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Ariamaki

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Everything posted by Ariamaki

  1. Thanks a ton, and big ups to whatever dev on I24+ decided to implement the macro_image command.
  2. On a tangent from the rest of this conversation (which is quite helpful for my newly-forged Dominator), how exactly do you go about this? I've seen somebody suggest this before (and I've even seen the result in screencaps) but none of my research has turned up a way to do this. What are the commands involved, what is the syntax for it, to give custom-made macro buttons a power image?
  3. I don't have the original file from before I edited it, but here's what I believe to be the correct one (I think I saved their post-cleanup costume under a different name). It's possible I did some edits to this one on Live after manually fixing the 30/28 thing. Calf of Gold.costume
  4. As far as I can tell this isn't working: I attempted to save a randomly-generated costume from the Beta servers today (no paths, no asymmetry) and it failed to load in Live, citing "too many parts". Manually editing the Costume's file on my machine and changing the line that said "Number of parts = 30" to read 28 instead (and changing nothing else) fixed it and allowed it to be loaded. So they're definitely not saving properly out of the box.
  5. The cast time reduction for Leadership auras is well-appreciated, and should probably be propagated to every single toggle with a long cast time: Tough, certain Armors, etc.
  6. Right, but what I'm saying is that the green text patch notes do not accurately reflect that reality. That's a problem when trying to have clear messaging about updates and changes, because not everybody can easily jump into the beta client quickly after a change.
  7. The only power that actually has a changelog note saying it doesn't consume any longer is Galvanic Sentinel.
  8. I really like the majority of these changes, but one thing feels off: Correct me if I'm wrong, but since the only skills that now grant Static are the Circuits themselves, it's not that Static is uncapped. Rather, it's now capped at one, because if you cast two Circuits within the duration, the first will add a stack and the second will consume it, right? So while you always get the +3 targets for that single stack, you can never build it up any higher for buffing larger groups? I think that's 100% fine in terms of balance (after all, 7 targets is a full normal team minus yourself and your sentinel, although being incapable of buffing yourself without excluding a teammate does feel weird), I just want to be sure I understand the mechanic correctly.
  9. Very useful stuff! Any chance you could truncate the sheet and get rid of the bottom 950 rows or so? It makes it way easier to scroll through once fixed, and it's a mistake everybody makes with Google Spreadsheets because it always defaults to 1,000 rows for no good reason.
  10. My take on the Bombardment variants is that I like Option A, personally.
  11. If you even consider pineapple on pizza, you're either a monster who hates textures or ignorant. The juice destroys the binding proteins in cheese and turns the entire thing into a vile rubbery mess. The flavor, sure, whatever, sour-sweet can absolutely go on a pizza. The specific fruit? Get it away from all pizza forever.
  12. The current baseline we have now, but with a moderate pipeline of future updates and modernizations. Introducing new powersets, diversifying existing ones, balance passes and improvements for unloved or uninteresting sets. New storyline content would be really nice, as would changes to the new-player (and new toon, because those aren't the same thing around here :V) experience. Primarily, just continued existence would be enough but growth is what I think we all want to see.
  13. Took a crack at fully slotting a Thugs version, keeping most of the aura uniques in the same place and adding a dusting of miscellaneous procs and actual stat buffs for things like Gang War. Probably a little excessive, but it shouldn't be unusuable. Villain Plan by Mids' Reborn : Hero Designer 2.6.0.3 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Hypothetical Thugs Build: Level 50 Magic Mastermind Primary Power Set: Thugs Secondary Power Set: Poison Villain Profile: Level 1: Call Thugs -- EdcoftheM-PetDef(A), SlbAll-Acc/Rchg(3), SlbAll-Build%(3), SprMarofS-Dmg/EndRdx(5), SprMarofS-Acc/EndRdx(5), SprMarofS-Acc/Dmg/EndRdx(7) Level 6: Equip Thugs -- Empty(A) Level 12: Call Enforcer -- SprMarofS-Dmg(A), SprMarofS-Acc/Dmg(13), SprMarofS-EndRdx/+Resist/+Regen(13), ShlBrk-%Dam(15), AchHee-ResDeb%(15), TchofLadG-%Dam(17) Level 18: Gang War -- CaltoArm-+Def(Pets)(A), ExpRnf-+Res(Pets)(19), RechRdx-I(19), RechRdx-I(21), ExpRnf-Acc/Dmg(21), ExpRnf-Acc/Dmg/Rchg(23) Level 26: Call Bruiser -- FrcFdb-Rechg%(A), SprCmmoft-Acc/Dmg(27), OvrFrc-Dam/KB(27), SprCmmoft-Rchg/PetAoEDef(29), SvrRgh-PetResDam(29), ExpStr-Dam%(31) Level 32: Upgrade Equipment -- Empty(A)
  14. Electrical / Reflexes, first time playing a Stalker since live. So far so good! Definitely still need some work put in on the build, but the rotation is fun and aggressive.
  15. As for this broader question: Yes! As far as I have seen, Electrical Melee is an extremely popular and potent Stalker kit, especially since Lightning Rod is a psuedopet that doesn't break Hide / expend your Hide crit. This allows for some very punishing Build Up openers into crowds, with Rod into Induction and then your rotation on the last standing hard target (if there are any). There's an active thread right now about Electrical / Shield Defense, which is part of what I adapted for my work. and there's a thread from the original COH forums about Electrical / Ninjutsu. Elec Shield Build Elec Nin Guide (no build no MIDS, but very informative on tactics and mindset)
  16. So, I can't guarantee my quality, but I have been levelling an Electric / Reflexes Stalker recently. Still gearing (and a fair way to go), but this is what I have so far for a "destination" build. Speaking from practice, with my current setup? (Which is basic Stalker's Guile, the LOTGs, Mako's and 3 or 4 pieces of each Obliteration, plus the full Reactive Defenses) It's a fun and functional character who swings fast. Everything is off cooldown all the time, you've got permanent uptime for major buffs, and your positionals are pretty good. I think with better set selection and maybe a few tweaks I could shore up a lot of weak spots, but it has been 7 years since I properly theorycrafted a build for this game. Solo, I can't quite do two +2 Elite Bosses simultaneously with my current gearing, but everything below that has been fine. Endurance costs have been an issue, but it's fun and functional. I'd love to get any advice from others as well, while we've got the thread going. Villain Plan by Mids' Reborn : Hero Designer 2.6.0.3 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Perla: Level 50 Magic Stalker Primary Power Set: Electrical Melee Secondary Power Set: Super Reflexes Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Darkness Mastery Villain Profile: Level 1: Havoc Punch (A) Mako's Bite - Accuracy/Damage (3) Mako's Bite - Damage/Endurance (3) Mako's Bite - Damage/Recharge (5) Mako's Bite - Accuracy/Endurance/Recharge (5) Mako's Bite - Chance of Damage(Lethal) (7) Mako's Bite - Accuracy/Damage/Endurance/Recharge Level 1: Hide (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 2: Jacobs Ladder (A) Obliteration - Damage (7) Obliteration - Accuracy/Recharge (9) Obliteration - Damage/Recharge (9) Obliteration - Accuracy/Damage/Recharge (11) Obliteration - Accuracy/Damage/Endurance/Recharge (11) Obliteration - Chance for Smashing Damage Level 4: Focused Fighting (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (13) Luck of the Gambler - Defense/Endurance (13) Luck of the Gambler - Defense/Recharge (15) Luck of the Gambler - Endurance/Recharge Level 6: Assassin's Shock (A) Superior Stalker's Guile - Accuracy/Damage (15) Superior Stalker's Guile - Damage/Recharge (17) Superior Stalker's Guile - Damage/Endurance/Recharge (17) Superior Stalker's Guile - Accuracy/Damage/Recharge (19) Superior Stalker's Guile - Accuracy/Damage/Endurance/Recharge (19) Superior Stalker's Guile - Recharge/Chance to Hide Level 8: Focused Senses (A) Reactive Defenses - Scaling Resist Damage (21) Reactive Defenses - Defense (21) Reactive Defenses - Defense/Endurance (23) Reactive Defenses - Endurance/RechargeTime (23) Reactive Defenses - Defense/RechargeTime (25) Reactive Defenses - Defense/Endurance/RechargeTime Level 10: Super Jump (A) Jumping IO Level 12: Agile (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 14: Hasten (A) Recharge Reduction IO (31) Recharge Reduction IO Level 16: Practiced Brawler (A) Recharge Reduction IO (31) Recharge Reduction IO Level 18: Chain Induction (A) Superior Assassin's Mark - Accuracy/Damage (25) Superior Assassin's Mark - Damage/RechargeTime (27) Superior Assassin's Mark - Accuracy/Damage/RechargeTime (27) Superior Assassin's Mark - Damage/Endurance/RechargeTime (29) Superior Assassin's Mark - Accuracy/Damage/Endurance/RechargeTime (29) Superior Assassin's Mark - RechargeTime/Rchg Build Up Level 20: Dodge (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 22: Build Up (A) Gaussian's Synchronized Fire-Control - To Hit Buff (33) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge (33) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance (33) Gaussian's Synchronized Fire-Control - Recharge/Endurance (34) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance (34) Gaussian's Synchronized Fire-Control - Chance for Build Up Level 24: Boxing (A) Empty Level 26: Thunder Strike (A) Obliteration - Damage (34) Obliteration - Accuracy/Recharge (36) Obliteration - Damage/Recharge (36) Obliteration - Accuracy/Damage/Recharge (36) Obliteration - Accuracy/Damage/Endurance/Recharge (37) Obliteration - Chance for Smashing Damage Level 28: Maneuvers (A) Shield Wall - +Res (Teleportation), +5% Res (All) Level 30: Tough (A) Gladiator's Armor - TP Protection +3% Def (All) Level 32: Lightning Rod (A) Obliteration - Damage (37) Obliteration - Accuracy/Recharge (37) Obliteration - Damage/Recharge (40) Obliteration - Accuracy/Damage/Recharge (40) Obliteration - Accuracy/Damage/Endurance/Recharge (40) Obliteration - Chance for Smashing Damage Level 35: Quickness (A) Run Speed IO Level 38: Weave (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (39) Luck of the Gambler - Defense/Endurance (39) Luck of the Gambler - Defense (39) Luck of the Gambler - Endurance/Recharge Level 41: Petrifying Gaze (A) Unbreakable Constraint - Hold (42) Unbreakable Constraint - Hold/Recharge (42) Unbreakable Constraint - Accuracy/Hold/Recharge (42) Unbreakable Constraint - Accuracy/Recharge (43) Unbreakable Constraint - Endurance/Hold (43) Unbreakable Constraint - Chance for Smashing Damage Level 44: Dark Blast (A) Apocalypse - Damage (45) Apocalypse - Damage/Recharge (45) Apocalypse - Accuracy/Damage/Recharge (45) Apocalypse - Accuracy/Recharge (46) Apocalypse - Damage/Endurance (46) Apocalypse - Chance of Damage(Negative) Level 47: Tenebrous Tentacles (A) Ragnarok - Damage (48) Ragnarok - Damage/Recharge (48) Ragnarok - Accuracy/Damage/Recharge (48) Ragnarok - Accuracy/Recharge (50) Ragnarok - Damage/Endurance (50) Ragnarok - Chance for Knockdown Level 49: Assault (A) Empty Level 1: Assassination Level 1: Brawl
  17. Your DataLink doesn't work on the current build of Mids, but I definitely like the concept here. How consistent is the Toxic rotation, and do you have a link for the video that inspired you?
  18. It's installing just fine compared to the previous launchers, but even though I have up-to-date .net it throws an error constantly while running. EDIT: A clean .NET reinstall fixed this issue, but there's still some other problems. The first one I encountered is that the Defender epic Flame Mastery is not handled correctly: It treats Consume as being a "47+, two or more powers" option, and Greater Fire Sword as an initial pick option, which is backwards / wrong. I think it's pulling level requirements from their source versions in other Epic Pools and not displaying it as a Defender power properly? Likewise you can never take the Defender version of Rise of the Phoenix because it's looking for specific pre-requisite powers that aren't in the Defender version of the pool.
  19. The lack of breaking Hide is a real benefit for the Stalker version, tbh. You can arrange some pretty horrifying alpha strikes with Hide > Rod > Induction into a combo chain.
  20. Loving this setup a lot, thanks again: A recommendation I'd make personally is something like the [Unbounded Leap: Stealth] piece in your Sprint instead of a +Movement. That stacks with the stealth radius benefits of Super Speed to make you more consistently invisible, and provides a tolerable amount of stealth when SS isn't running.
  21. I feel like if your attack chain is already feeling stuffed, then Scrapper patron pools won't open much up to you. Leadership auras don't yield a ton of reward, but Bio is already very efficient for END (relative to other toggle sets like Shield Defense) and those auras make good space for a lot of neat one-trick-pony enhancements.
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