Optanite

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  1. No more forcing me to use Internet Explorer! YAY!!

    I've been waiting years for that piece of trash to be dropped. I don't know for sure if it is entirely dropped out of the launcher but it makes me feel good that I can click a link and it go to my default browser.
  2. I still...

    ...don't save a bind file despite creating tons of toons and manually updating them from the keybind menu.

    ... wonder when they'll fix the 'supergroup/mission map' team window bug.

    ... right-click to combine inspirations to combine even though I have macros to auto-combine. (Not quite 6 years, but oh well).

    ... have a really hard time making a good looking male toon.

    ... feel like my toon is gimp every time I see 'miss'.

    ... can't play a stalker because it bothers me that their inherit power takes up a power choice or three (Hide and/or AS,placate) unlike any other AT.

    ... haven't completed any Shadow Shard TFs. Even if I am logged in for 8 hours straight, I never feel like I have enough time.

    ... call it 'Unyielding Stance'.

    ... wonder why my mouse preference is still considered 'inverted'.

    ... have all those comics they sent me.

    ... make basic 'casual hero' costumes for new characters, then as they level up and earn it, gradually make their costume more and more epic looking.... Kinda like certain fantasy MMOs.

    ... mt like crazy.
  3. This may be out of date info, but I recall the recharge proc having a cooldown of 10 seconds. If this power were to somehow be triggered back to back (more likely to happen when slotted in multiple quick charging powers) at most you could calculate the effect as a 33% recharge rate boost.

    On another note, I also thought procs on summoned entities like bonfire would not count towards the caster but towards the entity considerring its not the caster knocking back the targets, but the bonfire is.
  4. That would certainly be neat for a more 'illusion' style. The only problem I see is that there is no mez protection, and the bulk of your protection is in 2-4 powers. You could easily skip the control, debuff, and stealth power. This set might be impossible to use in AV/Monster fights.

    In the set I made, for AV fights, you could use the single target pet buff (+ the all pet buffs) to have it tank, but you'd have to still watch out for their massive AoE attacks as they can cripple you, and you may have endurance challenges. Plus the pets won't have mez/kb protection.
  5. I wouldn't really expect this set to be adopted. I'm not that niave.

    Thank you for speaking on behalf of the community of the interest of this thread type. I had no idea there were people playing this game that were 'diehard' fans of this. I'm not even a diehard fan; just thought it would be neat to see implimented.

    Also, I really don't see clones/copies/etc. being anything but defense (outside of a special AT). It certainly isn't a melee, ranged, buff/debuff, or control set. The only thing that would come close is the mastermind, but that's far from fitting either.
  6. Possibly, but they said that about power customization too.
  7. Really wanted to pitch this idea. I figured that if self duplication were to be put into this game, it would be in the form of a defense set. Here are the Pro's and Con's I thought of for this set.

    Pros:
    + Duplicates can assist with extra damage.
    + Any damage that impacts the pets, is damage migrated.
    + High self AoE Defense, low resists and regeneration. Medium sized heal.
    + AoE Team buffs and heals greatly improve performance.

    Cons:
    + Very active defense. Many click powers used to take full advantage.
    + Without duplicates, survival is extremely sub-par.
    + Mez protection is attached to self heal, and enforces henchmen creation and rebuffing.
    + Difficult to take advantage of single target team buffs.

    Ideally, the clones/duplicates look identical to yourself, and use 1-3 melee powers of your offensive set, with an upgrade to access an AoE attack or stronger attack. Although, if the tech isn't there to make self copies in a power, then this can simply be an illusion substitute.

    I figured also that a stalker version of this might be possible.

    I didn't add any specific numbers where I could as a set like this can be tough to balance. Ideally the damage output of the duplicates are just high enough that you wouldn't consider being just a mastermind with a melee attack set.

    I hope you enjoy.

    Duplicate - Click - Create one copy of yourself (henchmen). The max number of duplicates scales up as you get to higher levels, with a 2nd duplicate at lvl 12, and a 3rd at lvl 22.

    Combat Focus - Toggle - Increases resistance (except Psi and Toxic) and accuracy of you and your clones. This also increases all duplicates movement speed.

    Stun Double - Click - Teleport to the closest duplicate and destroy that duplicate. You are healed a moderate amount and are granted a short duration mez protection and resistance. Can be used while held/sleeping/stunned. If no duplicate exists, power will fail to execute.

    Copy Concentration - Toggle - Your regeneration is slightly improved, but your henchmen regeneration and max health is extremely improved. While this power is active, your duplicates will create additional threat.

    Quick Split - Click - Quickly create your maximum number of duplicates. All new duplicates will taunt nearby enemies while you placate them. Long Recharge.

    Shared Vision - Auto - For each duplicate you have out, you get a significant AoE defense bonus. Each duplicate also receives a bonus to AoE defense.

    Trade Tactics - Click - Upgrade henchmen to add more attacks.

    Reinforce Duplicate - Target Henchman Toggle - Target henchman will gain a large boost to all resistance and damage. After 30 seconds, this toggle becomes really expensive to maintain.

    Copy Rush - Click - Must target enemy. Create 10 lesser duplicates for a short duration. Lesser duplicates are not as strong as normal ones and cannot be directly controlled. Long unchangeable Recharge.
  8. Optanite

    Bane AV Killer?

    Pretty sure -RES powers can be factored quite easily, regardless of target resistance (assuming you consistently single stack the -RES, or factor in downtime).

    Resists effect your calcuated DPS and the -RES debuff equally. A -20% RES debuff will result in a overall 20% increase in DPS (not factoring in activation time here), even if the target has 99% resist or -100% resist (inherent / unresisted).

    If you guys were arguing damage types, we might have something more complicated here, but we are not.
  9. Optanite

    Hasten's Defense

    I can only guess. Hasten is powerful enough as it is without a defense bonus. Could of been part of GDN.
  10. This is my first attempt at a Spines/Fire build. Let me know what you think.

    Tried to get some defense in it.

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    Sticks in Fire: Level 50 Magic Scrapper
    Primary Power Set: Spines
    Secondary Power Set: Fiery Aura
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Lunge -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(46), T'Death-Dmg/Rchg(46), T'Death-Acc/Dmg/EndRdx(46), T'Death-Dmg/EndRdx/Rchg(48), T'Death-Dam%(50)
    Level 1: Fire Shield -- Aegis-Psi/Status(A), Aegis-ResDam(3), Aegis-ResDam/EndRdx(3), Aegis-ResDam/EndRdx/Rchg(5), Aegis-ResDam/Rchg(45)
    Level 2: Spine Burst -- Oblit-Dmg(A), Oblit-Acc/Rchg(21), Oblit-Dmg/Rchg(23), Oblit-Acc/Dmg/Rchg(23), Oblit-Acc/Dmg/EndRdx/Rchg(25), Oblit-%Dam(25)
    Level 4: Blazing Aura -- Oblit-Dmg(A), Oblit-Acc/Rchg(5), Oblit-Dmg/Rchg(17), Oblit-Acc/Dmg/Rchg(19), Oblit-Acc/Dmg/EndRdx/Rchg(19), Oblit-%Dam(21)
    Level 6: Healing Flames -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(7), Numna-Heal/Rchg(7), Numna-Heal/EndRdx/Rchg(11), Numna-Heal(15), Numna-Regen/Rcvry+(17)
    Level 8: Impale -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(9), Thundr-Acc/Dmg/Rchg(9), Thundr-Dmg/Rchg(11), Thundr-Dmg/EndRdx(48), Thundr-Acc/Dmg(50)
    Level 10: Hurdle -- Jump-I(A)
    Level 12: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(13), LkGmblr-Rchg+(13)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-ResKB(15)
    Level 16: Health -- Mrcl-Rcvry+(A)
    Level 18: Quills -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(29), Oblit-%Dam(31)
    Level 20: Stamina -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod(31), P'Shift-End%(31)
    Level 22: Consume -- P'Shift-EndMod/Acc/Rchg(A), Oblit-Acc/Rchg(48), P'Shift-EndMod/Rchg(50)
    Level 24: Plasma Shield -- Aegis-ResDam/EndRdx/Rchg(A), Aegis-ResDam/EndRdx(33), Aegis-ResDam(33), S'fstPrt-ResDam/Def+(33)
    Level 26: Ripper -- Oblit-Dmg(A), Oblit-Acc/Rchg(34), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-%Dam(36)
    Level 28: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(36), GSFC-ToHit/Rchg/EndRdx(37), GSFC-Rchg/EndRdx(37), GSFC-ToHit/EndRdx(37), GSFC-Build%(40)
    Level 30: Boxing -- RzDz-Immob%(A)
    Level 32: Throw Spines -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(40), Posi-Dmg/Rng(40), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(42), RechRdx-I(42)
    Level 35: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(43), RctvArm-ResDam/EndRdx/Rchg(43), RctvArm-ResDam/Rchg(43)
    Level 38: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(39), LkGmblr-Def/EndRdx/Rchg(39)
    Level 41: Focused Accuracy -- Rec'dRet-Pcptn(A), Rec'dRet-ToHit(45)
    Level 44: Conserve Power -- RechRdx-I(A), RechRdx-I(45)
    Level 47: Burn -- Oblit-Dmg(A)
    Level 49: Rise of the Phoenix -- Dct'dW-Heal/Rchg(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    ------------
    [u]Set Bonus Totals:[u]<ul type="square">[*]17% DamageBuff(Smashing)[*]17% DamageBuff(Lethal)[*]17% DamageBuff(Fire)[*]17% DamageBuff(Cold)[*]17% DamageBuff(Energy)[*]17% DamageBuff(Negative)[*]17% DamageBuff(Toxic)[*]17% DamageBuff(Psionic)[*]16.8% Defense(Smashing)[*]16.8% Defense(Lethal)[*]12.1% Defense(Fire)[*]12.1% Defense(Cold)[*]14.3% Defense(Energy)[*]14.3% Defense(Negative)[*]3% Defense(Psionic)[*]25.8% Defense(Melee)[*]19.9% Defense(Ranged)[*]11.8% Defense(AoE)[*]6% Enhancement(Heal)[*]41.3% Enhancement(RechargeTime)[*]52% Enhancement(Accuracy)[*]19% FlySpeed[*]110.4 HP (8.25%) HitPoints[*]19% JumpHeight[*]19% JumpSpeed[*]Knockback (Mag -4)[*]Knockup (Mag -4)[*]MezResist(Held) 6.05%[*]MezResist(Immobilize) 3.85%[*]MezResist(Stun) 8.8%[*]20% Perception[*]7% (0.12 End/sec) Recovery[*]22% (1.23 HP/sec) Regeneration[*]1.58% Resistance(Fire)[*]1.58% Resistance(Cold)[*]2.25% Resistance(Psionic)[*]29% RunSpeed[*]2.5% XPDebtProtection[/list]
  11. a.k.a. The servers are not up?
  12. Fire/Ice blaster can use Shiver to keep things in the rain, although */Ice doesn't add much in the way of AoE.
  13. This is basically a Combat Recovery Aura w/ faster recharge + An AoE Resist Debuff + Slow. What' isn't there to like?
  14. With MM sets, you run risk of hitting AoE target caps much easier. You'll hit a pets for zero exp. Although, I agree they do less damage when they are not deployed.

    Another type of farm I'm working on is a mix of lieut and bosses. Something I can solo plow through with my scrapper.

    Was looking at indoor tech maps if possible, but having a hard time finding a map that has a straight path. Wanting to avoid the swastika symbol room if possible as its layout is annoying.

    I originally wanted to fight all the high lvl robots (PPD, Council, Arachnos, Malta, Rikti?) mixed in with some custom stuff, but that failed in testing, so it went all custom. Have a few optional computer terminals to spawn AVs if I'm feeling frisky. Hopefully measure the map out so when I get to the end, I'll have 750 tickets to cap out the bonus.

    I'm going to add all sorts of fun dialog to spice it up. Perhaps a massive ambush at the end.
  15. Optanite

    Build Help

    I haven't done many PB builds myself, but here are a few Notes:

    - Nova doesn't need 6 slots. Flight is already really fast. ToHit isn't so big that it needs enhancing. The only thing this power *needs* I'd say is end mod and end reduction. The +end chance IO is nice, and should be combined with the End Mod/End Reduction IO, then slot an End Red/Fly if you want.

    - White Dwarf doesn't need 6 slots. Its overkill what you got there. I can see with certain IO +DEF bonuses and endurance recovery, this power could be 6 slotted, but not with what you have here. 4x Reactive and 2x +end/end/end mod like you have in Nova.

    - all form attacks: You realize you can use the same set more then once? Just looks like you are trying to get 1 of every bonus instead of focusing on a single/couple weakness or strength.


    Switch photon Seekers to recharge pet set. Quantum Flight never needs more the 1 slot unless you plan to phase every 30 seconds.
  16. Slotting Combat Flight is way better the slotting Swift. Take slots out of swift and put extra into combat flight if you really want to go +DEF/Speed. This way you can get two of the Zephyr IOs and get even more defense then you ever could out of combat flight.

    I haven't read the build yet, but just commenting on a comment.
  17. No Assassin Strike in AE.

    There is Ninjitsu, which has a damage bonus from hide. That might of been what you saw before.
  18. That thread looks old. I didn't want to necro it. :-D

    Besides, what other aspect of this game can only be posted in a single thread? I'd probably go post there if I wanted to whine about being pro/con farming. I'd rather just do whats fun.

    I'm also looking forward to some other creative combat scenarios that are fun and could be farmed.
  19. I want more dialog options.

    If Ally is hurt. If Ally gets to 50% Damage.

    Escort to glowie, preferring multiple glowies with unique dialog by the escort for each point.

    Make a boss despawn when spotted/hurt/50% health/etc.

    Make boss objective allow completion when they flee.

    Give clue for boss defeat, and not the entire spawn.
  20. [ QUOTE ]
    I wouldn't know as I always 1 star Defeat All containing arcs. That's a hint.

    [/ QUOTE ]

    Defeat alls are advertised well before you even go in the mission. If you don't like them, don't play and rate them. Don't go griefing everyone that uses this flag because you can't read.
  21. Optanite

    Spawn location

    i15 seems to have markers on the map that tell you where back/front/middle will be in the AE mission creator, so that might help you find what you are looking for.
  22. Kinda getting sick of all these 'boss farms' going around. I decided I wanted to try something different.

    I'll explain the result first...


    I made an enemy group of rad/rad lieutenants (That have RI, AM, and EF), and some typical melee bosses. Normal tactics would rip anything apart with all the auto hit debuffs.

    So what would turn this frown up-side-down? Seeds of Confusion.

    Start off with Seeds of Confusion and Roots, and get in the middle of combat. All the lieut. will debuff each other and give you an AM buff each. With all the +DMG and -RES thrown around, you got an approx. 10 second window to lay on the AoE carnage. There won't be much exp loss from confuse because rad attacks are not really heavy hitting, and the -DMG will be overwhelming.

    With all the recharge and damage buffs from AM, and debuffs, it doesn't really matter what your secondary is. Just have some AoE damage of some sort. Maybe bring a friend along. Its just key that you alpha with that Seeds of Confusion or its instant wipe. If all goes well, you can 2-3 shot the entire group extremely quickly while always having capped damage and recharge buffs.

    I got this idea after thinking it was unfair that custom critters had no toggles, when many of those toggle powers were balanced by being so. Not only that, but the conversion from toggle to click, they made it auto-hit, which is really bad. Also, few people make debuff/buff critters in AE missions, and I thought that was wrong. I was thinking of a way to turn this around and make it a good thing.

    I thought at first perhaps have a small team of allies at the start to help out, but allies are brainless and get themselves killed easliy, or end up doing too much damage if you try to compensate. My epiphany came from the thought that confused enemies would yield better exp as confused when compared to allies.

    I look forward to the toggle issue being fixed like typical AI (Usually 1 toggle per spawn) so I can make normal custom critter groups with a variety of powers without making it really hard for the player. Until then, I have this.

    Anyone else find an alternative formula to farming?

    :edited for grammar - First of many probably:
  23. I've been working on a objective 'work of art' myself.

    You enter a warehouse to save a new cooworker. There are these security 'automations' every here and there.

    You attempt to use a nearby computer terminal (glowie) and the voice of a security system (single ally ninjitsu non-combat runs to door w/ dialog) explains how someone has tampered with its programming.

    1st Boss just explains how they are forced to attack you again'st your will and give hints to who is controlling things.

    You save a local security tech, who suspects your friend is beind all this.

    You save your coworker (escort - combat ally) and then continue to get ambushed.

    You click last glowie to find info regarding who has taken over this security system. More hints to someone inside your organization. This spawns Optional Boss 2 is a failsafe that refuses to let your coworker leave.

    Defeat Optional Boss 2 when defeated, decloaks destructable mainframe for the security system. If destroyed, a combat repair automation is spawns near the front (hopefully between you and door). It tells you that once you all make it outside, it needs to arrest your coworker.

    Coworker turns rogue once you get to the exit (and sadly, I can't avoid a mission complete here), and if you have the ally, its an easy fight, otherwise its a hard one.



    Another neat trick with bertraying escorts is if its a mastermind, thier pets will not betray you but fight for you. This can be worked into the story too.
  24. The reward for fighting a variety of enemy powers would be a great step in the right direction I would think.

    Balance reward based on 1 enemy vs 1 player would be tricky to pull off unless it was dynamic (ex: reward based on how others player with the same AT/powers vs. 1 enemy based on some level of performance). I doubt anyone would attempt this.
  25. Optanite

    On farms

    I think if a team fights one or twenty AVs, they should be properly rewarded to do so.

    An AV's exp shouldn't be inflated because it is normally a harsh journey to get to it. The harsh journey exp should be inflated or the completion of said trek.

    I don't think a cool-down is a good way to handle this. Legitimate stories would be punished. Also, if I setup a fight where you are forced to fight two AVs at once, I want a higher reward, not a lower one.