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Redlynne

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Everything posted by Redlynne

  1. To a first order simplification ... +100%(-ish) from slotting alone +100%(-ish) from global set bonuses +70% from Hasten ... leaves another +30%(-ish) to be obtained from Alpha slotting to make up the difference getting you to +300%. Obviously this is a "when taken to extremes" build design choice, but that's essentially the direction you'd have to go in to achieve that magnitude of recharge buffing. Force Feedback also "counts" for this, obviously, but Force Feedback procs are intermittent rather than something which can be reliably perma. If enemy spawns could call for help from other spawns, they ought to be doing it under basically ALL conditions of being attacked, not just when they get mezzed. I'd put that notion under the "be careful what you wish for" category.
  2. True on both counts. However, on the endurance front you're dealing with a "thrice nothing is still almost nothing" as far as endurance costs go. With slotting an End/Fly set IO or HO you can bring the endurance cost of Hover down pretty low (like 0.15/s iirc) meaning that at best you're saving ... what ... 1 endurance every 10 seconds by choosing Combat Jumping? As for powers that require ground contact in order to use ... I haven't played any of those powersets, so that was always a lesser consideration in my valuation of the two options for my characters.
  3. How ... "common" ... is 300% recharge in Level 50 builds? To be clear, I'm not asking *IF* it can be done, particularly with Alpha slotting for it ... I'm asking how prevalent/common it is. In other words, how much of an edge case scenario is +300% recharge? In other words, if the vast supermajority of builds out there aren't in the +300% recharge category/range ... should the fact that +300% recharge is possible to achieve be the overriding deciding factor on the game balance involved? Or to put it another way ... does the fact that +300% recharge is theoretically possible and attainable mean that everyone else who isn't at that lofty degree of recharge has to "suffer" for the possibility of getting there? Does +300% recharge in essence "get veto power" over the balancing of powers and builds? Because if the answer is "YES" then you've just held everyone hostage to the needs of the most powerful builds theoretically possible that most people won't have or be playing. You're balancing around the maximalist edge case ... not the norm (let alone the median or average) of performance.
  4. THAT makes a LOT of sense ... and once you put it that way, the truth/reality of the situation is glaringly obvious. Makes for something of a "whacktastic Hunter" styled character. But again, now that you've said that, it does make a fair bit of sense. Glue Arrow helps prevent runners. Flash Arrow helps you set up ambushes. Poison Gas Arrow helps ... somehow. Disruption Arrow makes $Targets go down faster. Throw in all 3 personal attacks so as to ground flyers (among other things) and you'd have a decently active Mastermind to play who isn't JUST a debuff dispenser for your Pets. Agreed on all counts. The weakness of the combination lies in the performance profile of Trick Arrow being so lacking relative to the alternatives. You give up much to gain not a lot with Trick Arrow.
  5. EVERY spawn group would be "a bit much" ... granted ... but I don't have a problem with being able to do that once every 50-60 seconds (when accounting for recharge buffing). Being able to do that approximately once per minute wouldn't be game breaking. I mean, to hear people talk about Team-8 steamroller speeds, that would be ... what ... once per 5 to 10+ spawn groups or something? Because, let's be honest ... if you can perma-enforce a City of Statues status once per minute, your rate of XP Gain is going to be pretty darn slow if you're limited to that when solo ... let alone if you're holding back a Team-8 in order to pull that stunt on EVERY spawn group. Wouldn't you agree? Some people want to make sure that it simply CAN'T BE DONE ... AT ALL ... EVER ... without looking at the flipside of asking what it would "cost" in order to achieve that level of performance. And that's not even considering the fact that there are plenty of damaging NUKE powers that can be used more often(!) which deal damage(!) ... because Defeated $Targets are "controlled" FOREVER ... while Mez durations expire.
  6. I personally prefer Hover over Combat Jumping, if it's a choice between those two powers specifically. Combat Jumping will give you access to a FEW more locations when in use, but there will still be places you can't jump to. Hover gives you access to every point within the volume of a zone ... albeit "not quickly" ... Combat Jumping can't get you out of a patch of Caltrops, since Caltrops disables Jumping (effectively). Hover gets you out of a patch of Caltrops NO PROBLEM ... and in fact you can Hover "just above" the AoE of a patch of Caltrops and remain within melee range of your $Targets. There are some other reasons on top of those two, but those are the Big Two™ reasons why I prefer Hover over Combat Jumping. The real deciding factor for me was all the way back in Issues 2-3 when I first started playing and was planning on (and took) Combat Jumping at Level 6 at the same time that a PuG teammate also reached Level 6 and took Hover. We'd been in The Hollows and had just leveled, so we both headed back into Atlas Park (there was no Foreshadow in The Hollows back in those days) to train with Ms Liberty in front of Atlas. I took Combat Jumping. My PuG teammate took Hover. I toggled on Combat Jumping and "leaped" high enough to get onto the roof of a multistory building in a single bound. My PuG teammate toggled on Hover and SLOWLY rose vertically up into the sky, without falling back down while I watched them ... and then they applied lateral movement and floated off over Atlas Park to wherever they were going (and quit team). And watching this, the only thought running through my mind was ... "I CAN'T DO THAT..." followed by a surge of jealousy and envy at being able to "hang in the sky the way that bricks don't" like that. Ever since then, I've ALWAYS preferred Hover over Combat Jumping. ALWAYS.
  7. Except ... City of Statues is what Controllers are FOR(!!) ... it's what Controllers were MADE to do! If you can't do damage, you fail at Blaster. If you can't buff/debuff, you fail at Defender. If you can't do damage, you fail at Scrapper. If you can't take aggro/damage, you fail at Tanker. If you fail at control ... well, that's only to be expected ... from a Controller ... because if you could CONTROL then that would be ... um ... something something ... unfair to everyone else? So ... create new problems in order to "solve" them? Uh ... let's not and just pretend you didn't propose what you just suggested, shall we? I mean, to be clear ... if you wanted to go down the can of worms you're suggesting be opened ... it would only be FAIR to not only add Mez Protection Auras and Status Resistance Auras to Lieutenants and Bosses, like you're suggesting ... but also Defense vs All, Resistance vs All, Debuff Resistance vs All and include Taunt Protection+Resistance so as to nerf EVERYONE ... not just Controllers (with a sideswipe at Dominators with the backswing on the iron core nerf bat you're proposing). Um ... NO. Let's NOT dive headfirst into the can of worms you shouldn't be opening, shall we?
  8. Doesn't have to be a "name" as in a person name. You can also do straight up descriptors. (The) Huntress would work ... as would Amazon Queen ... and so on. That way you can leave any personal names for the Bio (meaning you can decide on that later if you need to).
  9. Try ... /bindloadfile "./data/io.txt" Spoiler alert ... you NEED the double quotes around your pathname for it to work properly.
  10. You say Megara and all I can think of is the Justice Machines ... The Megara ... from The Stones of Blood ...
  11. Except as a Luck of the Gambler mule for the global recharge IO.
  12. Redlynne

    Power Wormhole

    No. Power Boost for Dominators Notice the lack of a booster for Teleport MAG. In fact, according to my recollection, there is NOTHING in the game that will boost Teleport MAG above what is specified in individual powers.
  13. Jump. UP. Jumping up will point the Cone DOWN into a PBAoE(ish) area around where you jumped straight up from. I call it the Hop 'n' Pop. 🚀
  14. You might be interested in looking at my Mind/Natural/Primal ... Mind Over Vegetable(s) build to crib notes from.
  15. The problem is that Trick Arrow is debuff only and does pretty much NOTHING to buff your Pets (and I'm counting healing them as a subset of "buffing" their HP). That's a problem because Pets get damaged ... no matter what you do, your Pets will always take damage ... and without a means/method to counter (or heal) that damage, it just pushes you towards resummoning because your Pets are going collapse on you ... A LOT. Trick Arrow is "fine" for a Mastermind who never draws aggro personally and/or their Pets never draw aggro. Pets that don't draw aggro don't take as much damage as Pets that have drawn aggro. So the moral of the story is that if you've got a scheme for PREVENTING the drawing of aggro, you can get away with playing Trick Arrow on a Mastermind ... but that's a pretty difficult row to hoe on a consistent basis.
  16. Honestly ... I'd hit up the Xenaverse wikipedia and just scan through the names of all of the Amazons who showed up while Xena was on the air and see if any of those names inspire you.
  17. This is why I post the long format, just in case these kinds of transcription errors occur. You'll at least be able to recreate the build (from scratch) in whatever build planner tool you are using if the import doesn't work for you. This also just so happens to be the reason why I keep advocating for an online webpage build planner that we'd be able to link to (the code hash would be a dynamically updated part of the URL) which we could all refer to as a commonly accepted resource, rather than needing to load up applications which can have different versions floating around that conflict with each other.
  18. On a slightly more serious note ... ask yourself this: How OFTEN would you be using those three clicks that you're finding objectionable? Now ask yourself the follow up question: How long will your Titan Weapons attack chain take to animate before repeating? The reason I'm pointing to this is because it's going to matter for the "pain point" of the redraw that you're citing. Specifically, if the clicks that prompt redraw are needing to be used once every single rotation, then that's probably bad and you'd want to rethink your opportunities/priorities. However if the clicks happen every 2 or even 3 rotations, that might not be "often enough" to cause you redraw problems like you're suggesting would be objectionable to you. Additionally, consider that you won't be using all 3 in succession every time they're recharged necessarily ... and Blinding Powder (once slotted for procs) becomes something that's either used to engage or disengage, rather than something you're necessarily going to want to use in the "middle" of a fight that's already in progress (although, obviously, you could if you needed to). However, different Players have differing tolerances for the "annoyance" of redraw. Some people can't stand seeing any of it at all ... in which case you'd want to blend Titan Weapons with a "fire and forget" Secondary such as Super Reflexes or possibly Willpower or any of the other "all toggles/passives and no clicks to bother with" secondary powersets. If, however, your tolerance for clicking powers other than just your primary powerset attacks is higher than that, you may want to consider to what degree (or frequency) you're willing to put up with weapon redraw in order to access "other goodies" in your secondary powerset (and pools) ... and THAT answer is going to be different for different people. Just remember that so long as you're not redrawing after every attack, the "lost" time is merely perceptual (to the Player) since the time spent on redraw gets "compensated" for later on any subsequent attacks that don't require redraw. It "feels" loss-y/clunky when it actually isn't really, as far as the server computing the game mechanical effects of what you're doing is concerned. The bigger concern would be needing to click so many powers that aren't attacks that you lose Momentum. Now THAT would definitely be a mistake!
  19. While I appreciate the attempt to defend my contribution ... there is (sadly) a higher priority that must take precedence. DON'T FEED THE CONCERN TROLL(S). Because ... let's be honest here ... there are some fights that just aren't worth the effort it takes to fight them, for the "winning" is not worth the effort and the "fighting" is not worth the cost. Let them think that their braying of "NAY!" has won the day ... while privately noting that they have not provided a single positive thing or constructive idea, let alone a counter-proposal, in what they have been so determined to waste your time about. 'Tis a very simple thing to do ... once you get the hang of it, because a closed mind is a terrible thing to waste your precious attention span on.
  20. The first time I was confronted with the Pools module in Council/5th Column bases, I found it hella confusing. After a few times of having to deal with the Pools module, I "learned" the layout of the map (it's basically a "tech" counterpart to the "layer cake" cave module) ... and after a few more times of dealing with it learned that there are indeed 5 "layers" to the Pools module. It was always fun being on teams who would come to the Pools module and they'd groan in frustration and I'd be like ... I can lead you through this one, no problem ... and sometimes teams would be like "fine, show us!" ... and I'd immediately lead them off to the side and down one of the "rabbit holes" that dropped all the way down to the very bottom layer. I'd then lead them through all the spawns down there on the bottom layer to full clear it and then come up on the far side of the room back up to the (starting) middle level opposite the way in. We'd then methodically clear the middle "ground" level. I'd then take people to the sides of the room with the stairs and use those to go down one layer (but not all the way to the bottom) and clear that level going side to side instead of front to back, which then helped spot any leftovers from the first clearing of the very bottom layer. With the ground level on down of the Pools room cleared (and verified cleared), I'd lead people up the walkway to the upper floor and deal with the nasty arrangement of spawn groups up top, establish a beachhead and start clearing the first floor above. Once that was cleared, it was time to take the next walkway up to the tippy-top control room and clear that. I haven't seen the Pools module on any of the maps I've been fighting on yet, but I'm sure that once confronted with it the old memories of how to clear that room (just like how to clear the "wedding cake" module in the blue caves) will kick in and I'll know just what to do and where to go. The key thing is to go DOWN and clear DOWN first ... that way if you fall through any of the holes in the floors above all the way down to the bottom you be going into an already cleared area, rather than dropping into yet MORE aggro to deal with (hello darkness you are my friend...). So for the Pools room, you want to clear from bottom to top ... kind of in that order ... simply because it's SAFER and it's easier to remember which parts of the 3D space(s) you've already cleared (since they all look different from each other on each layer).
  21. Sounds an awful lot like my experiences with Ninja/Trick Arrow (never again ... NEVER EVER EVER!!!).
  22. I looked in (briefly) on the proposed Tanker changes on test months ago (like late summer), said my bit on my perspective (mainly on Bruising being something of a wildcard factor in team performance, since more people than just your Tanker can take advantage of it) and just left the issue in my rear view mirror. Which is a long way of saying I haven't been paying attention to anything happening over there for some time now. IF the changes go live, I'll worry about them then. That mirrors my experience in theorycrafting this specific build (although the details of what we're doing are slightly different). The thing that I found surprising was that using Eagle's Claw "correctly" wound up being essentially "on par" with the alternative(s) as far as damage per second production ... but managing to do so at a lower endurance cost thanks to the damage buff. The damage buff meant that if the damage output was essentially a wash/at par with the alternative that the endurance it cost to do that was less because you were producing damage "more efficiently" in damage per endurance terms. The other difference of course is in the timing of the attack chains. Eagle's Claw in chains tends to make the entirety of the attack chain move up towards around 10s (your EC-SK-TK-CAK-SK chain is 7.788s for example) ... while attack chains lacking Eagle's Claw tend to cycle MUCH faster due to the reduced animation time (your SK-CAK-SK-CS chain is 5.808s) and therefore "feel" more responsive, due to doing more clicks in less time. The other benefit is that by using only 3 powers instead of 4 you need to spend fewer slots enhancing attack powers and can invest those "liberated" slots elsewhere in the build to support other priorities. So for Tankers at least, it's looking like Eagle's Claw doesn't increase "damage per animation second" all that much, but it does improve "damage per endurance spent" relative to the alternative option(s), meaning it's doing something that most people don't really care about or pay all that much attention to ... so no wonder it's poorly understood in the broader sense of how Eagle's Claw synergizes within the holistic entirety of a build.
  23. I'm guessing there's some kind of parsing error on your build planner happening on import, which is entirely possible.
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