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Chaos String

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Everything posted by Chaos String

  1. Again, I see this as vicarious experience of Rularuu's consciousness and our mind's self-imposition of a lens or paradigm to make the sensations more or less comprehensible. But I take your meaning that the text is off-putting inasmuch as not every human, near-human, or vaguely human-adjacent mind would impose a paradigm like blueberry pie in any case.
  2. I don't approve of character hijacking in MMO writing either, but those exploration badges don't ascribe anything to the player character apart from passing sensations. I see it as the player vicariously experiencing fragments of Rularuu's emotions by going to the places where those bits of his psyche are located.
  3. Some of it is found in the Midnighters content and even in some Night Ward dialog if memory serves. Still extremely vague, but as Eva mentioned above, this is highly Lovecraftian type storytelling. Sometimes less is more. By the way, have you seen the yellow sign?
  4. I agree with you, inasmuch as the vagueness of the lore surrounding the Shadow Shard contributes to its mystery. The fact that there's a lot we don't know about it makes it fertile ground for storytelling, too, though that's a double-edged sword. Really, all you need to know is that the TFs are really long and mundane and involve a lot of jetpacking, the mobs don't care about softcap defense, and there are no rewards to speak of. That's what you NEED to know. If you WANT to know more, reading the text of the exploration badges, overhearing bits of NPC dialog, paying actual attention to the missions and TFs go a long way. I've spent a while doing these things, and I don't think the Shadow Shard is exactly the place where Rularuu is imprisoned. It IS Rularuu. Or what's left of him. If, by some means, the various aspects of Rularuu's shattered mind were somehow reunited, the Shadow Shard would cease to exist, and Rularuu would devour our dimension. Or, to put it another way, if, somehow, the Shadow Shard ceased to exist, the various aspects of Rularuu would be reunited, and he would devour our dimension. Or, if you aren't too insistent on the rules of cause and effect, you might say that if, somehow, Rularuu were to devour our dimension, he would be made whole and the Shadow Shard would never have existed. Someone should make a "RULARUU I HAVE COME TO BARGAIN" arc in AE.
  5. When I said up above that I thought Caltrops were better than Blinding Powder, I wasn't suggesting that anyone six-slot Caltrops. In fact, I just have the base slot in mine, but it's better mitigation than six-slotted Blinding Powder, even so. As for BP, I have often thought of switching it out for something else, but ultimately I'd only end up getting a pool power of marginal value. And while I could use the slots elsewhere, I'd have to replace the 5% ranged defense and 10% recharge I'd be losing from Coercive Persuasion (along with 4% damage and 4% recovery), which would entail a more comprehensive rebuild than I deem worthwhile. So yeah, I had high hopes for Blinding Powder but it's pretty bad except as a set mule--although in that regard it does shine.
  6. My StJ/Nin stalker runs the purple set in Blinding Powder too. It's nearly useless as a power but the set bonuses are good. Sometimes I throw BP from hide when I'm concerned about attacking a particular group (read: very rarely), but it only affects a small fraction of the minions it hits, and if the contagious proc does anything at all, I haven't noticed. Caltrops provides a lot more safety than Blinding Powder imo.
  7. I see what you mean. Thanks! Here's a revision, if anyone wants a go at it. In particular, I'd like some eyes on the slotting of the pet summons. Could I do more with the procs? Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! ForgetMeNot: Level 50 Technology Mastermind Primary Power Set: Thugs Secondary Power Set: Time Manipulation Power Pool: Speed Power Pool: Leadership Power Pool: Fighting Ancillary Pool: Mace Mastery Villain Profile: Level 1: Call Thugs -- SprMarofS-EndRdx/+Resist/+Regen(A), SprMarofS-Dmg/EndRdx(3), ExpRnf-+Res(Pets)(3), ExpRnf-Acc/Dmg(5), ExpRnf-Dmg/EndRdx(5), ExpRnf-Acc/Dmg/Rchg(9) Level 1: Time Crawl -- Acc-I(A) Level 2: Temporal Mending -- Prv-Heal(A), Prv-Heal/EndRdx(7), Prv-EndRdx/Rchg(7), Prv-Heal/Rchg(9), Prv-Heal/Rchg/EndRdx(11), Prv-Absorb%(17) Level 4: Time's Juncture -- DarWtcDsp-ToHitDeb(A), DarWtcDsp-ToHitDeb/EndRdx(33), DarWtcDsp-ToHitdeb/Rchg/EndRdx(33), DarWtcDsp-Slow%(33), PcnoftheT--Rchg%(46), ImpSwf-Dam%(46) Level 6: Equip Thugs -- EndRdx-I(A) Level 8: Super Speed -- BlsoftheZ-ResKB(A) Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11) Level 12: Call Enforcer -- TchofLadG-%Dam(A), AchHee-ResDeb%(13), SprMarofS-Acc/Dmg(13), SprMarofS-Dmg(15), CaltoArm-+Def(Pets)(15), CaltoArm-Acc/Dmg(17) Level 14: Temporal Selection -- Heal-I(A) Level 16: Distortion Field -- GldNet-Dam%(A), GhsWdwEmb-Dam%(34), ImpSwf-Dam%(34), NrnSht-Dam%(34), UnbCns-Dam%(36), UnbCns-Hold/Rchg(36) Level 18: Gang War -- EdcoftheM-PetDef(A), SvrRgh-PetResDam(19), SprCmmoft-Acc/Dmg/Rchg(19), SprCmmoft-Dmg/EndRdx/Rchg(21), SprCmmoft-Acc/Dmg/EndRdx/Rchg(21), SprCmmoft-Rchg/PetAoEDef(23) Level 20: Time Stop -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(45), BslGaz-Rchg/Hold(45), BslGaz-Acc/EndRdx/Rchg/Hold(45) Level 22: Burnout -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(36) Level 24: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(25), LucoftheG-Def/EndRdx(25), LucoftheG-Def/EndRdx/Rchg(40), Ksm-ToHit+(42), ShlWal-ResDam/Re TP(43) Level 26: Call Bruiser -- ExpStr-Dam%(A), SlbAll-Dmg/EndRdx(27), SlbAll-Build%(27), SlbAll-Dmg(29), SprMarofS-Acc/Dmg/EndRdx(29), SprMarofS-Acc/EndRdx(31) Level 28: Farsight -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(31), LucoftheG-Def/Rchg(31), LucoftheG-Def/EndRdx/Rchg(40), Rct-ResDam%(48) Level 30: Tactics -- AdjTrg-ToHit(A), AdjTrg-ToHit/Rchg(37), AdjTrg-ToHit/EndRdx/Rchg(37), AdjTrg-EndRdx/Rchg(37), AdjTrg-ToHit/EndRdx(43) Level 32: Upgrade Equipment -- EndRdx-I(A) Level 35: Slowed Response -- Acc-I(A) Level 38: Chrono Shift -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(39), Pnc-Heal/Rchg(39), Pnc-Heal/EndRedux/Rchg(39), Pnc-Heal(40), EffAdp-EndMod/Rchg(48) Level 41: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(42), LucoftheG-Def/EndRdx(42) Level 44: Power Boost -- RechRdx-I(A) Level 47: Kick -- Empty(A) Level 49: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(50), GldArm-ResDam(50), GldArm-End/Res(50) Level 1: Brawl -- Empty(A) 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 1: Supremacy Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(46), Mrc-Rcvry+(48) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(43) Level 1: Punk Level 1: Arsonist Level 12: Enforcer Level 26: Bruiser ------------
  8. One quibble: it looks to me like with a CD of 186sec, Gang War could be cast 3 times with Burnout on CD. Once immediately, once after 186 sec, and a third time after 372 sec. Am I missing something?
  9. Outstanding suggestions! You, sir, are an officer and a gentleman.
  10. Hey guys, anybody want to take a look at my thugs/time build and offer any suggestions for improvement that might come to mind? Here it is: Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! ForgetMeNot: Level 50 Technology Mastermind Primary Power Set: Thugs Secondary Power Set: Time Manipulation Power Pool: Speed Power Pool: Leadership Power Pool: Fighting Ancillary Pool: Mace Mastery Villain Profile: Level 1: Call Thugs -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(3), ExpRnf-Dmg/EndRdx(3), ExpRnf-Acc/Dmg/Rchg(5), SprMarofS-Acc/Dmg/EndRdx(5), SprMarofS-EndRdx/+Resist/+Regen(9) Level 1: Time Crawl -- Acc-I(A) Level 2: Temporal Mending -- Prv-Heal(A), Prv-Heal/EndRdx(7), Prv-EndRdx/Rchg(7), Prv-Heal/Rchg(9), Prv-Heal/Rchg/EndRdx(11), Prv-Absorb%(17) Level 4: Time's Juncture -- DarWtcDsp-ToHitDeb(A), DarWtcDsp-ToHitDeb/EndRdx(33), DarWtcDsp-ToHitdeb/Rchg/EndRdx(33), DarWtcDsp-Slow%(33), PcnoftheT--Rchg%(46), ImpSwf-Dam%(46) Level 6: Equip Thugs -- EndRdx-I(A) Level 8: Super Speed -- BlsoftheZ-ResKB(A) Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11) Level 12: Call Enforcer -- AchHee-ResDeb%(A), SprCmmoft-Rchg/PetAoEDef(13), SprCmmoft-Acc/Dmg(13), SprCmmoft-Dmg/EndRdx(15), SprCmmoft-Acc/Dmg/Rchg(15), TchofLadG-%Dam(17) Level 14: Temporal Selection -- Heal-I(A) Level 16: Distortion Field -- GldNet-Dam%(A), GhsWdwEmb-Dam%(34), ImpSwf-Dam%(34), NrnSht-Dam%(34), UnbCns-Dam%(36), UnbCns-Hold/Rchg(36) Level 18: Gang War -- ExpRnf-+Res(Pets)(A), CaltoArm-+Def(Pets)(19), SvrRgh-PetResDam(19), EdcoftheM-PetDef(21), SprMarofS-Acc/Dmg(21), SprMarofS-Dmg(23) Level 20: Time Stop -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(45), BslGaz-Rchg/Hold(45), BslGaz-Acc/EndRdx/Rchg/Hold(45) Level 22: Burnout -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(36) Level 24: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(25), LucoftheG-Def/EndRdx(25), LucoftheG-Def/EndRdx/Rchg(40) Level 26: Call Bruiser -- SprMarofS-Dmg/EndRdx(A), SprMarofS-Acc/EndRdx(27), ExpStr-Dam%(27), ExpRnf-Acc/Dmg(29), ExpRnf-Dmg/EndRdx(29), ExpRnf-Acc/Dmg/Rchg(31) Level 28: Farsight -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(31), LucoftheG-Def/Rchg(31), LucoftheG-Def/EndRdx/Rchg(40) Level 30: Tactics -- AdjTrg-ToHit(A), AdjTrg-ToHit/Rchg(37), AdjTrg-ToHit/EndRdx/Rchg(37), AdjTrg-EndRdx/Rchg(37), AdjTrg-ToHit/EndRdx(43) Level 32: Upgrade Equipment -- EndRdx-I(A) Level 35: Slowed Response -- Acc-I(A) Level 38: Chrono Shift -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(39), Pnc-Heal/Rchg(39), Pnc-Heal/EndRedux/Rchg(39), Pnc-Heal(40), PrfShf-EndMod/Rchg(48) Level 41: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(42), LucoftheG-Def/EndRdx(42), ShlWal-ResDam/Re TP(42), Rct-ResDam%(43), Ksm-ToHit+(48) Level 44: Power Boost -- RechRdx-I(A) Level 47: Kick -- Empty(A) Level 49: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(50), GldArm-ResDam(50), GldArm-End/Res(50) Level 1: Brawl -- Empty(A) 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 1: Supremacy Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(46), Mrc-Rcvry+(48) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(43) Level 1: Punk Level 1: Arsonist Level 12: Enforcer Level 26: Bruiser ------------
  11. So here is my Fire/Invuln sentinel which dinged 50 today. There are some things about the build that I'm not entirely happy with, namely: 1) I wound up going Agility over Musculature. I know this is a loss of DPS but it lets me softcap SLFCEN leaving only a psi hole, gives me perma-hasten, and obviously a more aggressive attack chain to maximize Char, Blaze and Cremate. Note, however, that the version of Cremate in Mids is just... wrong. It has a higher DPA and twice the base recharge, in-game. Ultimately I will make both Agility and Musculature alphas and try to optimize around one or the other, once I am certain which has the most overall benefit. 2) I don't know how to set some of the enhancements to a boosted level in Mids. Please advise. 3) I know I am supposed to go with the Psi epic because without it Sentinels have literally zero ST damage. But Psi isn't really thematic for a Tony Johnny StarkStorm mashup, so I went with fire. I wish there were some (good) justification for why Char has twice the base recharge of Dominate, though. Anyway here it is. If you spot ways to tighten it up, please let me know. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! fireinvuln: Level 50 Mutation Sentinel Primary Power Set: Fire Blast Secondary Power Set: Invulnerability Power Pool: Flight Power Pool: Leaping Power Pool: Fighting Power Pool: Speed Ancillary Pool: Fire Mastery Hero Profile: Level 1: Flares -- SprSntWar-Acc/Dmg(A), SprSntWar-Dmg/Rchg(3), SprSntWar-Acc/Dmg/Rchg(5), SprSntWar-Acc/Dmg/EndRdx(9), SprSntWar-Acc/Dmg/EndRdx/Rchg(13), SprSntWar-Rchg/+Absorb(31) Level 1: Temp Invulnerability -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(17), UnbGrd-ResDam/EndRdx/Rchg(27), UnbGrd-Rchg/ResDam(29) Level 2: Fire Ball -- Rgn-Dmg(A), Rgn-Dmg/Rchg(3), Rgn-Acc/Dmg/Rchg(5), Rgn-Acc/Rchg(11), Rgn-Dmg/EndRdx(15) Level 4: Fly -- Flight-I(A) Level 6: Blaze -- SprOppStr-Acc/Dmg(A), SprOppStr-Dmg/Rchg(7), SprOppStr-Acc/Dmg/Rchg(7), SprOppStr-Acc/Dmg/EndRdx(9), SprOppStr-Acc/Dmg/EndRdx/Rchg(13), SprOppStr-Rchg/+Opportunity(31) Level 8: Aim -- GssSynFr--Build%(A), RechRdx-I(39) Level 10: Dull Pain -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(25), Pnc-Heal/Rchg(25), Pnc-Heal/EndRedux/Rchg(42), Pnc-Heal(42) Level 12: Hover -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(40), ShlWal-ResDam/Re TP(43) Level 14: Durability -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(23), EndMod-I(23), Heal-I(34) Level 16: Unyielding -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(17), UnbGrd-ResDam/EndRdx/Rchg(27), UnbGrd-Rchg/ResDam(29) Level 18: Blazing Blast -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(19), SprWntBit-Acc/Dmg/EndRdx(19), SprWntBit-Acc/Dmg/Rchg(21), SprWntBit-Dmg/EndRdx/Acc/Rchg(21), SprWntBit-Rchg/SlowProc(31) Level 20: Resist Physical Damage -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(40), RctArm-ResDam/Rchg(40) Level 22: Environmental Resistance -- Ags-ResDam/EndRdx(A), Ags-Psi/Status(43), Ags-ResDam(43) Level 24: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 26: Boxing -- Empty(A) Level 28: Invincible -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(36), LucoftheG-Def(36), LucoftheG-Def/EndRdx/Rchg(36) Level 30: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(37), UnbGrd-ResDam/EndRdx/Rchg(37), UnbGrd-Rchg/ResDam(37) Level 32: Inferno -- Arm-Dam%(A), Arm-Dmg/EndRdx(33), Arm-Dmg/Rchg(33), Arm-Acc/Rchg(33), Arm-Dmg(34), FuroftheG-ResDeb%(34) Level 35: Tough Hide -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(45) Level 38: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(39), LucoftheG-Def/EndRdx(39) Level 41: Cremate -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Acc/Dmg/Rchg(46), SprBlsCol-Dmg/EndRdx(46), SprBlsCol-Acc/Dmg(46), SprBlsCol-Dmg/EndRdx/Acc/Rchg(48), SprBlsCol-Acc/Dmg/EndRdx(48) Level 44: Char -- Apc-Dam%(A), UnbCns-Dam%(45), UnbCns-Acc/Rchg(45), GhsWdwEmb-Dam%(50), NrnSht-Dam%(50), Apc-Acc/Rchg(50) Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48) Level 49: Afterburner -- Frb-Stlth(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 -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Flight-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(15), Mrc-Rcvry+(42) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(11) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Musculature Core Paragon ------------
  12. An experience I had today pretty well encapsulates the Sentinel's role on a team. In the Mary Macomber TF, I stood where the witches spawn, nuked them as they appeared, soaking the alpha, and then applied vulnerability to the AV, ten times in a row. That's pretty much the niche I've carved out on teams. First into a spawn, nuke, soften up hard targets, kill runners. Oh and if I'm feeling precious I can hoverblast until Dull Pain comes back. I certainly wouldn't mind a slightly higher damage scalar, but I don't think the AT needs reinventing.
  13. I'd start with simply increasing the damage multiplier from .95 to 1.0. Then I'd suggest a balance pass of the epic/patron power pools.
  14. Chaos String

    Prove me wrong

    I understand that mechanic. I should clarify: AV Resistances offer no special resistance to -res. Hence Bruising is as useful against AVs as it is against anything.
  15. Chaos String

    Prove me wrong

    Just to point out: AVs don't resist -res debuffs. https://cityofheroes.fandom.com/wiki/Archvillain_Resistance
  16. When I discovered that the -def was now unavoidable, I resolved to put my head down, power through to 50, and see how it worked out. I stopped playing the SS/SD brute at 42 and rerolled the character as StJ/SD. Sure, I tried carrying trays of purples to mitigate the -def. Ultimately I decided to play a primary that doesn't try to kill me, and carry trays full of reds instead.
  17. Chaos String

    Prove me wrong

    Lusca is easily soloable on a couple ATs. Hint: scrappers aren't one of them.
  18. -regen is our shorthand for a regeneration debuff. It really isn't very important in normal solo play unless your solo play involves Archvillains, whose health pools are large enough that their passive regeneration presents a significant obstacle to bringing them down.
  19. There are three broadsword attacks that don't suck: Headsplitter, Hack and Disembowel. The problem is that it requires a LOT of recharge to put together a decent attack chain with just those three. On the other hand, Parry can help you reach defensive softcaps, and Broadsword, unlike Katana (which is similar but mathematically superior in every way except single-hit burst damage), can pair with Shield Defense, which is a hilariously overpowered secondary. So it's a bit of a mixed bag, but you are correct in observing that broadsword is inherently underpowered.
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