetic Melee mandatory: 1, 2, 3, 4, 5, 7 Kinetic Melee useful: 8 Kinetic Melee optional: 9 Kinetic Melee not necessary: 6 Ninjitsu mandatory: 1, 2, 3, 4, 5, 6 Ninjitsu useful: 8 Ninjitsu optional: 9 Ninjitsu not necessary: 7 You'll note that for both powersets I'm listing the Placate powers as being not necessary (and they aren't in the strictest possible sense) but you still might want to pick them up anyway and if you take both of them there is a bit of synergy on having 2 Placate powers instead of just 1, but that's more of a edge case than a use every time kind of thing. Still, being able to "neutralize" most of a pack of Foes while you engage a single target using only your single target attack chain (so as to "defer aggro" until later from the rest) does have its strategies, even when in group contexts. Both Concentrated Strike and Kuji-in Retsu qualify as optional powers that your build will be fine without having but which you may want to have anyway. Focused Burst is useful, especially with slotting, since it's your "reach out and touch you" power that allows your Stalker to not be limited to JUST melee range damage (which is good for runners). Focused Burst also makes it possible to corner pull in some situations, so it has tactical applications in a variety of environments. Blinding Powder becomes ... dastardly ... when slotted with procs(!), and you have 2 options for how to slot it ... Non-notifying and Notify Enemies. For the Non-Notifying option, you can't put any damage or debuff procs into Blinding Powder. This means that the only 2 procs you can "safely" put into the power are Coercive Persuasion: Contagious Confusion (a true force MULTIPLIER for this power!) and Siphon Insight: +ToHit since neither of those procs will Notify $Targets to attack you. For the Notifying option, you load up Blinding Powder with damage procs ... Coercive Persuasion: Contagious Confusion (still the best force MULTIPLIER for this power!), Cacophany: Energy Damage, Malaise's Illusions: Psionic Damage, Cloud Senses: Negative Energy Damage ... which leave you 2 slots remaining for Accuracy and Recharge enhancement, and if you go for a pair of 2-slot set bonuses you can use the Accuracy/Recharge IOs from Malaise's Illusion and Coercive Persuasion to get a +6.5% Recovery set bonus between the two of them, which is "not bad" all things considered. Alternatively, if you drop one of the damage procs (or the Coercive Persuasion proc) you could 4-slot Cloud Senses and get the +6.25% global recharge AND +2.25% Max Endurance set bonuses along with either 2 or 3 (depending on if you keep the Coercive Persuasion proc or not) damage procs. Given the LONG recharge time on Blinding Powder, your chance to proc those damage procs is going the be somewhere around 90% with almost any slotting you try, so turning Blinding Powder into a "proc nuke" damage power certainly has its appeal.
  14. Try Kinetic Melee/Ninjitsu and see how you fare. Given the animations, you could call yourself "Kung Foodie" ... be a Not Skinny body type and have a habit of doing /em donut whenever you're idle.
  15. Looks like you're not doing a Hop 'n' Pop for your Frost. What's a Hop 'n' Pop? Well I'm glad you asked! Note that the Hop 'n' Pop can be used with ANY Cone attack (such as Empty Clips in the Dual Pistols set), it's just that Frost synergizes really well with it when Frost is enhanced for Range (of all things).
  16. Mind/Nature/Primal ... Mind Over Vegetable(s) I'm playing this build on Redside on Ms Givings (her $battlecry is "Trust your Ms Givings!"). Good times ... 😎
  17. We make every pretense of competency around here ... ^_~
  18. Recommended for anyone playing Goldside ... LINK
  19. Request: Change Target Cap for Telekinesis (Mind Control ... all variants) from 5 to 16. It's a single parameter in a single field in the powers database (for each variant of the power). Select Field ... DELETE ... 1 ... 6 Is that too much to ask?
  20. ... assuming you don't put any PPM procs in it ... /em significant look
  21. You'll notice that my analysis of the Tanker buff from Eagle's Claw doesn't incorporate Bruising into it, so the info I was provided was Bruising agnostic on those terms. I did however specifically design my attack chains so as to maximize opportunities for Bruising however, because there are times when Thunder Kick would miss or you'd otherwise want to switch $Target(s) and would need to use Thunder Kick more quickly so as to get Bruising back into the mix ... but that's a different consideration outside of working out how to gain maximal advantage out of the damage buff duration that Tankers get out of Eagle's Claw. The buffing from Eagle's Claw for Tankers is QUITE different from the buffing you get on Scrappers. The main difference is that the buff on Tankers has a sustained duration that will let you animate more than one attack within it (see my post for the analysis of why this is so and the "shape" of that buffing duration and how to best leverage/exploit that). On Scrappers, the duration of the critical hit chance buff is so short that you can ONLY have it apply to a single following attack, not multiples, and that single following attack basically needs to be queued up before Eagle's Claw finishes animating or you'll miss the window for the critical chance buff (the duration you've got to work with is like ~0.5s which is bad for human reaction speeds when working through network lag/latency and server lag/latency combined). So the key thing is that when you can buff more than one power after Eagle's Claw, the combination of Thunder Kick+Storm Kick delivers more damage to a single target than any of the alternatives, and you can STILL buff another attack(!) beyond just those two on a Tanker. On a Scrapper though it's just a single attack after Eagle's Claw, so you simply don't have the opportunity to stretch the critical hit buff to Thunder Kick+Storm Kick plus something else and the Bits o' Cleverness™ you can do on a Tanker just simply isn't available on a Scrapper.
  22. Already done ... LINK. Could add "gimmick combo" damage to Eagle's Claw. If $Target is already Stunned or Immobilized then Eagle's Claw does additional damage (ala Impact mechanics used in Gravity Control) and adds +1 MAG Stun for 4 seconds (100% chance). That wouldn't seem to be too big of an ask and would make for an interesting way to combo Eagle's Claw with Thunder Kick, Cobra Strike and Crippling Axe Kick without making an explicit combo system to use. More like an "if you've done your set up, Eagle's Claw does extra" kind of thing. Counter-proposal. Give Crane Kick the "Propel" (of out Gravity Control) treatment. Basically keep Crane Kick as a single target attack, but have it do an extra (small radius!) AoE Knockdown around the $Target that you hit. So the Crane Kick does KnockBACK to the $Target you hit and KnockDOWN to whatever was clustered in close around the $Target that you hit. Doesn't do anything to change the damage production, but does slightly increase the soft control the power offers.
  23. ... intrepid astronette ... 🤣
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