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Everything posted by Redlynne
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When you can hold out against 5 of them at once, you'll be standing on my turf. 💫
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Kinetic Melee sounds like NASCAR racing. So long as you don't have a problem with that sound, you'll be okay with it. Kinetic Melee is all about the "circular windup" of energy and then unleashing it into your enemies, rather than being a more "straight line" fighting style like you'd get with Martial Arts or Street Justice where you just smack them around or "crack 'em" in the ribs (etc. etc.).
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Kheldians. General Improvements and Null Gull Option
Redlynne replied to LordgrayinBC's topic in Suggestions & Feedback
So ... THIS ...? -
Hella fun to play Ninja/Time/Mace though!
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How to tell a Joke. Step 1: Tell Joke. Step 2: Explain Joke. Step 3: ... laugh ...
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Mid's Reborn: Hero Designer
Redlynne replied to Metalios's topic in Mids' Reborn Hero Designer's Forum
What is honestly needed is a webpage that does all this ... not an app. That way we'd be able to link builds using the URL which would dynamically update the "hash code" portion of the URL as changes get made. Basically the City of Heroes equivalent to doing THIS ... -
That's what the Medicine pool is for. So long as you aren't Interrupted (and with enough Defense, unless you're stuck in a DoT you most likely won't be) you can use Aid Self as your heal with Super Reflexes. I did this "all the time" back on Virtue after working it into my build (back then) at level 38. Aid Self basically "solved" most (if not all) of the survivability issues I had with Super Reflexes (on a Scrapper in those days). It was having Aid Self, and being able to use it in combat(!) without getting interrupted(!), that allowed me to pull off the Whiskey Tango Foxtrot stunts of being able to hold the aggro of FIVE RIKTI MAGUS on me while waiting for the "cavalry" to arrive after making a circuit around the bowl of the Rikti Mothership on raids. The first time I did it, people were gobsmacked to see that I was still alive (and kicking!) underneath that dogpile of Rikti Magus aggro. The second time I did it, people who saw me do it the first time were honestly impressed that it wasn't a fluke that I could do that. The third time I did it ... during the same raid as the second time(!) ... I got my reputation (and changed my title to it) of being The Extraordinary Death Defying Redlynne and was ALWAYS welcome to join Mothership Raids on Virtue. Because Rikti Magus were my Natural Prey ... 😈 And capped defense debuff resistance. Something Nin doesn't come close to. SR doesn't experience cascading defense failure like Nin does. THIS. When other Defense based powersets begin to crumble under the onslaught of Defense Debuffing ... Super Reflexes just keeps right on powering through with barely a loss to the protection scheme. For other powersets to achieve the same outcome, they need excess Defense above and beyond the softcap (so as to "soak" a debuff hit without falling below the softcap).
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A Tanker without Taunt is like a Blaster without damage enhancements. You can do it ... but you have to start asking why ...
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Kheldians. General Improvements and Null Gull Option
Redlynne replied to LordgrayinBC's topic in Suggestions & Feedback
... maybe because that's a SEPARATE ISSUE ...??? -
If you don't mind weapon redraw (or pick a weapon that allows for a no redraw animation option in the costume editor) you might want to consider Kinetics/Beam Rifle and plan on using Repel as your "keep away" power in addition to all of the Knockdown that Beam Rifle does. The advantage here is that relatively few Kinetics powers require heavy slotting, allowing for most/all of your secondary attacks to be heavily slotted. Would probably wind up being a very interesting combination to play (and now that I think about it, I'm kind of getting interested in playing it myself...).
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Thoughts on skipping caltrops and trip mine in /Traps?
Redlynne replied to D4NNYB0Y's topic in Mastermind
Caltrops is a battlefield control power. There are SOOOOO many things you can do with Caltrops that it's not even funny (even though a lot of the things ARE funny). Do not skip Caltrops. Instead, take a deeper dive into what Caltrops can do with different slotting options, because there's a LOT of variance available. Trip Mine is "too good" when you've got damage plus a Force Feedback proc slotted into Trip Mine. With ZERO recharge enhancement in Trip Mine you've got an almost 90% chance to proc the 2 PPM Force Feedback every time you cast/lay down a Trip Mine (2*(20+5)/60=83.33%), dropping the recharge time down from 20s to 10s just on the Force Feedback proc ALONE. With enough global recharge enhancement (Hasten, set bonuses) you can get to the point where Trip Mine recharges just as fast as you can cast it (5s). So basically you're wanting to frankenslot for accuracy, damage and endurance reduction and use Trip Mine as a pretty RELIABLE way to proc Force Feedback, which will then "hurry up" the recharge on ALL of your powers! Team standing around not doing much for a few seconds? Lay a Trip Mine and boost your recharge while you're waiting for them. Lay down a STACK of Trip Mines and corner pull something nasty into them (thereby "golfing" them upon detonation of the stack)! ONE Trip Mine ... alone ... by itself, is probably not worth the effort. STACKED Trip Mines can be the difference between victory and defeat ... because Trip Mines function like a Delayed Blast Fireball that's just waiting to go off in some $Target's face. Trip Mines that blast $Targets off high places into long falls ... NEVER gets old ... Bare minimum, Trip Mine ... perhaps more than any other power you can take as a Mastemind ... NEEDS to have a Force Feedback proc slotted into it. After that bit of cleverness, it's up to you to figure out how to be RUDE to your $Targets with them. Needless to say, there's a LOT of cleverness and trickery that can result of skillful use of Trip Mine(s) when stacked into "flower gardens" just waiting to blow up ... and yes, the "configuration patterns" of where to put them in relation to other Trip Mines and the overall battle itself is one of those bits of cleverness and trickery. -
You basically need to find a way to stack the Stun with something ... even if that something is an Immobilize with the 3 PPM Debilitative Action Stun proc in it ... or the 3 PPM Unspeakable Terror Stun proc in it ... or the 2.5 PPM Pounding Slugfest Stun proc in it ... so as to be able to stack the Stun MAG up to "useful quantities" when combined with Thunderclap.
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Kheldians. General Improvements and Null Gull Option
Redlynne replied to LordgrayinBC's topic in Suggestions & Feedback
There's a push/pull factor you need to contend with. Kheldians want to be on teams. Teams don't necessarily want to have Kheldians on their teams (Peacebringers are especially maligned for their Knockback potential, for example). By changing Cosmic Balance from a purely selfish power that ONLY benefits each individual Kheldian (while doing nothing else for the team) ... to being a team buff power that rewards a team for sticking together ... you wind up with a better "load balancing" of the social dynamics surrounding wanting to invite a Kheldian onto teams. It won't go ALL the way towards "fixing" the push/pull factor of teaming with Kheldians just by itself, but it would certainly help that dynamic shift more in favor of teams wanting to have Kheldians on the team. -
Kheldians. General Improvements and Null Gull Option
Redlynne replied to LordgrayinBC's topic in Suggestions & Feedback
Counter-proposal. WHAT IF ... instead ... Khelidan Inherents were realigned to function as PBAoE Auras around themselves (which also affect self!) that affected only Teammates (not Leaguemates). Think Supremacy range radius (so 60ft PBAoE) and then just tweak the buff values a goodly bit. +5% Damage to all Teammates within 60ft +5% Resistance to all Teammates within 60ft +5% Movement and Recharge Slow Resistance to all Teammates within 60ft -1 MAG Protection vs Status Effects to all Teammates within 60 ft In other words, nothing "massive" or inherently game breaking in and of itself. You then "flip flop" which archetypes do what for Peacebringers and Warshades. Peacebringer: +5% Damage to all Teammates within 60ft per Tanker Mastermind, Corruptor or Defender Teammate within 60ft PBAoE. +5% Resistance to all Teammates within 60ft per Scrapper, Brute, Stalker or Blaster Teammate within 60ft PBAoE. +5% Movement and Recharge Slow Resistance to all Teammates within 60ft per Peacebringer, Warshade, Arachnos Widow or Arachnos Soldier within 60ft PBAoE. -1 MAG Protection vs Status Effects to all Teammates within 60 ft per Controller or Dominator within 60ft PBAoE. Warshade: +5% Damage to all Teammates within 60ft per Scrapper, Brute, Stalker or Blaster Teammate within 60ft PBAoE. +5% Resistance to all Teammates within 60ft per Tanker Mastermind, Corruptor or Defender Teammate within 60ft PBAoE. +5% Movement and Recharge Slow Resistance to all Teammates within 60ft per Peacebringer, Warshade, Arachnos Widow or Arachnos Soldier within 60ft PBAoE. -1 MAG Protection vs Status Effects to all Teammates within 60 ft per Controller or Dominator within 60ft PBAoE. Reduced "gain" per Teammate ... but all your Teammates benefit from your presence (as a Kheldian), including you yourself. -
Fade and Farsight Should Not Benefit from External Buffs
Redlynne replied to oedipus_tex's topic in Suggestions & Feedback
Was true when I wrote it then for that other thread ... and it's just as true now. DON'T FEED THE CONCERN TROLL(S). -
Fade and Farsight Should Not Benefit from External Buffs
Redlynne replied to oedipus_tex's topic in Suggestions & Feedback
Under IDEAL™ conditions. Spoiler alert ... those IDEAL™ conditions may have absolutely no problem "working just fine" on a spreadsheet, yet wind up being remarkably hard to execute RELIABLY in practice. It's kind of like how an entire team that is buffed with Regeneration Aura and Recovery Aura by an Empath can start facerolling remarkably effectively ... on paper ... but in actual gameplay, getting everyone to huddle up for the periodic buffing can wind up being more than a bit like herding cats. It also doesn't help that in order to buff the team they need to cooperate in order to receive the buff(s) ... and what is in notoriously short supply in pick up groups? Duh ... cooperation and TEAMWORK! My point being that the "spreadsheet theoretical maximum performance" profile often winds up describing IDEAL™ conditions that rarely work out to be true in actual gameplay. It may work fine in THEORY but in actual practice the throughput efficiency will tend to be lower than what the spreadsheet answer will tell you, simply because there are other factors at work disrupting any attempt at getting to that theoretical "perfect" outcome. Anything from timing to attention span/situational awareness to just simple configuration/positioning during combat can influence the outcomes of team buffs, particularly team buffs that are long duration Clicks in which you need your team to "bottleneck" together at regular intervals in order to receive the buffing. In other words, don't let the "perfect scenario" be the enemy of how things ACTUALLY work out in actual gameplay. Just because I theoretically CAN buff everyone on a team doesn't mean that everyone on that team will cooperate in such a way as to ALLOW me to buff them on MY schedule every single time. There are times when redundancy is useful ... and times when it isn't. Learn to know when is which. -
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Fade and Farsight Should Not Benefit from External Buffs
Redlynne replied to oedipus_tex's topic in Suggestions & Feedback
You do know that Defenders get better buff/debuff multipliers than any other Archetype ... right? Also ... Super Reflexes powers incorporate Defense Debuff Resistance into them, while Farsight does not. This means that Super Reflexes is less/not prone to Defense Debuff cascade failures, while Farsight IS susceptible to such cascading failures. Or to put it another way ... not all hammers are made to hit nails ... -
THIS.
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True ... when saturated with max $Targets. The point I was trying to make though was that as a Defender you'll need fewer $Targets in order to reach that ... meaning superior buffing/debuffing performance when you aren't saturated to the max cap.
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Aye, it does.
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I just write up everything in a RTF editor first and the copy/paste the completed formula into Spotlight (mac user here) and let the OS run the computation for me to give me an answer. If I need to figure out where the 90% threshold is, I simply edit the recharge parameter until getting as close to 90% as possible through iterative guessing. Basically I do "slide rule math" using my iMac ...
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These are the formulas that I use for my builds which are preset for "all powers" to use. Dunno why @Bopper didn't copy/paste these onto the OP of the thread.
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You might want to try reposting that. WALLS OF TEXT are MY specialty, after all ...
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To be honest, I'm thinking you'd be better off with a Kin/DP Defender than you would be with a DP/Kin Corruptor ... owing to the better buffing/debuffing you'd get out of Kinetics as a Defender.