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Everything posted by Redlynne
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You weren't stating reality. You were substituting your BIASED OPINION for any semblance of reality and then for all intents and purposes DARING people to call you on it. Well, you've been called to account ... and the result wasn't good (for your biased opinion that you keep repeatedly trying to pass off as reality ... real reality be damned). Agreed. Zepp, you've lost standing to make assertions "with authority" with respect to this topic. Please accept your loss and move on.
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Given the ... structure ... game mechanically speaking ... of how the Gun Drone operates, sticking a Taunt on it is just a "Kill Me Now!" declaration. It's not a Pet that is designed to take aggro. Forcing the Gun Drone to STEAL aggro via Taunt is just counterproductive and ultimately self-defeating (to the Gun Drone). If the Gun Drone had 90% Resistance vs All it would make more sense ... but with damage vulnerabilities? ... makes remarkably little sense.
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Actually, it just needs to be more than a One Trick Pony™.
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Yes. There are a LOT of people who only take Recall Friend. The fact that you will not accept this as fact even after people tell you it is true points to the imperviousness of your confirmation bias. You wouldn't do that ... so therefore NO ONE would ever do that (and they'd be stupid idiots if they did). Um ... sorry ... that's not how reality works. To flip the scrip on you ever so slightly so you can be on the receiving end of what you're advocating for ... Do you only take Hasten? Because that is the only way that moving Hasten to the T4 power in Superspeed would affect you. Make-ee sense-ee yet-ee? There's a reason why I immediately downvoted the idea of moving Recall Friend from the T1 to the T4 power. The fact that you continue to deny the rationality behind that downvote proves your confirmation bias is STRONG on this issue. You don't see the problem ... BECAUSE YOU DON'T *SEE* THE PROBLEM. The fact (not opinion, fact) that you Just Don't Get It is your fault ... not ours. It's been explained to you by multiple people already and you just refuse to accept the explanation as valid. That failure to comprehend what is put in front of you is your problem, not ours. Or to put it another way (and slightly more poetically) ... There is more to Teleportation than is dreamt of in your philosophy.
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Mid's Reborn: Hero Designer
Redlynne replied to Metalios's topic in Mids' Reborn Hero Designer's Forum
Agreed. What's taking so long for that starting from scratch approach? Wouldn't it be easier to maintain, in addition to platform agnostic? -
Downvoted.
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Mid's Reborn: Hero Designer
Redlynne replied to Metalios's topic in Mids' Reborn Hero Designer's Forum
Still waiting for you to export everything out of the application and make a web page that does the job ... and the longer it takes you to start that process the longer it's going to take to finally happen ... -
To be fair, my builds have a tendency to do that to people. 😎 /em buffs nails And just think, I originally wrote this up before @Bopper had done any of the PPM research that now informs so many build choices and decisions. Think of it this way. Target AoE Immobilize slotted to cause your Controller to summon an Energy Font Pet that then applies a Stun aura to stuff around it. Immobilize + Stun = ghetto Hold AoE Immobilize + AoE Stun = ghetto AoE Hold So yeah ... you're right. Why aren't you using one of these ...? Try it and find out. I'm sure there are some people around these forums who would like to know. The first thing that I can think of is that if you're slotting the whole set, instead of just the proc, you're going to wind up with a rather wimpy (on damage) Pet if you're 6-slotting the set into the Pet power, since Overpowering Presence doesn't offer any damage enhancement ... just mez enhancement. You then have to weigh the value of putting the proc into your Pet power rather than any of the other limited for slots Pet enhancement options. So bare minimum you're looking at a frankenslot solution if you want to put this into your Pet power. Incidentally, I just checked my copy of the Build Planner and according to it, the ONLY Controller Pet that can potentially slot the Controller ATO sets is ... Singularity ... presumably because Singularity casts Hold and Immobilize powers, which would be a necessary pre-req for being eligible to use the Overwhelming Presence set. Let us know how slotting the Energy Font proc in Singularity works out for you, since it could potentially yield a Mez Monster of a Singularity Pet.
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Dark/Dark/Soul Live a little ... at the expense of everything around you ... 6-Slot Dark Regeneration and Siphon Life with the Theft of Essence set and help solve your endurance recovery problems EARLY.
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The Dam/Mez HOs cannot be replicated through set IOs, so those are "unique" in what they do. The End/Heal HOs can be replicated using a Doctored Wounds Level 50 Heal/End IO, although even if it is raised to +5 it won't be as "strong" on the enhancement values as a +3 HO. The Acc/Mez HO can be replicated using a Stupefy Level 50 Acc/Stun IO, although even if it is raised to +5 it won't be as "strong" on the enhancement values as a +3 HO. The End/Fly/Jump/Run HO can be replicated using Soaring Level 50 End/Fly IO, although even if it is raised to +5 it won't be as "strong" on the enhancement values as a +3 HO. The Dam/Range HO can be replicated by using Detonation and Positron's Blast Level 50 Dam/Range IO, although even if it is raised to +5 it won't be as "strong" on the enhancement values as a +3 HO. So some of them can be replicated by set IOs, while others cannot. My advice? Place bids on the Auction House and wait for them to be filled.
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Yes, but only upon summoning ... which seems kind of a waste. It'll do absolutely nothing for the Drones themselves.
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Uh ... Mystic Flight ... in the Sorcery pool ...?
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I do all of Praetor White's missions before moving on to the other contacts. However, Praetor White's missions do not involve any Alignment switching, hence why I did not mention them.
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Repel is a ... different mechanic. It's NOT Teleport. If it's the Teleport pool, the power mechanic needs to BE a Teleport. As advertised though, I sincerely doubt that kind of performance is even possible for the proposed T5, due to ... limitations ... of how the powers are coded. But it is fun to dream up pie in the sky.
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Just to forestall any future inquiries about the "baseline" default keybinds that I use for ALL of my alts, with individualized modifications building on this "common" foundation for keybinds ... here is my edited keybinds.txt that I use as a Return To Default loading of keybinds. keybinds.txt I figure there ought to be enough things of interest in there to keep you curious for ... a while ... Hey, nobody's going to do the ergonomics work for me ... because if you want something done, you've gotta do it yourself. It's going to feel ... weird ... (no pun intended) for about a week as you retrain your muscle memory to use WERD instead of WASD. It's just a matter of breaking an old habit and forming a new one. The relevant part of rewriting the involved keybinding scheme (which is included in the above, obviously) ... is this: w "+left" e "+forward" r "+right" s "+turnleft" d "+backward" f "+turnright" E is move forward ... D is move backwards. W is strafe left ... R is strafe right. S is turn left ... F is turn right. I barely use the turn keys at all, but I use the forward/back and strafe left/right keys all the time. By moving my movement keys into the WERD position, that frees up the Q+A keys to the left so that I can use them for Throttle Up/Throttle Down in games that use that kind of continuous movement control (Star Trek Online while in space) with little difficulty. Here on Homecoming I use Shift+Q for autorun, so as to make it a "more deliberate" action that is harder to do accidentally.
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First thing I change is the WASD movement keys. I use WERD instead ... which inverts the T shape of the movement keys and moves the entire array of keys being used over 1 key to the right on the keyboard. Doing this puts the curl of my fingers above the keyboard into a more natural rest position and because I'm using the E key under my left middle finger to go forwards it puts the rest of my fingers into an easier/shorter movement position to be able to reach the 1-6 keys (since the E key is exactly between the 3 and 4 on my keyboard) as well as the F1-F6 keys as well.
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Okay ... throwing away the box for thinking here ... YOU HAVE BEEN WARNED. Basically we're trying to cram too many "functions" into too few power slots. We want to have: Single Target Only Multi-Target Self Only Teammate Only Foe Only And we want to be able to mix and match these functions more fluidly than the arrangement of powers allows us using legacy design parameters. No no ... not improves ... CONVERTS. Swaps. Consider this hypothetical formulation. The T1 power brings Teammate(s) nearby to the Caster ... single or multiple. The T2 power brings Foe(s) nearby to the Caster ... single or multiple. The T3 power "travels" the Caster ... locally or to other zones. So what do you need to flip between these alternatives "on demand" for when the situation needs it? Simple ... you add a modifier power as the T4 ... just like the Field Medic power in Medicine! T1 alone recalls Teammate (single) near to the Caster. T1+T4 recalls all Teammates (plural) in the zone near to the Caster. T2 alone brings a Foe (singular) near to the Caster. T2+T4 brings a Target AoE of Foes (plural) near to the Caster. T3 alone Teleports the Caster up to (unenhanced) 100 yards away. T3+T4 brings Long Range Teleports the Caster to other zones. You can set up the T4 as a click power with a 10 second duration and a 60 second recharge. The idea being that you'd only want to use the T4 modified versions of the T1-T3 powers once or twice (or even three times with the T2+T4) before you seriously start doing other stuff for a while. And best of all, you'd still have the T5 slot available for doing ... SOMETHING ELSE ... The most hilarious thing that I can think of, which almost certainly couldn't be supported, would be to make the T5 into a Teleport Foe AWAY from the Caster rather than towards. It would basically function as a sort of "keep away" power rather than as a "get over here!" type power. Basic idea is that the T5 would have a VARIABLE range parameter (which I don't think can be done!) which would import the range parameter of the attack power used AFTER the T5 is cast. If the attack power used after the T5 is cast has an 80ft range, then use of that attack power would Teleport the Foe 80ft away from the Caster in a straight line away from the caster (and obstacles would shorten this range just like with any standard teleport, so you can't push stuff past geometry/walls/etc.). Basically, whatever the range of an attack power is, the T5 relocates all $Targets hit by that power to the range of that attack power upon hitting them (although obstacles to the teleport will shorten that range). T5 alone would Teleport Foe (singular) out to the range of the next single target Ranged attack. T5+T4 would Teleport Foes (plural) out to the range of the next Cone or Target AoE attack. Total pie in the sky wishful thinking that ... but sometimes it's fun to dream.
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Avalanche and Overwhelming Force Chance for Knockdown
Redlynne replied to Kismette's topic in Bug Reports
ANY KnockDOWN ... when stacked (including with itself) ... will produce KnockBACK. Most Knockdowns are 0.67-0.75 MAG Knockback. What happens when you STACK that MAG? Now you've got 1.34-1.5 MAG Knockback. What does 1+ MAG Knockback do? It does KnockBACK ... not KnockDOWN. What does Burn do very effectively? It stacks Knockbacks very quickly. What does stacking Knockdowns do, even if they're KnockDOWNs? Re(re)ad the above if you're still unclear on the concept. -
Need input on how to make this Beast/Nature build better.
Redlynne replied to SmalltalkJava's topic in Mastermind
Pretty much the only time I resort to use of Hami-Os in a build is when there just isn't a superior alternative among IOs. For certain edge cases, a +3 HO offers better enhancement values for 2 aspects than a corresponding +5 set IO with 2 aspects of enhancement. It just really depends. The whole idea is that if you can squeeze more performance out of an HO than you can out of an IO for that specific purpose, and you don't need the slot to support a set bonus, use the HO instead of the IO. Fortunately, the number of cases where that is true tends to be somewhat few and far between. The HOs will exemplar "just fine" like a regular IO would. Best way to think about HOs is that they're "multi-SOs" for enhancement values in terms of how they work. The trick is that some HOs offer combinations which simply aren't available (or aren't available at that degree of enhancement strength) from set IOs. Damage/Mez in particular is something that you can only do with HOs. For Damage/Mez powers, I like to use a pair of +3 Damage/Mez HOs and then pick up the "leftover" enhancement values needed from the other slots, which often results in a frankeslotting for that kind of a power. Note that this can produce some really wacky frankenslotting, such as putting a pair of +3 Accuracy/Mez HOs with a pair of +3 Damage/Range HOs into a power like Terrify out of the Mind Control powerset which then gives magnificent Accuracy, Damage, Range and Terrify duration in a mere 4 slots ... leaving the last 2 slots of Endurance and Recharge and/or a proc of some kind to round things out. Best answer I can give you is to cross-check your own assumptions in slotting by making liberal use of the Flip To Alternate option on the slots of a single power by using Shift+Right Click on it. Slot 2 different configurations of enhancements into the power and then just flip back and forth repeatedly to get a sense for what the different options "do" to not only that specific power but the performance of the rest of your build. This helps you iterate your way towards making all the "best" choices you can for how you want to build your character. -
The sets were created at different times and the person writing the tooltips wasn't the same and didn't copy/paste the earlier verbiage, but the function is the same.
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Pet Aura IOs affect the Mastermind such that your Mastermind "broadcasts" a PBAoE Defense or Resistance Buff to Pets within Supremacy range. That way, if the Pets get beyond Supremacy range, the buff drops from them (because they're "out of range" of your Mastermind's PBAoE buffing them).
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Fine. If you want to be utterly pedantic about it ... Bodyguard Mode requires: Defensive + Follow Defensive + Stay Defensive + Goto Pets to remain within Supremacy range of their Mastermind
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Easiest way to explain it is ... so long as your Pets are in Defensive mode AND have not been commanded to Attack, they're in Bodyguard mode. That's because ... Defensive + Follow Defensive + Stay Defensive + Goto ... all engage Bodyguard mode.