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Rathulfr

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Everything posted by Rathulfr

  1. Power creep? I'd say the horse is well out of the barn, past the farm gate, and well into the fields on that, by now.
  2. I also have builds without Hasten. I also have builds with Hasten. And I have builds with Hasten at the expense of something else, because I just need more recharge. It's the last use case I'm trying to address. And what's wrong with "'yay lets let everyone have more rech for the hell of it"? You say that like it's a bad thing? 😏
  3. Yes, this is an even better idea.
  4. Yes: I figured it would be easier to tweak one power across the board, rather than touch hundreds of others.
  5. My network at work is fairly restrictive, so it does not allow connectivity to https://midsreborn.com/; however, it does allow connectivity to GitHub (since we have developers in house). Unfortunately, our workstations policies don't allow us to run installers, either. Where can I get a zip file with the 2.6.0.5 version in a non-installer ZIP file, instead? The last I have that worked was 2.6.0.1, which I got from https://github.com/ImaginaryDevelopment/imaginary-hero-designer/releases (which appears to contain 2.6.0.2).
  6. Here's a completely crazy and selfish idea: what if we add a smidge of +Recharge to inherent Swift, say maybe +10 to 20%? Nothing that would compete with Hasten or other powers that grant +Recharge, but enough that might allow for some builds to skip Hasten? The goal is to have no net effect change to Hasten or any builds that depend on Hasten, but simply to grant more freedom to folks who currently feel compelled to take Hasten to optimize their builds, so they can drop it and pick something else. (edit 1) @MetaVileTerror made a good suggestion that this could scale with level, starting at 2.5% for at 1, and capping out at +10 to 20% at level 50. (edit 2) An alternative suggestion, based on the discussions in @Steampunkette's "Delete Hasten" post: Add 20% +Recharge global to Swift in the Fitness inherent pool. Nerf Hasten by 20%, for a base recharge rate of 50% +Recharge. (edit 3) Another alternative suggestion, that isn't as "free" as the first one: why not just add +2.5 to 5% recharge to Combat Jumping, Hover, Maneuvers, Stealth, or Weave? That way, it isn't a straight up super-buff to everyone for nothing, but part and parcel of the trade-off decisions associated with choosing one or more of those powers? [NOTE: I should point out that none of these ideas should be allowed to slot recharge enhancements: they're just flat percentage buffs without changing any slotting.]
  7. There's an old adage: "You can have it fast, good, or cheap: pick two, because you can't have all three at the same time." That's been my experience in IT for the past 30 years.
  8. I've always taken advantage of using the dual builds approach offered by COH. On my tankers, Build 1 is usually my solo/DPS build, which I often call "Scranker" (the term predates Brutes), and Build 2 is my team/taunt build, which I call "Tanker". Build 1 prioritizes damage, Build 2 prioritizes defense/resistance and aggro management. It's a min/max approach that's similar to the talents/specialization model of WoW. In WoW, when you're in tank spec, you do damage, but just enough to maintain aggro (threat). That's the role you assume, while the rest of the team assumes the DPS and support roles. But when you're in DPS spec, you do a lot more damage, and you're not expected to maintain aggro (unless the main or off tank goes down). Both builds/specs do damage (as you said, damage is kind of the point in a "defeat the bad guys" game), but each one has a different emphasis. I routinely switch builds as needed, and often will play the Scranker build with teams, too, if I'm not in the mood to purely "tank", per se.
  9. One less travel power = Hasten or one more power with a defense effect (Combat Jumping, Hover, Maneuvers, or Stealth). YMMV
  10. My initial reaction was /jranger. But after thinking about it, I realize that my objections were based on being a crotchety old-timer: "Back in my day, we couldn't get travel powers until level 14, after we picked a prerequisite power, first. And we liked it!" But saying "no" to every idea just because "that's not the way it used to be" is kinda dumb, honestly. There's already been lots of changes to the game over the years, and many of them we thought would be game-breaking ended up being game-enhancing (inherent Fitness, anyone?). That said, I'd love for the travel powers [Fly, Super Jump, Super Speed, and Teleport] be moved to a separate, inherent power pool that's available at level 1. You can pick only 1 at level 1, and the others should be unlocked after level 4, or 6, or 14, or whatever. I don't see anything wrong with that.
  11. That has not been my experience. The proc gives a chance for a recharge boost to all powers lasting 5 seconds every time the power is activated. Additionally, if the proc is triggered multiple times, it does not stack, but refreshes the effect duration. So slotting it in a quick refresh power is useful to increase the odds of proc'ing it multiple times in quick succession. Since my standard single-target rotation lasts 5-6 seconds, I'm trying to trigger the proc at least once every rotation. (Source: https://paragonwiki.com/wiki/Force_Feedback:_Chance_for_%2BRecharge)
  12. So what? I'm talkin' 'bout GIANT FRICKIN' ROBOTS!
  13. The purpose of that power in my rotation is to trigger the Force Feedback proc, which has a 33% chance to trigger 100% recharge for 5 seconds. That's why I didn't have Hasten in my original build in the first place: the proc removed the need for it (as I indicated in my previous replies). The net result is the same, either way: 5 sec vs 6 sec, with no appreciable difference in damage output. We've come full circle on this now.
  14. Here's a starting point. It's not perfect, but it might point you in the right direction. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.3 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! EnRegen: Level 50 Mutation Sentinel Primary Power Set: Energy Blast Secondary Power Set: Regeneration Power Pool: Flight Power Pool: Leadership Power Pool: Fighting Hero Profile: Level 1: Power Blast -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(3), Thn-Acc/Dmg/Rchg(5), Thn-Acc/Dmg/EndRdx(5), Thn-Dmg/EndRdx/Rchg(7) Level 1: Fast Healing -- Prv-Heal(A), Prv-Heal/EndRdx(7), Prv-EndRdx/Rchg(9), Prv-Heal/Rchg(9), Prv-Heal/Rchg/EndRdx(11), Prv-Absorb%(11) Level 2: Reconstruction -- Ags-Psi/Status(A) Level 4: Quick Recovery -- PrfShf-End%(A), PrfShf-EndMod(15), PrfShf-EndMod/Acc(15) Level 6: Power Burst -- SprOppStr-Acc/Dmg(A), SprOppStr-Dmg/Rchg(17), SprOppStr-Acc/Dmg/Rchg(17), SprOppStr-Acc/Dmg/EndRdx(19), SprOppStr-Acc/Dmg/EndRdx/Rchg(19), SprOppStr-Rchg/+Opportunity(21) Level 8: Hover -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(21), LucoftheG-Def/EndRdx(23) Level 10: Instant Regeneration -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(23), NmnCnv-Heal/Rchg(25), NmnCnv-Heal/EndRdx/Rchg(25), NmnCnv-Heal(27), NmnCnv-Regen/Rcvry+(27) Level 12: Power Push -- FrcFdb-Dmg/KB(A), FrcFdb-Acc/KB(29), FrcFdb-Rchg/KB(29), FrcFdb-Rchg/EndRdx(31), FrcFdb-Dmg/EndRdx/KB(31), FrcFdb-Rechg%(31) Level 14: Fly -- WntGif-ResSlow(A) Level 16: Dismiss Pain -- NmnCnv-Heal/Rchg(A), NmnCnv-Heal(33), NmnCnv-Heal/EndRdx(33) Level 18: Explosive Blast -- OvrFrc-Acc/Dmg(A), OvrFrc-End/Rech(33), OvrFrc-Acc/Dmg/End(34), OvrFrc-Dmg/End/Rech(34), OvrFrc-Acc/Dmg/End/Rech(34), OvrFrc-Dam/KB(36) Level 20: Integration -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(36), Pnc-Heal/Rchg(36), Pnc-Heal/EndRedux/Rchg(37), Pnc-Heal(37), Pnc-Heal/+End(37) Level 22: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(39), LucoftheG-Def/EndRdx(39) Level 24: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(42), GssSynFr--ToHit/Rchg/EndRdx(42), GssSynFr--Rchg/EndRdx(43), GssSynFr--ToHit/EndRdx(43), GssSynFr--Build%(43) Level 26: Focused Power Bolt -- SprSntWar-Acc/Dmg(A), SprSntWar-Dmg/Rchg(39), SprSntWar-Acc/Dmg/Rchg(40), SprSntWar-Acc/Dmg/EndRdx(40), SprSntWar-Acc/Dmg/EndRdx/Rchg(40), SprSntWar-Rchg/+Absorb(42) Level 28: Resilience -- StdPrt-ResDam/Def+(A), ImpSki-Status(50), GldArm-3defTpProc(50) Level 30: Assault -- EndRdx-I(A) Level 32: Nova -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(45), SprAvl-Acc/Dmg/EndRdx(45), SprAvl-Acc/Dmg/Rchg(45), SprAvl-Acc/Dmg/EndRdx/Rchg(46), SuddAcc--KB/+KD(46) Level 35: Kick -- Acc-I(A) Level 38: Tough -- UnbGrd-Max HP%(A), UnbGrd-ResDam(46), UnbGrd-ResDam/EndRdx(48), UnbGrd-ResDam/EndRdx/Rchg(48) Level 41: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(48), LucoftheG-Def/EndRdx(50) Level 44: Moment of Glory -- LucoftheG-Def/Rchg+(A) Level 47: Afterburner -- LucoftheG-Def/Rchg+(A) Level 49: Second Wind -- RechRdx-I(A) Level 1: Brawl -- Empty(A) Level 1: Opportunity 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 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- EndMod-I(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Mrc-Rcvry+(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(13), PrfShf-EndMod/Acc(13) ------------
  15. I like Longbow because GIANT FRICKIN' ROBOTS.
  16. I believe that's part of the plan, somehow.
  17. All Sentinel attacks already include a small -Res (5%), and their inherent (when triggered) is a much larger -Res (20%).
  18. @Captain Powerhouse has previously indicated that this is a non-starter. He wants the AoE features of Sentinels to be more similar to those of Scrappers, not Blasters.
  19. Sounds like a personal problem to me. 😉
  20. I keep no more than 20 on my main server, and have started shipping the rest to the other servers, where I try to limit them to 10 each. One down, three to go. 😜
  21. In every MMO I've ever played over the past 19+ years (I started with Asheron's Call in 2000), there have always been elitist asshats and well-meaning but judgmental prigs who think that their way is the best way to play the game. And in many cases over several games, I've often been one of those asshats or prigs. I'm not proud of it, but I was oblivious to it for a long time, because I couldn't wrap my head around the notion that the "right" way is not the "only" or "best" way (depending on how you define those terms). I've tried to atone for that kind of attitude in the past few years. I'm sorry to hear you had such a disheartening conversation. I hope that your experience gets better soon.
  22. I think we've gone far afield into some weird places. Let's try to simplify, and maybe make @Captain Powerhouse's job a bit easier (if/when he decides he has the time to do so, of course -- I realize he's got a lot on his plate). How does everyone feel about the following, if only as a short-term solution? Increase the base damage modifier to 1.0. Everyone seems to agree that Sentinels could a use a minor damage buff, and that shouldn't be too much or too difficult, right? Combine Offensive and Defensive Opportunity into a single effect. This will eliminate any confusion about which one to use when. Just use it when it comes up: simple, right? Trigger the combined Opportunity with either the T1 or T2 attack power. Again, this is to eliminate any confusion, and allow for more flexibility in builds/respecs. How does that sound to everyone? Nothing too drastic here, nothing to fundamentally change the AT (for the moment). Those who like Sentinels as they are don't have to adjust too much, and those who prefer changes can try these out to see if it's enough, for the time being.
  23. Ok, I changed my build a little to get back the 5% I lost when I dropped Stealth/Invisibility for Hasten/Super Speed. It ends up being a cheaper build, as I swap out the purple Hold set for a yellow Hold set, and a pricey orange Defense set with the scaling resistance proc (which isn't worth the slot, in my case). Both of these sets offer ranged defense bonuses to pick up the slack and push me back over cap.
  24. Don't forget the "Bads In (variable)" single-player XP farm missions in AE. You can quickly level an alt from 1 to 22+ with just a few runs of those*. That's what I've been doing recently with most of my new alts I want to try out. I run them up to 22 or 27 so that I can equip level 25 or 30 Invention IOs (equivalent to -1 or +1 SOs, respectively). I run "Bads In Space" first, to get the alt up to level 6+, train all the attack powers so I have a full rotation for level 1 (exemplared down with powers to level 6). Then I run "Bads In The City" to get them up to 22 or 27. Then I respec with a proper build and equip IOs. Easy-peasy, takes about an hour or so. (* edit: This assumes double-XP booster is active the whole time)
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