KristyTracer

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  1. KristyTracer

    Mac Open Beta

    Great news, Posi!

    Now, the inevitable question: given that TransGaming got its start by forking the WINE code base into WineX for games, which later evolved into the Cedega cross-platform gaming tool, how long until we see a native Linux client for CoX?

    Kristy
  2. Objective: When attempting to place a wall-attached object, some walls will allow vertical movement and others will not. Moving the cursor up and down on a "restrictive" wall will simply result in a red "not here" cursor and the blue box remaining where it was above or below it. Moving the same object to a "permissive" wall, then adjusting its vertical position, then moving it back to the "restrictive" wall is a workaround.

    Subjective: Despite the joy of being able to make complex objects by overlapping complex objects, interacting with them afterwards can be difficult if they're positioned in such a way that clicking on them creates an ambiguity (e.g., putting two storage bins in the same space can cause problems with accessing one or the other). It's also disconcerting when used to "snap to grid" placement that prevented such overlap the first time I dragged one storage bin on top of another expecting the second to simply lock in place next to the first and ended up putting it half-inside another object. A "snap to grid" feature that could be enabled might be nice.

    Kristy
  3. My search-fu is weak on this; please forgive.

    What was the reasoning behind swapping out Ice Storm for Frost Breath on the Controller Ice Mastery set? Was Ice Storm considered too powerful, not powerful enough, the wrong kind of powerful?

    Kristy
  4. So, I'm sure by now everyone is sick of hearing of how to fix Pool C to make it better, but rather than just eliminating it entirely or paring it down to the seventeen most glaringly obvious elements, here's an idea for keeping the "random recipe" element while eliminating or at least greatly reducing the "I got crap" feeling: Have the Pool C drop code check to see which recipe types can possibly be slotted in a character's current power choices, and limit the legal drops to recipes that would work in those powers.

    This will instantly stop folks who don't have a Fear power from getting Glimpse, folks who don't have Immobs from getting Trap of the Hunter, et cetera. Of course, this isn't going to instantly let people pick and choose their recipe drops. Most non-/Energy blasters still have a chance to get TotH (Web Grenade, Ring of Fire, Chillblain), but somebody who has no Immobilizes at the time of the TF simply won't get one. You'll be guaranteed that every Pool C drop you get, you can use. It's up to you to choose whether or not you do.

    In fact, if this isn't enough, refine the idea: Weight drops for each charcter based on the number of slots dedicated to powers that can take that enhancement type. Loaded up with ranged damage-dealing powers? You'll end up with more Ranged IO recipes. Got mostly Defense-based powers? You'll get more Defense-based sets.

    So, I can immediately hear the hew and cry: "That will favor Stone and Ice Tanks for TFs and maybe SR Scrappers and hurt Controllers and Defenders!" To this, I else "who else was slotting all of these LotG recipes anyway?" All I'm saying is that the the game could have the ability to not give you recipes you can't use, and that it can try to bias its drops based on their apparent utility. Mining the market for that information could happen, but that would encourage people to run TFs just for their drop values, which I think goes against the grain of the devs' desires. So, barring that option, I think the best way the game can check the relative value of a recipe is to look at your character and see what you've emphasized in your build. This way, the "random function" won't ever give you something you can't use. Yes, it will be biased for every character, but it will be biased in such a fashion as to ensure that it's your choice if you don't use what you get, not the failure of a random-number generator that gave you something you couldn't use.

    In fact, I could see this solution being extended across all pools, at least to an extent. This way, people would only ever get drops that they could use. This would, I think, go a long way towards eliminating the sense that the drops in the game are "unfairly weighted". They could, in fact, be said to be custom-tailored for every character.

    Kristy
  5. Here's an example build of an Ice/Ice tank with perma-Hoarfrost. It looks light on the attacks and heavy on the pools, but this is to push Defense as close to the theoretical caps as possible: S/E/N each hit 41.9, Lethal touches 44.4%, and everything else hovers in the teens. The other important thing about this build is that Energy Absorption recharges in 16.8 seconds, meaning it should be possible to double-stack its results at all times. Hoarfrost also recharges in 102 seconds, with a duration of 120, meaning it's always up and allows an eighteen second double-stack for those really desperate moments. I had to sacrifice the more controllerish aspects of Ice, which annoys me, but then this is more a "what's possible" build than a "what would I play" build, since I'm not about about to give up either Freezing Touch or Block of Ice. =n.n=

    Hero Plan by Mids' Hero Designer 1.153
    http://www.onthejazz.co.uk/hu/mhd.php

    ExampleIceIceTank-PermaHoarfrost: Level 50 Magic Tanker
    Primary Power Set: Ice Armor
    Secondary Power Set: Ice Melee
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Arctic Mastery

    Hero Profile:
    ------------
    Level 1: Frozen Armor LkGmblr-Rchg+:50(A), LkGmblr-Def:50(3), GftotA-Def:40(7), GftotA-Def/EndRdx:40(15)
    Level 1: Frozen Fists C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(7), C'ngImp-Acc/Dmg/Rchg:50(15), C'ngImp-Acc/Dmg/EndRdx:50(17), C'ngImp-Dmg/EndRdx/Rchg:50(23)
    Level 2: Chilling Embrace TmpRdns-Acc/Slow:40(A), TmpRdns-Dmg/Slow:40(3), TmpRdns-Acc/EndRdx:40(9), TmpRdns-EndRdx/Rchg/Slow:40(17), TmpRdns-Acc/Dmg/Slow:40(31), Taunt-I:40(39)
    Level 4: Hoarfrost Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(5), Dct'dW-Heal/Rchg:50(5), Dct'dW-Heal:50(21), Dct'dW-Rchg:50(31)
    Level 6: Wet Ice EndRdx-I:50(A)
    Level 8: Combat Jumping LkGmblr-Rchg+:40(A), LkGmblr-Def:40(9), GftotA-Def:40(11), GftotA-Def/EndRdx:40(11)
    Level 10: Taunt Taunt-I:50(A), Taunt-I:50(43), Taunt-I:50(50)
    Level 12: Icicles C'ngBlow-Acc/Dmg:50(A), C'ngBlow-Dmg/EndRdx:50(13), C'ngBlow-Dmg/Rchg:50(13), C'ngBlow-Acc/Rchg:50(21), Taunt-I:40(40)
    Level 14: Super Jump Empty(A)
    Level 16: Swift Empty(A)
    Level 18: Glacial Armor LkGmblr-Rchg+:50(A), LkGmblr-Def:50(19), GftotA-Def:40(19), GftotA-Def/EndRdx:40(23)
    Level 20: Health Numna-Regen/Rcvry+:50(A)
    Level 22: Permafrost S'fstPrt-ResDam/Def+:30(A)
    Level 24: Hasten RechRdx-I:50(A), RechRdx-I:50(25), RechRdx-I:50(25), RechRdx-I:50(39), RechRdx-I:50(43), RechRdx-I:50(46)
    Level 26: Energy Absorption LkGmblr-Rchg+:50(A), LkGmblr-Def/Rchg:50(27), GftotA-Def:40(27), GftotA-Def/Rchg:40(34), RechRdx-I:40(37), RechRdx-I:40(37)
    Level 28: Ice Sword C'ngImp-Acc/Dmg:40(A), C'ngImp-Dmg/EndRdx:40(29), C'ngImp-Acc/Dmg/Rchg:50(29), C'ngImp-Acc/Dmg/EndRdx:50(34), C'ngImp-Dmg/EndRdx/Rchg:50(39)
    Level 30: Boxing Stpfy-Acc/Rchg:40(A), Stpfy-EndRdx/Stun:40(31), Stpfy-Acc/EndRdx:40(40), Stpfy-Acc/Stun/Rchg:40(40), Stpfy-KB%:40(46)
    Level 32: Hibernate Dct'dW-Heal/EndRdx:40(A), Dct'dW-EndRdx/Rchg:40(33), Dct'dW-Heal/Rchg:40(33), Dct'dW-Heal:40(33), Dct'dW-Rchg:40(34)
    Level 35: Greater Ice Sword C'ngImp-Acc/Dmg:40(A), C'ngImp-Dmg/EndRdx:40(36), C'ngImp-Acc/Dmg/Rchg:40(36), C'ngImp-Acc/Dmg/EndRdx:40(36), C'ngImp-Dmg/EndRdx/Rchg:40(37)
    Level 38: Kick Empty(A)
    Level 41: Chilblain Enf'dOp-Acc/Rchg:50(A), Enf'dOp-EndRdx/Immob:50(42), Enf'dOp-Acc/EndRdx:50(42), Enf'dOp-Acc/Immob/Rchg:50(42), Enf'dOp-Acc/Immob:50(43)
    Level 44: Ice Blast Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(45), Decim-Acc/EndRdx/Rchg:40(45), Decim-Acc/Dmg/Rchg:40(45), Decim-Build%:40(46)
    Level 47: Ice Storm Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(48), Posi-Dmg/Rchg:50(48), Posi-Dmg/Rng:50(48), Posi-Acc/Dmg/EndRdx:50(50)
    Level 49: Weave LkGmblr-Rchg+:40(A), LkGmblr-Def:40(50)
    ------------
    Level 1: Brawl Empty(A)
    Level 1: Sprint Empty(A)
    Level 1: Gauntlet
    Level 2: Rest Empty(A)


    Copy & Paste this data chunk into Mids' Hero Designer to view the build.
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  6. KristyTracer

    Moon Hazard Zone

    I think instead of the "CuppaJo" badge, it ought to be named "Coffee Achiever".

    Kristy
  7. Admittedly, I skipped Breath of Fire for concept purposes on my Stone/Fire, but then, I'm also very poor with cone attacks in general; most of the time I end up only hitting two or three enemies at most. Plus, when I'm tanking with my Stone/Fire, I tend to do less pulling/herding and more in situ combat, since I've learned how to juggle the aggro of multiple groups with my AoEs and ranged attacks. This usually means that instead of being able to hit a whole group with BoF, I get at most two or three; I find I'm usually better off in those situations being able to throw Scorch or Brawl three or four times around different targets instead.

    As for running multiple EndReds in my armors, I'll admit it's excessive, but I built for long-haul combat, and if I hadn't put those slots there, I'd have pretty much ended up using them as Damage slots or beefing my travel power, which felt like a waste. It came down to "do I do more damage, something for which I'm not optimized" versus "should I be able to turn on every toggle I own and keep fighting in case something shows up on a map that I wasn't expecting". Too many times I tried to run with one or two of my toggles down to conserve endurance and then discovered once on a map that there were extra enemies doing something I hadn't counted on, so I built for certainty instead of efficiency. =n.n=

    Kristy
  8. I have yet to understand why anyone says that Stone/ is gimped, in any fashion.

    First of all, it's one of the few sets that provides a Defense to Psi. Granted, it's not a resist, which would have been nice given that the bulk of the set is resists, but it's more than any other Tank gets against that particular damage type. This means that once the Carnival of Shadows shows up, your teammates need no longer fear their damage-soaker dropping.

    Second, I highly suspect that a large part of why you felt gimped prior to Granite Armor is that you intentionally skipped most of the resistance toggles in the set. There isn't a single power in the Primary that's not worth taking, even Stone Skin. With creative juggling of your toggles, you should easily be able to handle any situation into which you find yourself thrust. For my part, I was capable of soloing in Invincible pretty much as soon as I had SOs, and I did have to deal with a few AVs single-handedly along the way, though I'd hardly count Maestro as that much of a challenge.

    Third, Fire Sword generally isn't a useful pick. YMMV as always, but I found that the recharge time versus the damage meant I was better off slotting Scorch with an extra recharge and throwing it twice in the same timeframe.

    Fourth, I think the slows in Mud Pots are a waste. Sure, it's a great power, but its radius doesn't extend far enough around you to make the slow effects that useful. I stick an endred in mine, as well as a taunt duration and an accuracy to make sure the damage actually hits.

    Fifth, if you're relying on Granite for your primary mitigation, then either you would have wanted Hasten somewhere in your build to offset the reduction in recharge rate that it causes, or you'd probably want some recharges in your attacks. You don't have Taunt, and you don't have a Taunt duration in Mud Pots, so you're going to be relying on Gauntlet to hold aggro, but they're going to come up too slowly for you to reliably overcome the power of the insane elec/elec blaster that's running up beside you and zapping your herd. Worse, you're not going to be able to protect the Kin/ defender that's keeping you Speed Boosted so you can move.

    Finally, I really don't think the Fighting pool is going to do you much. Yes, it's a few extra points of both resistance and defense, but it's an extra pair of end-heavy toggles that, if you have Granite, you'll never need. If you're fighting a mob in which Granite Armor, Rooted and the occasional inspiration isn't enough to overcome, then you and your team have bitten off more than you can chew.

    I know that, for my part, I only use Granite as the Uh-Oh button, and at 50 I can routinely solo on Invincible and clean up three- and four-person maps, given enough time. I usually team with a Kin/Sonic defender and then a few open SK slots, and my regular teammates have learned that if I've dropped into Granite, things have not gone according to plan.

    I will admit, I'm not a PvPer, but the few times I took my Stone/Fire tank into a PvP zone, it took at least three opponents to actually scratch my health bar in any serious fashion, and four to actually keep the damage coming in fast enough to really be an issue. Outside of that, I was keeping all of my targets taunted sufficiently that my teammates could make short work of the rest of the opposition. Solo, it's usually a stalemate proposition, and most Stalkers realize that pretty quickly. "Oh noes, you have ASed me; I pop Earth's Embrace now". Six toggles running means at worst, I lose mez protection for a few seconds. This is by no means an optimized PvP build, but then, I never optimize for PvP.

    For comparison, here's the build that I use:
    Level: 50
    Archetype: Tanker
    Primary: Stone Armor
    Secondary: Fiery Melee
    ---------------------------------------------
    01) --> Stone Skin==> DmgRes(1) DmgRes(3) DmgRes(3)
    01) --> Scorch==> Acc(1) Rechg(23) Rechg(39) Dmg(45)
    02) --> Rock Armor==> EndRdx(2) EndRdx(7) DefBuf(7) DefBuf(11) DefBuf(13)
    04) --> Earth's Embrace==> Heal(4) Heal(5) Heal(5) Rechg(11) Rechg(13) Rechg(17)
    06) --> Mud Pots==> Acc(6) EndRdx(15) Taunt(15) Dmg(36) Dmg(37) Dmg(37)
    08) --> Rooted==> EndRdx(8) EndRdx(9) EndRdx(9) Heal(17) Heal(19) Heal(19)
    10) --> Taunt==> Taunt(10)
    12) --> Teleport Foe==> Acc(12)
    14) --> Teleport==> Range(14)
    16) --> Swift==> Run(16) Run(42) Run(46)
    18) --> Health==> Heal(18) Heal(42) Heal(42)
    20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21)
    22) --> Combustion==> Acc(22) Rechg(23) Rechg(40) Dmg(46)
    24) --> Brimstone Armor==> EndRdx(24) EndRdx(25) DmgRes(25) DmgRes(31) DmgRes(34)
    26) --> Crystal Armor==> EndRdx(26) EndRdx(27) DefBuf(27) DefBuf(31) DefBuf(36)
    28) --> Minerals==> EndRdx(28) EndRdx(29) DefBuf(29) DefBuf(31) DefBuf(36)
    30) --> Fire Sword Circle==> Acc(30) Rechg(37) Rechg(40) Dmg(45)
    32) --> Granite Armor==> DmgRes(32) DmgRes(33) DmgRes(33) DefBuf(33) DefBuf(34) DefBuf(34)
    35) --> Incinerate==> Acc(35) EndRdx(39) Rechg(40) Dmg(45)
    38) --> Greater Fire Sword==> Acc(38) Rechg(39) Rechg(43) Dmg(46)
    41) --> Build Up==> Rechg(41) Rechg(43) Rechg(43)
    44) --> Char==> Acc(44)
    47) --> Fire Blast==> Acc(47) EndRdx(48) Rechg(48) Dmg(48)
    49) --> Fire Ball==> Acc(49) EndRdx(50) Rechg(50) Dmg(50)
  9. KristyTracer

    Bodyguard

    This sounds like precisely the sort of power that might benefit tankers: the ability to "take one for the team". Is there any plan in the works to expand this beyond Masterminds? I don't mean to suggest diluting the power by giving it to everyone, but tankers haven't seen a lot of love lately outside of fixing the AoE gauntlet bug, and this seems like an ability that would be right up their alley. Perhaps instead of a direct clone of this power, they might have a Vigilance-esque effect, wherein the lower a teammates' hitpoints get, the more damage gets transferred to the tanker and is subject to the tanker's resistance. Or, if it came over as unresisted, it would certainly encourage tankers to work hard to ensure that their teammates weren't the subjects of direct attacks, lest they themselves start suffering for their own carelessness.

    Kristy