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kazrack35

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Posts posted by kazrack35

  1. Hi there, I'm trying to use binds command with the goldbricker rocket pack.

    I can use the  powexecaltslot x,  powexecslot x  to replicate the powexecname, but i wish to toggle it off on a separate bind that activate superspeed.

    I don't know how to do it without the "internal name of the power".

     

    Is there an command that can toggle off a specific slot, or a list of thoses power names?

     

    ty

  2. Acid mortar procs, but not that much. Still interesting with the possibility of stacking.

    An easy way to safetest that, or any power/slotting is to create a local ae mission.

    Create a faction without attack, only buid up and you can safely check the tabs.

    I just took the dust out of my plant trap troller yesterday, and was planning to buid some more trap toons. DP was my first choice, buti ll give a look at the illu troller. 

     

    • Like 1
  3.  I Second Fire for pure damage, fireball.

     

    Water for a bit more aoes, less damage but high survivability (dehydrate slotted with 53 nucleolus , apo damage+5 and 4 of the  accurate healing.

    Paired with bonfire kb to kd.

    Dual pistol as mentioned should be solid too... 

     

  4. My recently solution, slowly prolifering on all alts ...

     

    you can also

    have  a keybind like

     

    F1 "powexectray 1 6"
    F2 "powexectray 2 6"
    F3 "powexectray 3 6"
    F4 "powexectray 4 6"
    F5 "powexectray 5 6"
    F6 "powexectray 6 6"
    F7 "powexectray 7 6"

     

    Basically execute whatewer you putted in tray 6 with F1 to F7 keys usually used for inspis.

     

    have a macrofile

    macro$$macro_image "Inspiration_Accuracy_Lvl_4" "Acc" "inspexecname uncanny_insight$$inspexecname keen_insight$$inspexecname insight"$$macro_image "Inspiration_Damage_Lvl_4" "Dam" "inspexecname righteous_rage$$inspexecname focused_rage$$inspexecname enrage"$$macro_image "Inspiration_Defense_Lvl_4" "Def" "inspexecname phenomenal_luck$$inspexecname good_luck$$inspexecname luck"$$macro_image "Inspiration_Damage_Resistance_Lvl_4" "Res" "inspexecname robust$$inspexecname rugged$$inspexecname sturdy"$$macro_image "Inspiration_Health_Lvl_4" "HP" "inspexecname resurgence$$inspexecname dramatic_improvement$$inspexecname respite"$$macro_image "Inspiration_Endurance_Lvl_4" "End" "inspexecname second_wind$$inspexecname take_a_breather$$inspexecname catch_a_breath"$$macro_image "Inspiration_resist_sleep_hold_Lvl_4" "BF" "inspexecname escape$$inspexecname emerge$$inspexecname break_free"
     

    wich use Larges inspis icons and execute related inspis(eating first the smallest one, then the medium, then the larges)

     

    Combining those give you a tray with the seven inspis types icon in whatever order you like, and eat them wherever they are in your inspi box.

     

    Cheers

     

     

     

  5. On 6/8/2021 at 6:41 PM, America's Angel said:

    So the issue is IOs, not Empathy.

     

    The solution is twofold.

    1. Create a new category of IO sets called Team Healing. Set every power that heals others to this category. Have this category able to slot both Team Healing IO sets and regular Healing IO sets.
    2. Create a bunch of badass new sets in the Team Healing category that will boost empathy in the endgame in such a way that "empathy players aren't useful at 50" becomes untrue.

     

    I have to  disaggree with that assumption :

    Several if not many powers can «heal other». So any boost by IOs in that kind of power that would help empathy would also buf all those, resulting  in keeping or even aggravating that feeling of an underperforming empathy

     

    Cheers

  6. Hi all, first I apologize in advance for the many grammatical/ typo errors I'll make, french guy here with a lack of practice in english writing 😁

    this topic started by @LeoTheCat inspired me, so i'll come with my thoughts about it.

     

    What I’d like to have would be some kind of synergy likes the one existing in temporal selection, or in medecine pool, and a form of « reward » for the empath for being a real caretaker of his team. in my post that synergy will be called fortified and an effect affecting a target with fortitude on him.

    So i'll quote / comment  the initial proposals :

    On 5/31/2021 at 4:47 AM, LeoTheCat said:

    Empathy_HealingAura.png.f99392c0d091a44573769cc8219be24f.pngHealing Aura

    Add: Heal 8 Endurance (all affected targets).

    Comment Why not, but far less, like 2 points

    My wishes :

    • a quicker cast, like 1.67 sec
    • If target is fortified : target get an non-enhanceable absorb for 2 to 5% base HP, duration 30 sec, can stack up to 4 time
    On 5/31/2021 at 4:47 AM, LeoTheCat said:

    Empathy_HealOther.png.0d0ab442d9fb6b419ffeae8783279e87.pngHeal Other

    Change Cast Time to 1.47 seconds.

    Change Arcanatime to 1.708 seconds.

    Animation Time to 1.467 seconds.

    Change Recharge Time to 1 second.

    Change Range to 100 ft.

    Change Endurance Cost to 10.

    Add: Heal Other is not affected by line of sight (can affect targets through terrain and objects).

    Comment : 

    • cast time Yes definitively
    • Other changes nope

    My wishes :

    • If target is fortified : Any overheal is bounced back to the caster, cap at [to determine)
    On 5/31/2021 at 4:47 AM, LeoTheCat said:

    Add: Heal Other is not affected by line of sight (can affect targets through terrain and objects).

    Comment

    • Feels sympathetic, though range should be halved or even lower. this effect should be with a timer like 10, 20  sec or more to prevent abuses.
    On 5/31/2021 at 4:47 AM, LeoTheCat said:

    Empathy_AbsorbPain.png.6d7eba2389a71b1b695c3ed24d6eaac6.pngAbsorb Pain

    Remove Self-Healing Prevention Debuff (Resist Heal Dmg and Regeneration).

    Remove Heal.

    Change Range to 100 ft.

    Change Endurance Cost to 13.

    Add Absorb to Target: value comparable to Healing Aura, Max 20% of Target’s HP (with both absorb amount and max % affected by +Heal/Absorb Enhancements).

    Add Absorb Duration: 180 Seconds.

    Add: Absorb Pain is not affected by line of sight (can affect targets through terrain and objects)

    Comment : nope for all, except for LoS, same conditions as in healotherr.

     

    My wishes

    • a very quicker cast/ apply effect. for me that's panic heal button, 2,5 sec arcanatime is just too often a death sentence for the target
    • If target is fortified : caster don’t suffer the  resheal effect, still take the damage. Target also get à % hplost/base HP absorb, scaling down from initial value to 0 in 5sec. ex defender base HP is 1017 (I'll round this down to 1000 cause I'm lazy), so for a fender with 150 hp left that would be a 850 hp absorb, that will fade to 0 in the 5 next sec,
    On 5/31/2021 at 4:47 AM, LeoTheCat said:

    Empathy_ClearMind.png.1fdaafebda4d9585be30af3282ed07c4.pngClear Mind

    Change Duration to 180 Seconds.

    Add Resist Confuse, Terrorize, Hold, Immobilize, Stun, Sleep to 196.25% (the same as Sleep).

    Add Resist Damage: Psionic +15%

    Comment :

    • a change of duration could give some comfort, but up to 120 rather than 180 will do the job
    • no real need for the mezz res imo
    • psionic damage seems a bit "alien" (although "clear mind" may justify that) to the pool, but would be a fine bonus

    My wishes

    • If target is fortified : caster get a 1.5 mag protection against all effect (those covered by CM) for each cm active on teammate/leaguemate(all pets excluded ?),  (cast by the player,double cast on any target doesn't stack, cap at mag 7
    On 5/31/2021 at 4:47 AM, LeoTheCat said:

    Empathy_Resurrect.png.b78881235269af707a451405824dd87b.pngResurrect

    Change Range to 100 ft.

    Change Recharge to 30 seconds (previously 90 seconds).

    Change Endurance Cost to 8 (previously 26).

    If not accepted by target, recharge immediately (if this can be done).

    Add: Resurrect is not affected by line of sight (can affect targets through terrain and objects)

    Comment : recharge down from 180 to 90 sec would be okay to limit the waste or non accepted rez

     

    My wishes

    Resurrect by empath should be preferred to res by P2W power. So addusefull secondary effect like : 
    30 % def all for 15 sec, unaffected by buffs
    40 % res all for 15 sec, unaffected by buffs
    20 point mag protection all 15 sec
    50% debuffs resistance for 15 sec
    Intended effect is to let the resurrected player time to retoggle, flee or fight without them, and still being able to get buffs from the team
     

    On 5/31/2021 at 4:47 AM, LeoTheCat said:

    Empathy_Fortitude.png.601215ad344c4ceeda5e3ef15fcd626f.pngFortitude

    Change Duration to 180 Seconds.

    Change +ToHit to 25%.

    Change +Damage to 45%.

    Change Recharge to 40 seconds.

    comment : a slight up of duration would make it more manageable for a full team care (and being the only support in a 8 member party playing The Freakish Lab of Dr. Vahzilok (Villain, Level 30-39) at +4 mobs buffed players debuffed no inspi make one try do cast it on everyone 🥵)

     

    My wishes : 

    Bread and butter of the empath, to me that’s the signature power of the pool before AB
    To emphasis the proactive/empathy-ish behavior of the empath, a teammate affected by Fortitude would gain the effect status « fortified », that can boost some others powers in the pool

    • Up the duration du 150 sec
    • add a signifficant (40%?) Defense debuff res to target
    • If target is fortified : caster get an non enhanceable 1%def, 1% res, stack up to 4-5 times (so if seven teammates/pets are under fortitude , caster  "only" have that 4-5 % def/res)

     

    On 5/31/2021 at 4:47 AM, LeoTheCat said:

    Empathy_RecoveryAura.png.c12ae913ce17084709b8fb77a8c52903.pngRecovery Aura

    Change Effect Area to AoE, all targets within range (like Thermal or FF’s Shields).

    Change Max Targets Hit to 255.

    Add +64.875% Resistance (-Endurance, -Recovery) for 90s (all affected targets).

    Add +Recharge: +25%.

    Change Recharge to 240 Seconds

    Comment :

    • radius is already fine, 25', 30 would be more efficient sure
    • stick to 16 (or actual number if not 16) targets
    • agree with the Resistance (-Endurance, -Recovery), but with lower numbers (40 to 50)
    • lower the recharge to 450 (base 500)

     

    My wishes

    • for each target  fortified : caster get 1 point end discount to cast the recovery aura for each (max7) fortified teammate from base cost 26
    On 5/31/2021 at 4:47 AM, LeoTheCat said:

    Empathy_RegenerationAura.png.300294ebe5eeb5a8f6402d587d67a86e.pngRegeneration Aura

    Change Effect Area to AoE, all targets within range (like Thermal or FF’s Shields).

    Change Max Targets Hit to 255.

    Add Resist All: +10%.

    Add Resist -Regen: 100%

    Change Recharge to 240 Seconds.

    comment : 

    • radius is already fine, 25', 30 would be more efficient sure
    • stick to 16 (or actual number if not 16) targets
    • agree with the Resist -Regen: 100%, but with lower numbers (40 to 50)
    • lower the recharge to 450 (base 500)

     

    My wishes

    • for each target  fortified : caster get 1 point end discount to cast the regeneration aura for each (max7) fortified teammate from base cost 26
    On 5/31/2021 at 4:47 AM, LeoTheCat said:

    Empathy_AdrenalinBoost.png.2e2f384ae4c5c89cdc48ea724527d601.pngAdrenaline Boost

    Change Duration to 180 Seconds.

    Change Recharge to 90 seconds.

    Comment

    • I agree duration/recharge could be polished, but with lower values

    My wishes : tune those numbers so that the empath can have around 1,5 ab effective at a time with high recharge build

    • change duration to 120 sec (from 90)
    • change recharge to 240 sec (from 300)
    • If target is fortified : caster get  10 % of the base effect of ab affecting him (non stackable), ie caster gain a 80% recovery, 50% regen

     

     

    thanks for reading me too, and thanx @LeoTheCat for inspiring me 😉

     

     

    • Like 2
  7. Hi there, so I came with the idea that envenom, with his -heal component should negate/reduce the hp refund to mobs hit by spectral wounds, / Phantom army.

    A quick test shows that doesn't work. Envenomed ennemy still get heal after some time.

    Does anyone know if that "works as expected", or if that's a bug?

     

    Thx

  8. On 4/8/2021 at 4:47 PM, damienray said:

    Sniper Rifle (Assault Rifle - Blaster) The yellow ring appears randomly and not reliably (sometimes not at all during an attack using Burst, Slug, M30, Flamethrower, Full Auto, Buckshot in random orders). When it does appear, it lasts for only approx. 1 second, making it difficult to use. I have a set of 5 Winter's Bite in the power on Beta. Current recharge on my Snipe is 5 seconds (when the ring does appear, recharge is still 5 seconds).

    Also noted, when I am able to use the enhanced Snipe, the animation time doesn't seem to be shortened nor does the range seem to change.

     

    just tried an assault energy blaster.

    Never had the yellow circle, I only could do regular snipes. tested in cimé for 5, 6 min.

     

  9. I nevers had issues with this specific powers. however, and that's a known issue powexeclocation is sometime capricious, and it seems (to me) related on surfaces / maps

    ex almost never work in cimerora outdoor map on the high ramparts,  (oil slick arrow, carrion creepers)

    You may try there, and compare with ground level at pi for example

  10. Mind control
    Loved the set, untill plant control... I dislike pets, never use them except PA on illu (and strangely no one ever seemed to notice it at least I nerver had any complaint about that). so mind control was my thing.
    power >> issue with it >> suggestion

    mesmerize  >> ok with it mostly >> I'd made it a Mag 4 on first apply ==> garanteed boss sleep, but with the sleep effect unstackable on secpnd apply : 1 apply on the target sleep + damage, second apply within the sleep duration only does damage
    levitate >> fine with it >> I saw a small aoe suggestion aerlier on the thread, i'll second, with less damages on additional target though
    mass sleep >> well... not so usefull in team, as it can't last, and ha no secondaty effect >> I'd add moderate -tohit, -recharge, 5 to 10 sec  after the target's awakening, as he's coming out of slumber. maybe add a chance to keep the sleep effect after the first hit taken.
    Tk >> can't event start to find any usefullness. Not sure I ever saw it beibg used on HC, and very few times on live >> no idea here, exept replace it.
    Mass confusion >> great power.. if you don't pekk at seeds of confusion >> reduce the cooldown, and add a "mind" signature effect, like may be a berserk (fortitude-like) effect on confused foe.

     

  11. Assault riffle
    In my opinion, assault could use something reflecting the penetrating effect of bullets, schrapnel,etc. Also only in a movie you'll see a guy hit by a bullet being pushed away like this.

    Power  >> my issue with it  >>  my suggestion

    Burst  >>  I don't use it >> 20% chance of mag 2 stun (multiple impacts) or very minor unresistible dot (internal injury, no idea what amount)
    Slug >> KB >> change it to KD, saving a slot and a keeping soft control tool
    Sniper Rifle >> standard AR issue vs S/L res >> negate part (10%, 20%?) of S/L resist
    Buckshot >> range, KB effect  >>  increase from 40 (iirc) to at least 60, 80 would be optimal, cones being less user friendly than TAOE, change KB to KD, + 10% chance of mag 2 stun
    M30 Grenade >> KB mainly, and standard AR issue vs S/L res >> change KD to KD, change damage as someeone allready mentionnet it to Lethal/ fire, + minor irrestible dot
    Beanbag >> fine by me, though I usually don't use it >> add a moderate-to hit for a few sec?
    Flamethrower >> long cast time, very short range, low dpa >> my vision is that this one is burning gas. It's "just" a flame. ==>quicker cast, better range,
    Ignite >> long cast, ridiculous area, fear effect >> My vision is tha this one is napalm. if you're in the splas area you're it by persisting burning liquid/paste ==>you can flee, you still get a huge fire dot
    full auo  >> lonnnnng cast, relatively narrow cone, target cap, not that high damages >> widen a bit the cone, up the target cap, lower the cast time

    • Like 1
  12. Very fun to play with.

    Throw spine and rippers seem allow a lot of procs for assassins mark.

    My guess is every hit and not hjust every attack as a chance to proc

    So its common very common to have two and sometimes three builds up stacked.

    In several occasions i was auto buff to400 % damage

    Though, one need to wait an potential proc and not spam attacks to benefit from this mechanic.

    A conséquence is that attack chain is erratic, and tend to maximize throw spine for proc and ripper wich in my case also get the guile proc

    Paired with / rad, solid res and something like 30+% in several def.

    On reunion.

     

    • Thanks 1
  13. On ‎9‎/‎11‎/‎2019 at 1:44 AM, Haijinx said:

    I am curious about ideas behind slotting of the scrapper ato procs.  

    Claws pool, schockwave, 3 nucleolus,  Scrapper +50%crit proc, 1 KBto KD,  last one FF chance of recharge or 1 -res io.

    With a decent but not crazy recharge in the build, shockwave is up every 3 or 4 sec, proc 9/10 in medium or larges pack, then spin for a nice massive crit attack. As schockwave has a very quick cast, you can effectively benefit from the 3,5 sec to put 2 or 3 attacks

    • Thanks 2
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