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Generator
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Hey folks, So I'm trying to put together a keybind on my Robots/Elec MM. What I'd like to do is, without resorting to bind_load files, have a single key (the G key) select one of my Robot pets, and fire off Rejuvenating Circuit. (Caveat: right now I'm going from memory, as I'm not at my game PC. I can supply more detail tonight.) The basic functionality kind of works; I strung together "pet_select 0$$powexec_name Rejuvenating Circuit", but that then requires two keypresses, once to select and again to fire off the heal. To make it work with a single keypress, I think I put a + in front of the pet_select command (as I said, I'll verify this part tonight). My slash command syntax knowledge is a little rusty so I forget what the "+" is actually doing, but that got me both on one keypress. The only catch I was finding with that version was, it wasn't working when I had a foe selected. So I had to add an unselect command at the front of the string. I believe the current string looks like: "+unselect$$pet_select 0$$powexec_name Rejuvenating Circuit" (again, I swear I'll confirm tonight). Now, that actually does everything I want it to do, but the game balks at my syntax. It says the unselect wants no arguments, and got 1. If I have to live with it like this, with the sloppy syntax, so be it, but if there's something to be done to make this cleaner, I'd really appreciate your help. (My plan for end-state is, instead of having this be directly on a keybind, to have the bind open a popmenu, which then lets me vary which pet I select. Right now I'm only doing pet_select 0 until I nail down the proof of concept. When I've got it working the way I want, I'll put together the whole popmenu.) Thanks for your time, folks! Generator
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Hell, not only did I consider it, the first version of this guy I made in HC was Robots/Rad. (This is a reroll of one of my old guys from Pinnacle.) But I just wasn't feeling it with the Rad. The one thing I want to try this with that I haven't done yet is Robots/Electric. If I dig on him best, he'll be the "final" version of this guy. Thanks for replying, have a great day.
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Ooooh, if we got the self-toggle that could force some hard choices for me. 🙂 Anyhoo, thanks for the reply.
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Hey, So on a R/P Mastermind, is Noxious Gas even worth it? It has to be cast on one of the bots, and none of them really do a lot of melee. I'm sure it's more usable if you're really good at manually positioning individual minions, but well, that's not really me. 😁 Later on, Generator
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Any surprises you've come across with Alpha slotting?
Generator replied to biostem's topic in General Discussion
Y'know, Gravitic is one I keep meaning to try. Gonna have to make that happen sooner than later. Thanks for the encouragement! -
Any surprises you've come across with Alpha slotting?
Generator replied to biostem's topic in General Discussion
Don't forget Pre-Emptive Interface for that additional layer of thumb in the foes' eye! -
Defense build goals for squishies in Page 4
Generator replied to Bastille Boy's topic in General Discussion
On a lot of my squishies, at the risk of sounding weird, I don't even try to softcap, unless I start speccing out and realize I'm close anyway. -
Sure, it's a tip mission, I'll get it again before too long.
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@Infinitum now you've got me wondering. Do the mobs that have predominantly Toxic/Psi attacks just use the type tags, or do they get positional too? Could I have just not been accounting for things like Toxic Tarantulas and Fort Mistresses?
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Yeah it didn't strike me as anything I'd have been over my head with. I'll try to keep an eye on things, see if I notice any common situations.
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Hey, So, NGL, With the recent update, a lot of things just got taken in at like, a "20 words or less" level. Like, for Attack Typing Adjustments, all my brain took in was "Some attacks' typed defense it checks against changed." But nothing should've changed that radically changes how an SR plays, right? I had what felt like kind of an anomalous experience earlier today. Since the new page dropped, I've been going down my roster and logging into folks that are flagged. This morning, I went to my SR/Claws Tanker; she's about 48, and when she's rolling, all her positional defenses are up in the low 50s. She ran a tip mission against Arachnos, not set especially difficult, +2/x4, and she ate floor like, 3 or 4 times. I had all her pos Defs monitored, and they were all up, so it wasn't like I had a cascade failure on anything. Just every so often, I'd start losing HP at an alarming rate. Anyone got any bright ideas on someplace I might need to check/tighten up? Thanks, Generator
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I've thoroughly enjoyed the changes to Sonic Blast so far.
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That's kind of what I figured. The plan in my current Mids build was to Frankenslot it with some Preemptive Opt and Touch of the Nictus to get a "mixed bag" of enhancement for it. Thanks to all three of you for the replies.
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Hey there, So this is one of those questions I kind of ignored the last time I played a character with the power, and now I want to understand better. So I'm leveling up my Spines/Bio, and he's approaching the point where he'll get DNA Siphon. My understading of the power in ten words or less is, "Kinda like Stygian Circle, but also versus living foes." However, I see it takes Acc enhancers. How muc does it really need? Does it use them for both living and defeated foes? One but not the other? PVP only? None of the above answers? Any light folks could shed on this for me would be greatly appreciated. Thanks, Generator
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Well now I'm wondering if the famous Generator scatterbrain is in effect. Time and opportunity permitting, I'll log in and try again. I'm quite sure I'm not misremembering the Hand Clap, though; I dropped it from my build precisely because I wasn't seeing it do anything here, figured another attack would be a better use of the slots.
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Maybe I misinterpreted what Caretaker was saying, but at first read he seemed to be saying that CC should in some manner be usable against Cimerorans. But what I was seeing on Brainstorm with my Tanker was still a whole lot of nothing. No KD, no Stun, not a thing. If there's some specific thing I should be trying to do to test this, hey I'm all ears.
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Well by the same token, I hope neither you nor @KaizenSoze misinterpret this, but they weren't "hard" just "aggravating." As for CC, at the time, my character (Inv/SS Tanker) was testing out a fully-slotted Hand Clap that did squadooch. I could've Clapped out the chorus to the Cars' "Let's Go" and the mobs were neither stunned nor knocked back an inch. What difference should I have seen in that context?
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The Surgeons felt like they were way overboard with the teleporting. Any chance that could tone down some? EDIT TO ADD: I've run a few more missions there, and the whole faction feels like a combo platter of stuff to annoy the players. Immune to CC? Check. Smoke Grenades? Check. Caltrops? Check! Make the mob that you MUST defeat to not have the fight be an interminable slog teleport around the map every few seconds? Double check!
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Hey there, First off, thanks for taking the time to read it over, I appreciate it. Let me see if I can address a few of your comments. If I may re-raise my initial question: do you find the occasional knockback of foes (from when Avalanche and Foot Stomp stack) to be no big deal? As I initially said, it didn't strike me as anything to worry about. (If you answered that question, my apologies, I missed it.) Regarding the pick order of powers, I 100% agree with your method. That's how I normally do it too, and before I did this "for real," I fully intend to give it one or two more passes and make sure I didn't put anything far out from where I would be expecting it. So is there no value in overage on defense, either to protect against debuffs, or to help in Incarnate content? I know 45% gets you to a great place (and I'm aware that going over you start running into problems of opportunity cost), but I figured, especially with the new difficulty increases coming, building in some margin for error is probably worthwhile. I didn't want to swap too many Defense powers out to LOTGs, because I recognized the 4-piece is giving a nice chunk of E/N resists. Hand Clap is one of those powers I have an irrational affection for. I use its Elec melee equivalent on a couple of other characters, figured I'd try it here. That said, I'll tinker with this some. If I stop giving mobs the clap (that's the other bonus, stupid VD jokes), I could put Punch back in, and then I won't feel like I have to slot Boxing (because I don't like Hasten, I felt I need the additional attack, otherwise my ST feels "gappy"). As for that choice of Boxing vs Kick, let's just say I've always felt that Kick's animation looks stupid, and I'll take the hit in only using Boxing to not do it. (My neuroses are many; I'm hoping on this point, we can just acknowledge and move on.) Unstoppable is ONLY there as a place to hang the Gladiator's Armor +Def piece. I wasn't missing the power pick, and this kept me from having to divert a slot to another Res power. I'll re-evaluate if I end up making another build of this. The +50% value you cite for Hurl, is that what, relative to LBE? I can't ditch the eyes, they're a thing for Gate. I like Hurl, but between the two, in this context, I have to use LBE. I'm at work and looking this over on my phone, but first chance I get (tonight? probably? if not, then tomorrow) I'll pore over your suggested revamp with an eye towards how I want to finalize my own. Thanks again for taking the time. Generator EDIT: I also rarely build with a ton of procs, mainly b/c I have trouble deciding when it's worth it. I'd rather just build for enhancement & set bonuses.
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Hi folks, So one of my Tankers has been languishing in an unfinished state for a heck of a long time, and I figure it's time to set that right. I took a look at a build of @Hyperstrike's that I saw, changed it a bit to suit my tastes. Any feedback anyone has to offer would be greatly appreciated. I took this out for a spin on Brainstorm and it felt pretty good. Hyper, if you're reading: the one thing that concerned me from your original build was the full set of Avalanche in Foot Stomp. I get that it's there for the great set bonuses to E/N and F/C, but when Avalanche procs, it stacks with Foot Stomp's native KB to knock some guys back instead of down. It struck me as just happening often enough to be aware it's a thing, but not really something to lose sleep over. Has that been your experience? Thanks for your time everyone. Sincerely, Generator This Hero build was built using Mids Reborn 3.2.17 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Gatecrasher: Level 50 Science Tanker Primary Power Set: Invulnerability Secondary Power Set: Super Strength Power Pool: Flight Power Pool: Leaping Power Pool: Fighting Ancillary Pool: Energy Mastery Hero Profile: Level 1: Resist Physical Damage -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/Rchg(3), RctArm-ResDam/EndRdx/Rchg(3), RctArm-ResDam(5), StdPrt-ResDam/Def+(5), UnbGrd-Max HP%(7) Level 1: Jab -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(50) Level 2: Temp Invulnerability -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(7), UnbGrd-Rchg/ResDam(9), UnbGrd-ResDam/EndRdx/Rchg(9) Level 4: Haymaker -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(13), SprMghoft-Acc/Dmg/Rchg(15), SprMghoft-Dmg/EndRdx/Rchg(15), SprMghoft-Acc/Dmg/EndRdx/Rchg(17), SprMghoft-Rchg/Res%(17) Level 6: Fly -- HO:Micro(A) Level 8: Unyielding -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(19), UnbGrd-Rchg/ResDam(19), UnbGrd-ResDam/EndRdx/Rchg(21) Level 10: Taunt -- PrfZng-Dam%(A) Level 12: Resist Elements -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/Rchg(21), RctArm-ResDam/EndRdx/Rchg(23), RctArm-ResDam(23) Level 14: Resist Energies -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/Rchg(25), RctArm-ResDam/EndRdx/Rchg(25), RctArm-ResDam(27) Level 16: Combat Jumping -- ShlWal-Def/EndRdx(A), ShlWal-Def(27), ShlWal-ResDam/Re TP(29) Level 18: Invincibility -- ShlWal-Def/EndRdx(A), ShlWal-Def/Rchg(29), ShlWal-Def/EndRdx/Rchg(31), ShlWal-Def(31), Rct-ResDam%(31), GssSynFr--Build%(33) Level 20: Knockout Blow -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(33), SprGntFis-Acc/Dmg/Rchg(33), SprGntFis-Dmg/EndRdx/Rchg(34), SprGntFis-Acc/Dmg/EndRdx/Rchg(34), SprGntFis-Rchg/+Absorb(34) Level 22: Boxing -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(46), SprBlsCol-Acc/Dmg/EndRdx(48), SprBlsCol-Acc/Dmg/Rchg(48), SprBlsCol-Dmg/EndRdx/Acc/Rchg(50), SprBlsCol-Rchg/HoldProc(50) Level 24: Tough -- HO:Ribo(A) Level 26: Tough Hide -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(36), LucoftheG-Def(36), LucoftheG-Def/Rchg+(36) Level 28: Rage -- RechRdx-I(A), RechRdx-I(37), RctRtc-Pcptn(37) Level 30: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(37), LucoftheG-Def(39), LucoftheG-Def/Rchg+(39) Level 32: Unstoppable -- GldArm-3defTpProc(A) Level 35: Hand Clap -- Stp-Acc/Rchg(A), Stp-EndRdx/Stun(39), Stp-Acc/EndRdx(40), Stp-Stun/Rng(40), Stp-Acc/Stun/Rchg(40), SuddAcc--KB/+KD(42) Level 38: Foot Stomp -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(42), SprAvl-Acc/Dmg/EndRdx(42), SprAvl-Acc/Dmg/Rchg(43), SprAvl-Acc/Dmg/EndRdx/Rchg(43), SprAvl-Rchg/KDProc(43) Level 41: Conserve Power -- RechRdx-I(A) Level 44: Laser Beam Eyes -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(45), SprWntBit-Acc/Dmg/EndRdx(45), SprWntBit-Acc/Dmg/Rchg(45), SprWntBit-Dmg/EndRdx/Acc/Rchg(46), SprWntBit-Rchg/SlowProc(46) Level 47: Physical Perfection -- PrfShf-EndMod(A), PrfShf-End%(48) Level 49: Dull Pain -- DctWnd-Heal/EndRdx/Rchg(A) Level 1: Gauntlet Level 1: Brawl -- Empty(A) Level 1: Sprint -- HO:Micro(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Run-I(A) Level 2: Hurdle -- Jump-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(11), Mrc-Rcvry+(11) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(13) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 4: Ninja Run Level 50: Agility Radial Paragon Level 6: Afterburner Level 50: Diamagnetic Core Flawless Interface Level 50: Mighty Radial Final Judgement Level 50: Longbow Radial Superior Ally Level 50: Ageless Radial Epiphany Level 50: Assault Core Embodiment ------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1614;734;1468;HEX;| |78DA6594C94F13511CC7DF6BA76037598696BD95CA560A438BDC488C892C01C1906| |0BC92B1795D6233907630F6E4BEDD14357A10911BA0FE05FA57B8B178F4EC92A851| 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