-
Posts
3205 -
Joined
-
Last visited
-
Days Won
10
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by Redlynne
-
What Is the **WORST** AT/PowerSet Combination?
Redlynne replied to _NOPE_'s topic in General Discussion
They'll be running behind Ninjas/TA ... and they'll lose the race ... -
Trying to create a barrier i can move through
Redlynne replied to CaptainAmazing's topic in Base Construction
That's a Rikti Data Display item. -
This already happened when the Fitness pool was deprecated to be made Inherent to all Archetypes so you didn't need to waste 3 power picks on powers that EVERYONE needed to take (swift/hurdle, health and stamina). Your Level 1 power pick must be from your primary powerset and your Level 2 power pick can be from either your primary or secondary powerset. That leaves you with 22 power picks remaining at Levels 4+. When power pools contain 5 powers per pool, you can take 4 pools plus 1 epic/patron pool and have a total of 25 powers to choose from to fill 22 power picks with ... having taking only 3 powers from your primary/secondary powersets. Expanding the "reach" of pools to 5 pools plus epic per build is not warranted. The only modification along these lines that I personally would be willing to tolerate would be shifting the Origin pools into the epic/patron bucket (so Origin OR Epic/Patron, but you can't have both) with the only distinction being that the Origin pools are available at Level 4+ while the Epic/Patron pools are available at Level 35+. That way you could have 4 common pools plus an Origin pool OR an Epic/Patron pool ... but you wouldn't be able to have 5 common pools plus an Epic/Patron pool on top of that. Fortunately, I sincerely doubt that such a shift in the permission structure of pools is in the offing, so I honestly can't imagine that such an option would be implemented.
-
Trying to create a barrier i can move through
Redlynne replied to CaptainAmazing's topic in Base Construction
Rikti Data displays? Another alternative would be to use the Slow Field Defensive Item(s) for the job, although they have a square "hockey puck" item at the center of them which you might need to work around (use a quarter quadrant from 4 of them so as to bury the hockey pucks into something else for a contiguous field with no breaks in it). The Slow Field has often times been used as a substitute for a "water" surface in base building, which can of course be walked through. -
"it's only a model bumper sticker."
-
Easiest thing to do for a SG Registrar would be to put a computer terminal into each of the Goldside Banks that are above ground (which Resistance can walk into, no problem). The whole thing would be done as a "real estate deal" for space in the city via the Bank, rather than through City Hall (or the redside equivalent). If you're Resistance, just imagine yourself dealing with a financing agent who is a member of the Syndicate and the rest flows from there.
-
-
Considering that I've been playing Martial Arts since Issue 2 ... I'm probably (quite!) biased in thinking that the animations for Martial Arts look fine (even Crippling Axe Kick and Eagle's Claw). It's not a matter of "doing it all wrong" per se. You were just doing what the Conventional Wisdom™ for Tankers recommended for you to do ... presumably without analyzing the alternatives (which, to be fair, takes a LOT of time and effort!). As for respecs, you can also purchase Respec Tokens off the auction house ... Correct. Just because the build(s) I've provided suit the way that I would want to play doesn't mean they aren't open to alternative interpretation(s) that can better suit how YOU would want to play your Tanker. I just wanted to provide a sense of the reasons WHY I made the choices that I did so that anyone and everyone else will be able to follow the thinking and decide for themselves how much weight/merit to put behind the decisions I made for my build in case anyone else wants to branch off and do something different as a matter of INFORMED decision making. You don't have to respec to my build EXACTLY, but if you're going to make changes to it it's best to understand the ramifications of making those changes ... and it's easier to do that when you know why I did various things the way I did in the first place, so as to make that cross-comparison easier for you to process and reach conclusions on.
-
The key takeaway here is that so long as your base resistances with Super Reflexes are in the 50%-ish range, you don't need to get TOO deep into HP loss in order to cap out your resistances when combining Super Reflexes Scaling Resistances (0-60%) and Reactive Defenses proc (3-13%) and Tanker ATO (5% or 6.7% per stack, max 3 stacks). All of those combined will push your Tanker towards the Resistance hardcap of 90% before you reach "too much" HP loss. The name of the game though is MARGIN ... so you'll want your base resistances to be as high (and as evenly balanced?) as you can comfortably manage so as to scale up your resistances HARD AND FAST once you start dropping below 60% and reach the 90% hardcap for resistances "quickly" in order to minimize incoming damage and maximize your potential for survival (especially if you've got a high rate of base regeneration to mitigate what damage does leak through). This was the approach I took to the problem with my most recent SR/MA ... NO GET HITSU!! builds (of which I consider the v3.1.0 to be the hands down superior option). Of course, I don't need to tell you that Bill ... but others reading this thread (later) might not be as well versed in the subject. The basic idea though is that you don't need to have maximum defenses AND resistances while standing around idly at full HP as per the build planner. Instead, you simply need to have "enough" default resistances to be able to reach the resistance hardcap "quickly" once Scaling Resistances from both Super Reflexes and Reactive Defenses slotting kick in, combined with the Tanker ATO proc for adding more resistance on top of that. You don't need to be at max all the time, you just want to be able to get to max "quickly" when it's needed without losing too much HP in the process ... such that the amount of incoming damage cannot exceed your Regeneration rate and you wind up healing back damage faster than it can come in (or at least, that's the theory). So yeah ... "Squoosh Factor" rules definitely apply. You don't need to hit the mark from the start, just get close enough to it for a game of horseshoes and hand grenades.
-
As @Frostweaver explained, it's a Lieutenant Farm with no Bosses (or higher) in it, where the name of the game is maximum speed slaughter (because, Minions and Lieutenants only). It's a Player designed way to skew the threat you face in order to maximize your safety at the expense of the NPCs you're attacking. In other words, a highly contrived scenario result of a deliberate design choice for the purpose of minimum risk while still gaining rewards.
-
-
This sounds right. Tooltip error as opposed to functionality error. Soldier ATOs are damage sets.
-
I would honestly argue that a Sith would be better represented by a Stalker ... who uses Force Power to "mind trick" everyone into ignoring you (Hide). Although, that points you in a direction of Ninja Blade/Ninjitsu (with Mu Mastery, presumably) as your path to the Dark Side ...
-
Conditionally yes. Depends on how you play it, and how skilled the Player is at playing it.
-
Technically there is ... but the methodology is a bit hacktackular. First, register a SG either redside or blueside (it doesn't really matter which). Second, invite goldside alts (using /altinvite to do so) into the SG and promote (at least) one of them to maximum SG level. Third, have the original registrar character quit the SG ... leaving only the goldside members in the SG. Fortunately, you can just make a "junk" Level 1 red/blue character to do the registration (I recommend blue for the short trip to City Hall in Atlas after skipping the tutorial) that you intend to delete once you've got the goldside alts set up as the SG leader(s). This is possible to do because Supergroups are faction agnostic. I've got a personal SG for all of my alts to share between red, blue and gold simultaneously.
-
https://black-falcon01.deviantart.com/art/giant-robot-126834742 Requisite event music seems to be readily available ... (click image below for sound)
-
And now I'm thinking you should have used a broken arabic pun name ... Fuud al Faitah Say it out loud to get the verbal pun that you can't see quite so easily in the written words.
-
Try Gravity Control. The powerset plays more like a Blaster who happens to mez ...
-
Quoting the summary as not to flood the thread. But this, THIS, is the new way. Label me a born-again mastermind. It really works. Yet more proof (as if we needed any more of it) that I'm a Bad Influence™ on all of you people. ✨
-
Even Blizzard can't manage to ship a product the way they intended in an IDEAL scenario ... and they delay ship dates.
-
... Seriously? Well that's a false assumption. Still need help understanding/comprehending/believing what you ACTUALLY wrote?
-
Group Fly will definitely synergize well with pure ranged Pet sets ... and not work well with primarily or totally melee Pet sets ... for what ought to be obvious reasons. So Mercenaries and Robots are the obvious best mix for this, while Necromancy, Ninjas and (obviously) Beasts would not, simply because of the engagement range of the Pets. I don't know Demons well enough to know if this would work well for them, but Mercenaries and Robots ... definitely there's an advantage to be had by keeping your Pets "up in the sky" where most melee attackers can't reach them.
-
You mean ... Working As Intentionally Designed ... but not how *I* want! ... ??
-
Ideally speaking, you'd want to have: Flight: Hover, Air Superiority, Group Fly Medicine: Aid Other, Aid Self ... (Field Medic optional if you have room) Leadership: Assault, Tactics ... (Maneuvers optional if you have room)
-
And you would NEVER stoop to doing anything like that now, would you? 💫