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Ariamaki

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Posts posted by Ariamaki

  1. 7 minutes ago, Olly said:

    Here's something I use on my Dom. The powexec_location command is really nice.

    /macro_image "UnifiedPeoplesArmy_Infiltrator_TargetingDataAcquired" "D.Field" "powexec_location target Distortion_Field"

     

    I think you can just adjust it by adding "$$ powexec_name Domination" in the third part, as shown in the 2nd link.

    1. Here is a link to the doc with macro image icons and names.
    2. Here is a link to more /macro_image info on another post.

    If you want more info,  you can try searching /macro_image or /powexec_location

     

     

    Thanks a ton, and big ups to whatever dev on I24+ decided to implement the macro_image command.

  2. On 3/13/2020 at 7:28 PM, Erydanus said:

    You could actually use the macro image command to create custom macros that look exactly like the standard powers in your Dominator's powerset but are actually "turn on domination or else use gravity distortion if it's not up" commands.

    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. On 3/10/2020 at 9:20 AM, The Curator said:

    Improved backwards compatibility when saving costume files that have no asymmetric parts or path auras.

    • The game client will prefer to save costume files that can be loaded by Issue 24 clients if possible.

     

    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.

  4. 2 minutes ago, Dispari said:

    Not true at all, no powers consume Static anymore.

    Another bit of feedback: Faraday Cage is still quite noisy. Considering it's meant to be up basically all the time, it would be nice if the audio was much lower (or entirely gone).

    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.

  5. 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.

  6. 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.

    • Thanks 2
  7. 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.

    • Like 1
  8. 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)
     

     

     

  9. 7 hours ago, Ghoulmibear said:

    would they even be any good

     

    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)

  10. 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
    • Like 1
  11. 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.

     

    unknown.png

     

    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.

  12. 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.

  13. 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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