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Posts
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Joined
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Quote:That is simply eight different kinds of brilliant.Unless your primary (or secondary for defenders) is Sonic, then you can have the ability to put a spawn to sleep and set a bomb....and then just walk away, knowing that the spawn will soon be no more.
Bonus coolness points if you swing your camera around and toggle on Walk so you can see the explosion behind you while walking away like a badass
It's kind of an edge case, but it's a case where Time Bomb is actually useful.
Of the support sets, over time I've played Rad, Kin, Thermal, Sonic and Pain to 50, and Cold and Dark Corrs into their 30s. I like all of the 50s well enough, but lately I play the Son & Pain the most, Kin the least. I don't think there's much to that, just the way my prefernces lie right now. Someone mentioned the Rad trifecta (Veng/Fallout/Mutation) but in practice folks buzzkill that too often, popping the wakie before I can get the powers off.
FF and Emp are sets I loooooove having on the team, but can't abide playing myself (obviously YMMV).
-Gate -
Hot diggity, Triplash's concept of how to implement that is brilliant!
/signed, for all that's worth -
Quote:The key is to find a way to get both, eh?Thanks for the correction, I had forgotten about that. I still think it's skippable, especially considering you can have Burn instead, but at least the OP has all facts.
I also find TP to be a nice unobtrusive place to drop the Steadfast +3% Def piece.
-Gate -
Freak, welcome back.
One thing that Findulias didn't mention about Temp Protection is that it now provides Slow Resists. Whether that changes if/when you take it is for you to decide.
-Gate -
Nope, no pressure here. Play what I feel like, and leave it at that.
-Gate -
The first time I tried to talk about it, all that came out of me sounded a lot like Hyperstrike's answer. If you've actually got someone who needs some a-splainin', I'd start by telling them about Mender Ramiel and his arc. Then I'd keep it nice and high-level, at this point a 20-words-or-less like Rush gave will likely be more helpful than making them drink from the firehose. In my last attampt at this, I then gave a quickie intro to Alpha abilities, and made my friend open the Incarnate window. While she browsed the ability trees, I quickly explained that the basic components could either be gotten as TF rewards, or crafted from these newfangled shards. Fortunately, said friend is savvy enough that she knew to follow up on my talk with a trip to Paragonwiki.
-Gate -
Hello,
I'm trying to update my build for my WP/Ice/Arctic tank. This struck me as a less-than-terrible effort, but I don't really know for sure. Can I get a little feedback?
Note that for his Alpha, I only just got it unlocked, so I'll be a while before I actually get to that. Also, the levels at which I chose powers might seem a little haphazard: I just kind of threw this together from an earlier file, so that aspect might warrant a tweak.
Thanks,
Gate
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Snowbrawl: Level 50 Natural Tanker
Primary Power Set: Willpower
Secondary Power Set: Ice Melee
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Arctic Mastery
Hero Profile:
------------
Level 1: Mind Over Body RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam/EndRdx/Rchg:40(3), RctvArm-ResDam:40(5), RctvArm-EndRdx:40(5)
Level 1: Frozen Fists C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(7), C'ngImp-Acc/Dmg/Rchg:50(7), C'ngImp-Acc/Dmg/EndRdx:50(9), C'ngImp-Dmg/EndRdx/Rchg:50(9)
Level 2: Ice Sword T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(11), T'Death-Dmg/Rchg:40(11), T'Death-Acc/Dmg/EndRdx:40(13), T'Death-Dmg/EndRdx/Rchg:40(13), T'Death-Dam%:40(15)
Level 4: Frost Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(17), Posi-Dmg/Rchg:50(19), Posi-Dmg/Rng:50(19), Posi-Acc/Dmg/EndRdx:50(21), RechRdx-I:50(21)
Level 6: Super Jump Winter-RunSpd/Jump/Fly/Rng:50(A), Winter-ResSlow:50(23)
Level 8: Indomitable Will RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(23), RedFtn-EndRdx/Rchg:50(25), RedFtn-Def/EndRdx/Rchg:50(25), RedFtn-Def:50(27), RedFtn-EndRdx:50(27)
Level 10: Rise to the Challenge Numna-Heal/EndRdx:50(A), Numna-EndRdx/Rchg:50(29), Numna-Heal/Rchg:50(29), Numna-Heal/EndRdx/Rchg:50(31), Numna-Heal:50(31), Numna-Regen/Rcvry+:50(31)
Level 12: Quick Recovery Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(33), Efficacy-EndMod/Acc:50(33)
Level 14: Fast Healing Mrcl-Heal/EndRdx:40(A), Mrcl-Heal/Rchg:40(33), Mrcl-Heal:40(34), Mrcl-Rcvry+:40(34)
Level 16: High Pain Tolerance RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(34), RctvArm-ResDam/EndRdx/Rchg:40(36), RctvArm-ResDam:40(36), Numna-Heal/EndRdx:50(36), Numna-Heal:50(37)
Level 18: Heightened Senses RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(37), RedFtn-EndRdx/Rchg:50(37), RedFtn-Def/EndRdx/Rchg:50(39), RedFtn-Def:50(39), RedFtn-EndRdx:50(39)
Level 20: Ice Patch RechRdx-I:50(A)
Level 22: Taunt Mocking-Taunt/Rchg/Rng:50(A)
Level 24: Combat Jumping Jump-I:50(A)
Level 26: Boxing HO:Nucle(A)
Level 28: Freezing Touch Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(40), Mako-Dmg/Rchg:50(40), Mako-Acc/Dmg/EndRdx/Rchg:50(40), Lock-Acc/Hold:50(42), Lock-Rchg/Hold:50(42)
Level 30: Tough TtmC'tng-ResDam/EndRdx:50(A)
Level 32: Strength of Will S'fstPrt-ResDam/Def+:30(A)
Level 35: Weave LkGmblr-Def/EndRdx:50(A), LkGmblr-Rchg+:50(42)
Level 38: Frozen Aura M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(43), M'Strk-Dmg/Rchg:50(43), M'Strk-Acc/EndRdx:50(43), M'Strk-Acc/Dmg/EndRdx:50(45), M'Strk-Dmg/EndRdx/Rchg:50(45)
Level 41: Block of Ice Lock-Acc/Hold:50(A), Lock-Acc/Rchg:50(45), Lock-Rchg/Hold:50(46), Lock-EndRdx/Rchg/Hold:50(46), Lock-Acc/EndRdx/Rchg/Hold:50(46), Lock-%Hold:50(48)
Level 44: Ice Blast Dev'n-Acc/Dmg:50(A), Dev'n-Dmg/EndRdx:50(48), Dev'n-Acc/Dmg/Rchg:50(48), Dev'n-Acc/Dmg/EndRdx/Rchg:50(50), Dev'n-Hold%:50(50)
Level 47: Build Up AdjTgt-ToHit/Rchg:50(A), AdjTgt-Rchg:50(50)
Level 49: Resurgence Efficacy-EndMod/Rchg:50(A)
Level 0: The Atlas Medallion
Level 50: Spiritual Radial Paragon
------------
Level 1: Brawl Acc-I:50(A)
Level 1: Sprint Run-I:50(A)
Level 2: Rest RechRdx-I:50(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift Run-I:50(A)
Level 2: Health Numna-Heal/EndRdx:50(A), Numna-Heal:50(15)
Level 2: Hurdle Jump-I:50(A)
Level 2: Stamina P'Shift-EndMod:50(A), P'Shift-End%:50(17)
| Copy & Paste this data into Mids' Hero Designer to view the build |
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Quote:I was once mulling over the idea of such "set-less" powers, and had an idea. What if powers like this had some tiny amount of ability, just enough to qualify them for sets? Like if FE added say 0.01% +ToHit, and could then accept ToHit Buff sets. Is that a good idea, a bad idea, all of the above, none of the above (independent of however much work it entails, I surely know nothing happens for free)?Fixed that for you. Fiery Embrace won't take anything but Recharge enhancement, and maybe End Reduction. Since it doesn't buff to-hit, it won't accept to-hit sets.
I'd go with 3 recharge IOs.
Later on,
Gate -
Quote:Okay, interesting. The WP I allude to in my PS is WP/Ice, so that's an idea worth tucking away...Well, the soft-cap special is definitely the most common, because of all the defensive benefits it gives you.
However, I also sometimes see the "Let your offense be your defense" strategy. Where you try to maximize recharge and endurance recovery, then utilize the mitigation aspects of your secondary to help keep you alive. I'd say this is most prevalent on control-heavy secondaries, like /Ice and /Stone.
-Gate -
Hello folks,
So I won't lie, I've let my main Tank's build (he's Inv/SS/Energy) lie fallow for ages. When Inventions came out 4 years ago, I put together a rudimentary effort at a close-the-Psi-gap build, and implemented, well, some of it, but it's fairly far from complete. So now that I'm turning my eye to him, before I get too far along with him, I want to get an idea of what folks are actually doing with their Tanker IO builds. (I mean this in the big-picture sense of design goals, I'm not trying to cadge sample builds here)
First up, we have the "Softcap Special." My impression is that has kind of been the gold standard of design goals for the past few years. I have a Mids file put together for one I think I can live with, should I go that route. Is it still considered as valuable as it once was?
Second, we have what I was working toward, the Psi-buffering build. I still see occasional references to folks using this sort of build, but I get the impression it's not as common.
So I'm wondering, are there other general flavors of IO-buffed Tanker builds that I haven't mentioned? If you've got some feedback, I'd love to hear it.
Thanks.
Later on,
Gate
PS - If you have any general insights on similar build goals for WP tankers, I wouldn't pitch a fit if they showed up in this thread. -
Hi,
Dopey noob-Stalker question: there are other Patron pool snipes (at least one), do they also get bonus damage coming out of Hide?
Thanks.
-Gate -
I was genuinely shocked I managed to snag the name "Sidesplitter" for a WP/Axe tank on Freedom. Also, I managed to get Holly Woodenvine for a Plant/Thorns Dom.
-Gate -
To reply to your original point, I'd say it's a little bad luck coupled with a little outdated design. I think "back in the day," it wasn't unreasonable to assume that folks who were looking to do their contacts' content were going to get their contacts introduced to them "up the chain," for lack of a better term (i.e. You'd have Tina as a contact b/c you'd been introduced by whichever 34-39 contact introduces her).
Fast-forward a few years and, with scanners, AE, Borea-give-me-a-Merit missions, tips, and anything else I missed, it's kind of easy to have gaps in that hand-off chain.
Bummer you got the runaround there. If it's any consolation, when all that foofaraw pushes you up past that arc, you can just go grab it as an Ouroboros Flashback.
Later on,
Gate -
Quote:Wouldn't a Wyvern investigation be more in Manticore's wheelhouse than Legacy Chain?Honestly, considering Synapse is a victim of Crey, he should have been the contact for the Crey silliness instead of Manticore; put Manticore in charge of a low level Legacy Chain investigation then direct yourself to Sister Psyche after his Task Force is complete. VoilĂ , problem solved and you can probably still get Gearsmasher through missions or hunts.
-Gate -
Goodbye,
Talk Like Bizarro Chat am terrible idea. It am so terrible, Gate cry at missing it.
Hello,
Gatecrasher -
Quote:Point of curiosity: does a "toon" imply something specifically negative for you?68 "Characters" (I put too much work into them to call the "toons") and I still have ner ideas every day, but now many of them are inspiring me to push them to level 50 and beyond.
-Gate -
Quote:I'm with this assessment of the situation. Heck, I've enjoyed the BSF more than the KTF so far.Wow I think the Barracuda arc is WAY more fun than the blueside one... the last mission is actually fun as opposed to just clicking mindlessly on Reichsman for 30 minutes.
Not sure why all the hype of why this one is so hard..its awesome and not that difficult!
-Gate -
When he got his Cardiac slotted, my Son/Son Defender went from "runs out of breath like a 2-pack/day smoker" directly to "sssssmmmmoking!" There was no in-between.
Later on,
Gate -
Many thanks for all of yiur hard work.
Later on,
Gate -
I was never one for low sewer teams, but I LOVED me some Abandoned Sewer runs in the mid-high 30s! Aaaah, nostalgia...!
Later on,
Gate -
Quote:This times infinity.Let's see. 2 second cool down period between invites. Assume that you are really slow and take an entire extra second to click on the name and click invite. At 3 seconds per you can still invite 20 people to a team in 1 minute.
I know it's just my opinion but sheesh, some people need to get a bit of perspective here. If you'll take the time to remember just a short while back you couldn't even invite people by clicking on their name. You had to target the character or else type their name out.
I vote that they increase the time between invites to 30 seconds. I really really want to see what it looks like when somebodies head explodes.
Calm down, have some dip.
-Gate -
Quote:I figured that would precisely be the case, just trying to engage in a little "expectation management."I was pretty sick over the weekend, so I missed a bunch of good time to finish the Incarnate GUI. I'm still gunning to have it out by the end of the month.
As for the Rare & Very Rare stuff, it's always been our policy to have the data match the Live servers and that will continue to be the way - this is mainly because making changes to the DB can cause save files to not load, so we don't to release a DB change that might be completely redone (this change by the Devs at the last minute for Inherent Fitness to make it Inherent.Fitness.Sprint,etc instead of Inherent.Inherent.Sprint,etc is a major example of that). We are building this with those in mind, though, so if I19.5 comes out it'll be a relatively minor db update to Mids to add in the Rare & Very Rare.
This, of course, assumes that 19.5 doesn't come out next week. *crosses fingers*
For about the zillionth time, thanks!
Later on,
Gate -
Quote:This news is 8 kinds of awesome. Thanks to the entire Mids group.Mids' doesn't have PvP diminishing returns implemented yet.
The Alpha slot is currently in working order in the latest build, but the interface is crappy, which naturally won't be its state upon release. I think it would be reasonable to expect its release within ten days or so.
Small question: given that Rare & VR Alpha abilities are kind of imminent, will they be included in the above-mentioned release?
Thanks again!
-Gate -
Quote:Just revisiting this after the weekend derailed my train of thought...What are you using to create your PopMenu files? Could it be something that has "SmartQuotes" or a similar function? If so, it may be changing the "apostrophe" character to a higher-ASCII character that is not displayable in the PopMenu. I've seen a few things that the PopMenu simply ignores.
Or maybe you've stumbled on the "Escape" character for PopMenu... what happens if you put two single-quote marks together in the menu like "I''m"?
I've got it fixed now. I copied a few of the items into Notepad from elsewhere, and when I did it must have decided to make those apostrophes some manner of funkified characters. I took a closer look at the menu items, spotted the items, and all fixed!
Thanks,
Gate -
Hi,
A new popmenu I've created is behaving oddly, so I figured I'd come here for help.
The new menu has a few items, each of them saying something in Team channel. The bite of it is, any apostrophes are not getting passed along. For instance, if my menu says "I'm", that comes out in chat as "Im". Everything else that was part of the menu's contents gets included, just not the apostrophe.
(I'm sure the actual mnu file would help here. I'll include it later, I just don't have it handy right now.)
TIA
-Gate