Redlynne

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  1. {several repeated viewings later of the HD .wmv file downloaded from Samuraiko Productions}

    Wow.



    I mean, I know I was there for some of the filming and all ... but it's interesting to see what things looked like from the camerawoman's perspective rather than from my own. I'm so used to seeing the backside of my characters that it's sometimes a bit of a shock to be able to see them (let alone see them fighting!) from other angles ... and what they look like "when next to" other people in group shots like this.

    Since I was in the filming, it was a lot of fun to try and "look for my characters" in the various shots. The one thing I was worried about was the possibility of being a "camera hog" and standing out too much. I'm glad to see that *didn't* happen because of the way that Michelle cut the scenes together.

    Last time, for the Issue 21 Trailer, Redlynne got a "walk on" role courtesy of a demorecord file that turned out really nice. This time ... for the Issue 22 Trailer (in order of appearance) ... my characters Ms Terry, Redlynne and Leggs all got a little bit of screen time (and not too much, thankfully!), and I'm really proud to have been allowed to be a part of this really sweet production!



    And yes, Michelle, I still think that Black Pebble "owes you lunch" for all the work you do for this game.
  2. Dual Tactics powers makes a difference when fighting +4 Foes and you don't have Incarnate Level Shifts to make life "easy" for you.
  3. Quote:
    Originally Posted by Xiang Shao View Post
    Guys, guys!

    We all know that Mercenaries are the best!
    At what ...?

    /em arches eyebrow
  4. Sometimes, I just can't leave well enough alone ...

    Remember how on the last build I posted, I was a few % short of reaching 32.5% Smash/Lethal Defense, and I really didn't like the compromises I'd need to make in order to get there? Well ... I couldn't stop thinking about what it would take to do, and what I'd be giving up to get there. The main problem being, I'm out of slots to reallocate, since any shifting of slots very rapidly turns into a "Rob Peter To Pay Paul" sort of proposition that brings the house of cards down.

    So moving slots around "is out of the picture" as far as getting to 32.5% Defense (or better). Which leaves changing out the Sets that are placed into the slots allocated. There are basically three powers which can have their enhancements swapped out without undermining everything ... Inner Light, Light Form and White Dwarf Antagonize. There's also one power pick that I can swap out ... Stimulant for Quantum Acceleration ... which then gives me access to a 5th Luck of the Gambler +Recharge IO.

    The net result is that the uptime on Inner Light drops from being easily perma to be very very very nearly perma with Alpha slot (ie. Exemplar Levels 45+) since the enhancement slotting goes from a pair of common 50 Recharge IOs to a pair of Rectified Reticle set IOs. This really compromises the Recharge value on the enhancements themselves (down from 83.32% with the commons to only 16% with Rectified Reticle at best). The difference between these two choices, in the context of the rest of the build, results in a 7 second difference in recharge (from 27.31s to 34.32s, without Alpha slot or the Kheldian's Grace Set factored in). With Alpha slot, the difference is more like 5 seconds of discrepancy (from 24.25s to 29.29s, and Kheldian's Grace still not factored in). This might be "horrible" for a min/max player, or even when looking at the build through a spreadsheet analysis, but I suspect that the "price" of this exchange is something that some players might feel is "worth paying" since the Rectified Reticle set does offer Smash/Lethal Defense at 2 slots, and if using the Perception IO adds other benefits which are not obtainable elsewhere (and not exclusively relevant to PvP only, since there are PvE mobs that Debuff Perception in the game). Suffice to say though that it's a tradeoff (quite literally) of Offense for Defense.

    The second major change is in the slotting of Light Form, so as to take it from being a 4-slot Frankenslotting optimized for Resistance and Recharge and instead giving it a 4-slot Reactive Armor loadout for yet another Smash/Lethal Defense Set Bonus. This change (of course) compromises the Resistance and Recharge values of the enhancements themselves, dropping Resistance throughput on Light Form by about -7.1% (from 81.97% to 74.88%) as well as yielding a 10.5 to 5.5 second longer Recharge (from 87.86s to 98.29s without Alpha slot vs 80.28s to 85.76s with Alpha slot, still not factoring Kheldian's Grace into the mix). As you can see, Light Form is perma both with-and-without Alpha slot when using the Frankenslotting loadout, but the Reactive Armor slotting makes Light Form only perma with Alpha slot engaged. Note however that the Reactive Armor slot yield of 74.88% Resistance can be easily pushed to the Resistance Hardcap (of 85%) for Kheldians simply by teaming with a single Scrapper, Stalker, Blaster or Brute ... who when they're within Cosmic Balance range will give you ... an extra +10% Resistance (and get you so close to the Hardcap as makes "no difference" in the amount of damage being taken). This makes the Reactive Armor loadout of Light Form "slightly weaker" when soloing, on the Resistance value(s), but whether or not that translates in a corresponding increase in Damage Taken during combat is a bit fuzzy, because of the difference in Smash/Lethal Defense (33% vs 29.3% in the previous build). On (cosmic) balance, I'd say that the Reactive Armor version is situationally stronger although there will of course be some edge cases where the Frankenslotting loadout would (have) be(en) superior. So, once again, it's a bit of a judgement call as to which one is "better" which people will have to make for themselves.

    The next major change is the slotting of White Dwarf Antagonize, where I swapped out Mocking Beratement for Perfect Zinger. I originally chose Mocking Beratement because it had a better Global Recharge set bonus on it than Perfect Zinger does, as well as a +Max Endurance set bonus and a more widely diversified collection of +Defense set bonuses (Smash/Lethal *and* Fire/Cold, as opposed to just Smash/Lethal). In the context of the other changes I was making to Inner Light and Light Form, swapping out a 6-slot Mocking Beratement for a 6-slot Perfect Zinger wound up being the difference between having 32.4% Smash/Lethal Defense and 33% Smash/Lethal Defense. This then amounts to a very small difference when pushing up against the 45% softcap via a Small Luck (adding +12.5% Defense) of a mere 0.1% Smash/Lethal Defense in practice (44.9% vs 45.5% capped at 45%) ... but that's not going to be a constant condition. It makes a bit more of a difference in the context of iTrials when using 2 Small Lucks (adding +25% Defense) where you'll be 1% below the 59% softcap instead of 1.6% below it (57.4% vs 58%), which while still "not much" may be noticeable, particularly if the Level Shifts are not working in your favor (yet). The other thing is that a difference in Recharge (on the enhancements themselves, not the set bonus) would largely be going to waste with Mocking Beratement, since the animation times of White Dwarf Strike (1.2s) and White Dwarf Smite (1.5s) and White Dwarf Flare (2.1s) produce only a few variations on attack chains and getting the Recharge Time of White Dwarf Antagonize below 3.6 to 3.9 seconds doesn't yield very much in terms of additional options (ie. you wind up "wasting" Recharge enhancement). Perfect Zinger with Alpha slot engaged (and still without Kheldian's Grace involved) brings the recharge on White Dwarf Antagonize down to 3.57 seconds without Hasten ... or 2.87 seconds with Hasten. Take the Alpha slot out of the equation and you get 4.25 seconds and 3.28 seconds (without and with Hasten) on White Dwarf Antagonize ... which given the possible chains to be made with the Dwarf attack powers is "adequate" to the need of supplying a "filler" attack (which costs no Endurance to use) which doesn't disrupt the cycling of the attack chain(s) when slotting Perfect Zinger instead of Mocking Beratement into White Dwarf Antagonize.

    Needless to say, being able to swap out the slotting on three powers so as to go from 29.3% Smash/Lethal Defense up to 33% Smash/Lethal Defense ... and be able to use White Dwarf Antagonize as an "attack" power because of the Psionic Damage Proc in Perfect Zinger ... pretty much "sealed the deal" for me on this being a worthwhile set of changes.

    The last change, of course, was due to the realization that I'd somehow forgotten to fit Quantum Acceleration back into the build. When I was working on the first iteration, I hadn't realized this power was missing, and had cast about for a "filler" power pick that would at least be useful and not *just* a slot mule for another LotG +Recharge IO (like, say, Maneuvers or Combat Jumping would be). That's what led to choosing Stimulant at Level 44 in the previous build, which I wasn't really happy with. Once I noticed my "mistake" here, in not taking Quantum Acceleration, and knowing that I really wanted a 5th LotG +Recharge somewhere, it was a pretty easy One Slot Wonder substitution ... which also helped make up for the loss of global +Recharge caused by the switch from Mocking Beratement to Perfect Zinger. Best of all, when including Kheldian's Grace into the mix, the total Global Recharge on the entire build is +85% ... which isn't bad for a build that isn't using any Purples.



    So ... Timeshadow?
    If you were tempted to respec before by the first iteration of this build ... is that still the case with the offense-for-defense tradeoffs made in this second iteration of a Tri-form build?

    And for anyone looking at this and thinking it might be useful as a Leveling Build, allow me to say that although I have been at pains to find ways to make this build Exemplar Friendly (as is clearly obvious from the Enhancement Levels), I doubt it would make a very good build plan for any Peacebringer who is not already Level 50. As is fairly typical for pretty much ALL Kheldians, they really don't come into their full strength until finally reaching Level 50, simply because of how incredibly slot hungry Kheldians are in general (and Tri-formers are in particular!). As you can see, Dwarf Form doesn't even get its attacks slotted out until the mid- to late-40s(!), simply because of the slot demands elsewhere in the build. So even though I do consider this to be a decidedly Exemplar Friendly build, I really don't think it will "work" all that well for a Peacebringer working their way *up* to 50 simply because of how "incomplete" it will be (for a very long time). Then again, you can actually acquire and start slotting a goodly number of Set IOs as early as Level 24 ... so on this point, your mileage may vary, if you're working your way up and looking for a build that is (relatively) cheap yet "functional" for a Tri-former intending to grow into your power. Even the HOs aren't too ridiculously expensive on the market right now, especially with demand for (some of) them "collapsing" to some extent with the coming of Issue 22.

    Just remember that the empty slots in Photon Seekers are reserved for Kheldian's Grace. I'll no doubt be reposting this build again later on (in a new thread) once Mids' has been updated to include the Issue 22 changes and ATOs.



    Hero Plan by Mids' Hero Designer 1.953

    Level 50 Natural Peacebringer
    Primary Power Set: Luminous Blast
    Secondary Power Set: Luminous Aura
    Power Pool: Speed
    Power Pool: Concealment

    Hero Profile:
    Level 1: Glinting Eye
    • (A) HamiO: Nucleolus Exposure (+2 Acc/Dam)
    Level 1: Incandescence
    • (A) Steadfast Protection - Resistance/+Def 3%: Level 10
    Level 2: Gleaming Blast
    • (A) HamiO: Nucleolus Exposure (+2 Acc/Dam)
    Level 4: Essence Boost
    • (A) Doctored Wounds - Endurance/Recharge: Level 31
    • (5) Doctored Wounds - Heal/Recharge: Level 31
    • (5) Doctored Wounds - Heal/Endurance/Recharge: Level 31
    • (7) Doctored Wounds - Heal: Level 31
    • (7) Doctored Wounds - Recharge: Level 31
    Level 6: Bright Nova
    • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 21
    Level 8: Radiant Strike
    • (A) Kinetic Combat - Accuracy/Damage: Level 27
    • (9) Kinetic Combat - Damage/Endurance: Level 27
    • (9) Kinetic Combat - Damage/Recharge: Level 27
    • (11) Kinetic Combat - Damage/Endurance/Recharge: Level 27
    Level 10: Hasten
    • (A) Recharge Reduction IO: Level 50
    • (11) Recharge Reduction IO: Level 50
    Level 12: Inner Light
    • (A) Rectified Reticle - To Hit Buff/Recharge: Level 20
    • (13) Rectified Reticle - Increased Perception: Level 10
    Level 14: Stealth
    • (A) Luck of the Gambler - Recharge Speed: Level 25
    Level 16: Group Energy Flight
    • (A) Endurance Reduction IO: Level 50
    Level 18: Incandescent Strike
    • (A) Kinetic Combat - Accuracy/Damage: Level 27
    • (19) Kinetic Combat - Damage/Endurance: Level 27
    • (19) Kinetic Combat - Damage/Recharge: Level 27
    • (23) Kinetic Combat - Damage/Endurance/Recharge: Level 27
    Level 20: White Dwarf
    • (A) Reactive Armor - Resistance/Endurance: Level 27
    • (21) Reactive Armor - Resistance/Recharge: Level 27
    • (21) Reactive Armor - Resistance/Endurance/Recharge: Level 27
    • (23) Reactive Armor - Resistance: Level 27
    Level 22: Reform Essence
    • (A) HamiO: Golgi Exposure (+2 End/Heal)
    Level 24: Conserve Energy
    • (A) Recharge Reduction IO: Level 50
    • (25) Recharge Reduction IO: Level 50
    Level 26: Glowing Touch
    • (A) HamiO: Golgi Exposure (+2 End/Heal)
    Level 28: Quantum Flight
    • (A) Endurance Reduction IO: Level 50
    Level 30: Pulsar
    • (A) HamiO: Endoplasm Exposure (+2 Acc/Mez)
    Level 32: Photon Seekers
    • (A) Kheldian's Grace - Accuracy/Damage
    • (33) Kheldian's Grace - Damage/Recharge
    • (33) Kheldian's Grace - Accuracy/Damage/Recharge
    • (33) Kheldian's Grace - Damage/Endurance/Recharge
    • (34) Kheldian's Grace - Accuracy/Damage/Endurance/Recharge
    • (34) Kheldian's Grace - Recharge/Form Empowerment
    Level 35: Restore Essence
    • (A) Recharge Reduction IO: Level 50
    Level 38: Light Form
    • (A) Reactive Armor - Resistance/Recharge: Level 27
    • (39) Reactive Armor - Endurance/Recharge: Level 27
    • (39) Reactive Armor - Resistance/Endurance/Recharge: Level 27
    • (39) Reactive Armor - Resistance: Level 27
    Level 41: Dawn Strike
    • (A) Obliteration - Damage: Level 31
    • (42) Obliteration - Accuracy/Recharge: Level 31
    • (42) Obliteration - Damage/Recharge: Level 31
    • (42) Obliteration - Accuracy/Damage/Recharge: Level 31
    • (43) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 31
    • (43) Obliteration - Chance for Smashing Damage: Level 30
    Level 44: Quantum Acceleration
    • (A) Luck of the Gambler - Recharge Speed: Level 25
    Level 47: Grant Invisibility
    • (A) Luck of the Gambler - Recharge Speed: Level 25
    Level 49: Invisibility
    • (A) Luck of the Gambler - Recharge Speed: Level 25
    Level 0: Freedom Phalanx Reserve
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 0: Portal Jockey
    Level 50: Spiritual Core Paragon

    ------------

    Level 1: Cosmic Balance

    Level 1: Brawl
    • (A) Kinetic Combat - Accuracy/Damage: Level 27
    • (50) Kinetic Combat - Damage/Endurance: Level 27
    • (50) Kinetic Combat - Damage/Recharge: Level 27
    • (50) Kinetic Combat - Damage/Endurance/Recharge: Level 27
    Level 1: Sprint
    • (A) Unbounded Leap - +Stealth: Level 15
    Level 2: Rest
    • (A) Recharge Reduction IO: Level 50
    Level 2: Swift
    • (A) Run Speed IO: Level 50
    Level 2: Hurdle
    • (A) Jumping IO: Level 50
    Level 2: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery: Level 30
    Level 2: Stamina
    • (A) Endurance Modification IO: Level 50
    • (3) Endurance Modification IO: Level 50
    Level 4: Ninja Run

    ------------

    Level 1: Energy Flight
    • (A) Blessing of the Zephyr - Knockback Reduction (4 points): Level 10
    Level 10: Combat Flight
    • (A) Luck of the Gambler - Recharge Speed: Level 25
    Level 6: Bright Nova Bolt
    • (A) HamiO: Nucleolus Exposure (+2 Acc/Dam)
    Level 6: Bright Nova Blast
    • (A) Entropic Chaos - Accuracy/Damage: Level 27
    • (29) Entropic Chaos - Damage/Endurance: Level 27
    • (29) Entropic Chaos - Damage/Recharge: Level 27
    • (31) Entropic Chaos - Damage/Endurance/Recharge: Level 27
    • (31) Entropic Chaos - Chance of Heal Self: Level 20
    • (31) Range IO: Level 50
    Level 6: Bright Nova Scatter
    • (A) Shield Breaker - Accuracy/Recharge: Level 27
    • (3) Shield Breaker - Accuracy/Endurance/Recharge: Level 27
    • (13) Detonation - Damage/Endurance/Range: Level 50
    • (15) HamiO: Centriole Exposure (+2 Dam/Range)
    • (15) HamiO: Centriole Exposure (+2 Dam/Range)
    Level 6: Bright Nova Detonation
    • (A) Kinetic Crash - Damage/Knockback: Level 27
    • (17) Kinetic Crash - Accuracy/Knockback: Level 27
    • (17) Kinetic Crash - Recharge/Knockback: Level 27
    • (25) Kinetic Crash - Recharge/Endurance: Level 27
    • (27) Kinetic Crash - Damage/Endurance/Knockback: Level 27
    • (27) Kinetic Crash - Accuracy/Damage/Knockback: Level 27
    Level 20: White Dwarf Strike
    • (A) Kinetic Combat - Accuracy/Damage: Level 27
    • (40) Kinetic Combat - Damage/Endurance: Level 27
    • (43) Kinetic Combat - Damage/Recharge: Level 27
    • (45) Kinetic Combat - Damage/Endurance/Recharge: Level 27
    Level 20: White Dwarf Smite
    • (A) Kinetic Combat - Accuracy/Damage: Level 27
    • (45) Kinetic Combat - Damage/Endurance: Level 27
    • (45) Kinetic Combat - Damage/Recharge: Level 27
    • (46) Kinetic Combat - Damage/Endurance/Recharge: Level 27
    Level 20: White Dwarf Flare
    • (A) Obliteration - Damage: Level 31
    • (37) Obliteration - Accuracy/Recharge: Level 31
    • (37) Obliteration - Damage/Recharge: Level 31
    • (37) Obliteration - Accuracy/Damage/Recharge: Level 31
    • (40) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 31
    • (40) Obliteration - Chance for Smashing Damage: Level 30
    Level 20: White Dwarf Antagonize
    • (A) Perfect Zinger - Taunt: Level 27
    • (46) Perfect Zinger - Taunt/Recharge: Level 27
    • (46) Perfect Zinger - Taunt/Recharge/Range: Level 27
    • (48) Perfect Zinger - Accuracy/Recharge: Level 27
    • (48) Perfect Zinger - Taunt/Range: Level 27
    • (48) Perfect Zinger - Chance for Psi Damage: Level 21
    Level 20: White Dwarf Sublimation
    • (A) Doctored Wounds - Heal/Endurance: Level 31
    • (34) Doctored Wounds - Heal/Recharge: Level 31
    • (36) Doctored Wounds - Heal/Endurance/Recharge: Level 31
    • (36) Doctored Wounds - Heal: Level 31
    • (36) Doctored Wounds - Recharge: Level 31
    Level 20: White Dwarf Step
    • (A) Winter's Gift - Slow Resistance (20%): Level 10
    ------------

    Set Bonus Totals: (note: Kheldian's Grace values have been manually edited into this listing)
    • 11.5% DamageBuff(Smashing)
    • 11.5% DamageBuff(Lethal)
    • 11.5% DamageBuff(Fire)
    • 11.5% DamageBuff(Cold)
    • 11.5% DamageBuff(Energy)
    • 11.5% DamageBuff(Negative)
    • 11.5% DamageBuff(Toxic)
    • 11.5% DamageBuff(Psionic)
    • 23.63% Defense(Melee)
    • 33% Defense(Smashing)
    • 33% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 5.5% Defense(Energy)
    • 5.5% Defense(Negative)
    • 3% Defense(Psionic)
    • 4.25% Defense(Ranged)
    • 3% Defense(AoE)
    • 2.25% Max End
    • 8% Enhancement(Heal)
    • 85% Enhancement(RechargeTime) (not too shabby for a build lacking Purple IOs)
    • 27% Enhancement(Accuracy)
    • 80.32 HP (7.5%) HitPoints
    • Knockback (Mag -7)
    • Knockup (Mag -7)
    • MezResist(Confused) 2.75%
    • MezResist(Immobilize) 15.95%
    • MezResist(Stun) 4.4%
    • MezResist(Terrorized) 7.15%
    • 20% Perception
    • 2.5% (0.04 End/sec) Recovery
    • 26% (1.16 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 4.08% Resistance(Smashing)
    • 1.58% Resistance(Lethal)
    • 2.52% Resistance(Fire)
    • 2.52% Resistance(Cold)
    • 2.21% Resistance(Psionic)
    • 2.21% Resistance(Toxic)
    • 3% RunSpeed
    ------------

    Set Bonuses: (note: Kheldian's Grace values have been manually edited into this listing)

    Steadfast Protection
    (Incandescence)
    • 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
    Doctored Wounds
    (Essence Boost)
    • MezResist(Terrorized) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 4% Enhancement(Heal)
    • 5% Enhancement(RechargeTime)
    Kinetic Combat
    (Radiant Strike)
    • MezResist(Immobilize) 2.75%
    • 16.06 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
    Rectified Reticle
    (Inner Light)
    • 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
    • 20% Perception
    Luck of the Gambler
    (Stealth)
    • 7.5% Enhancement(RechargeTime)
    Kinetic Combat
    (Incandescent Strike)
    • MezResist(Immobilize) 2.75%
    • 16.06 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
    Reactive Armor
    (White Dwarf)
    • MezResist(Immobilize) 1.1%
    • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
    • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
    Kheldian's Grace
    (Photon Seekers)
    • 9% Enhancement(Accuracy)
    • 1.58% Resistance(Smashing), 1.58% Resistance(Lethal)
    • 3% DamageBuff(All)
    • 8.75% Enhancement(RechargeTime)
    • 2.21% Resistance(Toxic), 2.21% Resistance(Psionic)
    Reactive Armor
    (Light Form)
    • MezResist(Immobilize) 1.1%
    • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
    • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
    Obliteration
    (Dawn Strike)
    • MezResist(Stun) 2.2%
    • 3% DamageBuff(All)
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
    Luck of the Gambler
    (Quantum Acceleration)
    • 7.5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Grant Invisibility)
    • 7.5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Invisibility)
    • 7.5% Enhancement(RechargeTime)
    Kinetic Combat
    (Brawl)
    • MezResist(Immobilize) 2.75%
    • 16.06 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
    Blessing of the Zephyr
    (Energy Flight)
    • Knockback (Mag -4), Knockup (Mag -4)
    Luck of the Gambler
    (Combat Flight)
    • 7.5% Enhancement(RechargeTime)
    Entropic Chaos
    (Bright Nova Blast)
    • 10% (0.45 HP/sec) Regeneration
    • MezResist(Confused) 2.75%
    • 2.25% Max End
    • 6.25% Enhancement(RechargeTime)
    Shield Breaker
    (Bright Nova Scatter)
    • 2.5% (0.04 End/sec) Recovery
    Kinetic Crash
    (Bright Nova Detonation)
    • 3% RunSpeed
    • 2.5% Resistance(Smashing)
    • Knockback,Knockup protection (Mag 3)
    • 6% (0.27 HP/sec) Regeneration
    • 7.5% Enhancement(RechargeTime)
    Kinetic Combat
    (White Dwarf Strike)
    • MezResist(Immobilize) 2.75%
    • 16.06 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
    Kinetic Combat
    (White Dwarf Smite)
    • MezResist(Immobilize) 2.75%
    • 16.06 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
    Obliteration
    (White Dwarf Flare)
    • MezResist(Stun) 2.2%
    • 3% DamageBuff(All)
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
    Doctored Wounds
    (White Dwarf Sublimation)
    • MezResist(Terrorized) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 4% Enhancement(Heal)
    • 5% Enhancement(RechargeTime)
    Perfect Zinger
    (White Dwarf Antagonize)
    • MezResist(Terrorized) 2.75%
    • 10% (0.45 HP/sec) Regeneration
    • 5% Enhancement(RechargeTime)
    • 2.5% DamageBuff(All)
    • 3.13% Defense(Smashing,Lethal), 1.56% Defense(Melee)
    Winter's Gift
    (White Dwarf Step)
    • 20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)

    Code:
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  5. Quote:
    Originally Posted by Stone Daemon View Post
    and Dechs is on Virtue.
    As am I ... although I wouldn't consider myself "important" enough to share the stage with the other "biggies" of the forum, here. I have, however, had the pleasure of being dubbed a "MFing Warshade indeed!" by none other than The Man Himself when my Warshade, Ms Terry, ran a TF with Dechs ... and I wasn't even fully slotted out at the time (which didn't stop my penchant for Rip, Tear, Shred, Mangle, Maim, Bend, Fold, Spindle, Mutilate, Feast Upon Their Corpses, YOUR SOUL IS MY CHEW TOY! which seems to be any "properly" specced out Warshade's birthright).
  6. Quote:
    Originally Posted by Grendar View Post
    Ninja/Time sucked when I tried it.
    Found your problem.

    While it is possible to make a gimptacular Ninja/Time MM, it doesn't take a tremendous amount of effort to make Ninja/Time a powerhouse of carnage. It all depends on what powers you take, and when you slot them (and with what!).
  7. Quote:
    Originally Posted by Berzerker_NA View Post
    So far all I've thought of is to use a GoTo command so my henchmen stand a little ways away from me before I taunt the mob. That way at least the first salvo of AOE's hits me and not them.
    If that's your problem, learn to taunt on the move. Preferably while doing a boingy-boingy hop/skip/jump so as to add some vertical distance if you're trying to limit AoE Splash radius spilling over onto your Pets. As you're no doubt aware, Pets have a "lag" in terms of distance/leash to you when you move ... as in they don't "fly in formation" with you the instant you move. Use that movement lag of your Pets to your advantage by being IN MOTION when you open up with Taunt/Provoke to begin your battles as this will normally give you enough separation to not catch your Pets in whatever AoE(s) get thrown your way, while at the same time keeping those same Pets within Supremacy range so as to make use of Defensive+Follow to enable Bodyguard Mode damage sharing.
  8. Quote:
    Originally Posted by Smiling_Joe View Post
    My slotting priorities have changed for it, though. I used to slot it for recharge first. Now that priority goes to range. Recharge, if it gets slotted at all, comes second.
    Okay, now THAT'S interesting, Joe. I've honestly never entertained the notion of slotting Placate for Range ... and what doing so might enable and/or make possible that can't be done (easily) without slotting for Range. Can you regale us with some stories about situations where slotting for Range allows you to "do things" that aren't possible otherwise?
  9. Quote:
    Originally Posted by Samuel_Tow View Post
    So I guess they never fixed that window of opportunity to suck less, eh? Pity.
    There's a problem with extending the duration beyond what is being used ... namely that with some of the very fast animating attacks, you could potentially get in a "double crit" (ie. extra crit on 2 attacks and not just 1) what with the way that network lag and everything else factors into the equation. As is, the Eagle's Claw animation itself is "sufficiently leisurely" for you to have plenty of time to decide (and re-decide) what your next move is going to be after Eagle's Claw finishes animating, such that it's rare to "miss" the window so long as you cue up an attack while the Eagle's Claw animation is in progress. The current "half second" duration beyond the Claw animation is operationally a Sweet Spot from a programming standpoint for being able to get the job done.
  10. Team Teleport.

    I a lot of ways (ie. power picks) this is no better than reaching for Group Fly, but at the same time it does give you a way to enforceably remove your Pets from Caltrop Zones in a way that may not happen with Group Fly (especially in Low Ceiling maps). So it's not the *best* solution, by any means, it is at least *a* solution you might want to consider.
  11. Quote:
    Originally Posted by Timeshadow View Post
    Hmmm...very interesting build you've got there Redlynne.
    It's something of an evolution based on all the bits and pieces I've been reading here in the Forums over a long(er) period of time, and analyzing what people have been doing with *their* builds to find out what I can "pirate" from them and work in on my (decidedly limited, by comparison) budget.

    Quote:
    Originally Posted by Timeshadow View Post
    I like how you managed to perma Light Form, get a solid chunk of Defense and slot the forms well enough to be useful in everyday play.
    After running through a lot of SSAs and other Exemplar Enforced content in the past several months, I've been gaining a very great deal more respect for what being Tri-Form can do for you when you're not playing at Levels 45+ (or really, 33+ in the case of Peacebringers). Doing the SSAs and the Halloween Event and other content, it became really apparent just how useful the Forms can be when Exemplared and you don't have everything at your disposal (like you do in iTrials). And since I prefer to build for Exemplar rather than for Incarnate, being Tri-form (and previously, Quad-form, when Light Form was "its own thing") works out really well for me.

    Quote:
    Originally Posted by Timeshadow View Post
    I'm very tempted to respec now.
    I think I need to use a Break Free ...

    Are you serious?!?

    But ... but ... uh ...
  12. Shorter answer:

    Herding Good
    Scattering Bad



    Drink more Ovaltine.
  13. Quote:
    Originally Posted by War Witch View Post
    Now, of course, I have to come up with a new title for myself since "Queen of World Design" no longer applies. I'm sure you guys could come up with something catchy.
    Forced Task Mistress



    She doesn't hand out Task Force Missions ... she hands out Forced Tasks ...
  14. The only thing I have to say about this change is ... War Witch gets to *LIVE* this time, right?
  15. If you're wanting to "normalize" the damage across all four ammo types, the best thing to do is to decide what the "total" damage to be delivered is going to be, and then just decide how you're going to chop that up for each of the types.

    For example ...

    If total damage to be delivered is "100 Points" then:
    • Standard Ammo: 85 Lethal immediately + 3 ticks of 5 Lethal over 3 seconds
    • Incendiary Ammo: 60 Lethal immediately + 5 ticks of 8 Fire over 5 seconds
    • Cryogenic Ammo: 60 Lethal immediately + 2 ticks of 20 Cold over 2 seconds
    • Toxic Ammo: 60 Lethal immediately + 4 ticks of 10 Toxic over 4 seconds
    This makes the Instant + DoT damage all add up to "100" for each of the different ammo types ... but Incendiary "burns longest" giving you the greatest disruption of Foe powers that can be Interrupted. Toxic "burns almost as long" as Fire. Standard delivers the greatest "punch" up front/immediately, but carries a very minor DoT for a few seconds. Cryogenic has the shortest DoT, but that damage is delivered in "big chunks" fairly quickly.

    Something akin to this sort of structure is perfectly possible to accomplish if "normalizing" the damage output/throughput of the various ammo types against each other so as to not give Incendiary an (excessive) advantage in damage output/throughput which the other ammo types cannot compete with. It's a pure spreadsheet tweak.
  16. Redlynne

    Paragon Hats

    And in other Community News, Black Scorpion revealed today that Paragon Studios is teaming up with Valve on a new project being led by none other than Second Measure, after he had been deposed by War Witch who reportedly said, "Okay, *this time* I get to LIVE!" upon seizing the reins of power.
  17. My objection to Executioner's Shot is that it is needlessly (ie. wastes time on being) spinny on the pistol. First you spin the gun back, then you spin it forward, and then you leisurely take your shot. There's just too much "Gun Fu" spinspinspin to the animation for it.

    I could see doing something where your character "stiff arm" holds the gun at their side and then brings the pistol up for a straight arm shot (so rotating the whole arm at the shoulder), thumb the hammer down to **** the weapon (as if it were a single action pistol, rather than double action), and then fire the shot while looking down the sights and let the recoil just bend the arm up at the elbow and recover from that. Out of a powerset were almost everything involves spinspinspin "Gun Fu" having an attack that animates as a very "clean" ... straightforward ... animation like that would actually make a very good contrast in a Less Is More sense because it would be different.

    Only other thing I'd want out of Executioner's Shot is to have Left Hand/Right Hand versions of the same animation, so you're not always shooting out of just the one pistol all the time.
  18. Quote:
    Originally Posted by TwoHeadedBoy View Post
    I'm telling you point blank that the Devs have told us that the knockback on Peacebringer powers is not going to be changed to Knockdown because they are afraid that would make Peacebringers overpowered.
    I brought up this specific point, in person with Arbiter Hawk at the last Player Summit. THB is accurately summarizing the point Arbiter Hawk made with me, in person, on this subject, and in the Beta Forums, also on this subject. Arbiter Hawk is the one in "control" of this decision, and he HAS expressed his opinion clearly in a consistent manner through more than one channel and on different occasions. This is a "from the horse's mouth" sort of thing. It's not up for debate as to whether or not this is how the Devs feel about and/or interpret the situation. We don't have to forensically analyze second hand evidence for this one to reach a conclusion. We've been TOLD.
  19. Thanks to this thread, I've been re-examining my own PB Tri-form build ... with the insights gleaned from this thread (and others) informing a lot of my decisions. However, unlike many of the posters in this forum, I don't have purple enhancements falling off my tentacles every time I turn around so you won't be seeing a lot of the "usual suspects" getting slotted on my build.

    This build is (of course) prompted by the addition of the Kheldian's Grace set, which in turn is cause enough to want to respec (in my opinion) since they're so cheap on the market right now. Unlike many of the other builds I've been seeing, I decided to put (a full set of 6 slots of) Kheldian's Grace in Photon Seekers rather than in one of the other possible places, in large part because of how lackluster the options are for Recharge Intensive Pets and how poorly the Call to Arms and Expedient Reinforcement sets stack up in terms of Enhancement Values on the enhancements themselves when compared to Kheldian's Grace.

    This is also the first time I've been tempted to go "bubble-less" on a Tri-form Peacebringer so as to not have to mess around with retoggling after switching forms. Currently on Virtue, my PB has all three bubbles and Leadership Toggles, which makes for a very extreme "incentive" to not switch forms willy-nilly, and I've decided to move away from that (which my Endurance Bar will no doubt thank me for). To compensate for the loss of the bubble shields, I decided to see how far I could push Smash/Lethal Defense on this build (for all the reasons discussed in other threads all over the boards). I'm rather proud of being able to get over 29% S/L Defense, but ran out of options for being able to get the last 3% without severely compromising the core structure of the build elsewhere ... although some substitutions could be made in the 44-49 powers bracket to squeeze in either Maneuvers or Weave, if that sort of thing were absolutely necessary.

    In this build, the Human Form powers are primarily oriented around delivering extremely high Spike Damage, via either the Radiant Strike/Incandescent Strike combo (with Brawl thrown in as a Filler attack) ... or as a dedicated Stealth Nuke alpha striker, via Sprint+Stealth combined with Photon Seekers and Dawn Strike. Since there are no toggles which either "need" to be (or even "ought" to be) running after a Photon Seekers At Dawn Strike combo nuke, the endurance and recovery debuffs of using Dawn Strike can be quickly/easily mitigated by a Catch A Breath blue inspiration.

    With Alpha Slot active (ie. Level 45+) Hasten is so very nearly perma as to make almost no difference, except maybe to a spreadsheet. Inner Light is very definitely perma, as is Light Form.

    Note that if importing this build into Mids' the slots for Kheldian's Grace are allocated in Photon Seekers, but left empty because the current version of Mids' does not support ATOs yet ... although I have edited the contents of this post to show Kheldian's Grace as being slotted, its impact on the set bonuses (ie. it's factored into the listing), and the set bonus summary.

    Human Form is intended for self buffing, single target blapping and PBAoE nuking.
    Nova Form is for sustained blasting at all levels of play.
    Dwarf Form is for anti-mez "turtle" mode survival, particularly in the 15+ level ranges, when staying in Human Form is not optimal.

    Furthermore, as with all of my builds, this one is slotted for Exemplar Performance, and as such does not slot enhancements at max level when slotting for set bonuses.



    Level 50 Natural Peacebringer
    Primary Power Set: Luminous Blast
    Secondary Power Set: Luminous Aura
    Power Pool: Speed
    Power Pool: Concealment
    Power Pool: Medicine

    Hero Profile:


    ------------

    Level 1: Glinting Eye
    (A) HamiO: Nucleolus Exposure (+2 Acc/Dam)

    Level 1: Incandescence
    (A) Steadfast Protection - Resistance/+Def 3%: Level 10

    Level 2: Gleaming Blast
    (A) HamiO: Nucleolus Exposure (+2 Acc/Dam)

    Level 4: Essence Boost
    (A) Doctored Wounds - Endurance/Recharge: Level 31
    (5) Doctored Wounds - Heal/Recharge: Level 31
    (5) Doctored Wounds - Heal/Endurance/Recharge: Level 31
    (7) Doctored Wounds - Heal: Level 31
    (7) Doctored Wounds - Recharge: Level 31

    Level 6: Bright Nova
    (A) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 21

    Level 8: Radiant Strike
    (A) Kinetic Combat - Accuracy/Damage: Level 27
    (9) Kinetic Combat - Damage/Endurance: Level 27
    (9) Kinetic Combat - Damage/Recharge: Level 27
    (11) Kinetic Combat - Damage/Endurance/Recharge: Level 27

    Level 10: Hasten
    (A) Recharge Reduction IO: Level 50
    (11) Recharge Reduction IO: Level 50

    Level 12: Inner Light
    (A) Recharge Reduction IO: Level 50
    (13) Recharge Reduction IO: Level 50

    Level 14: Stealth
    (A) Luck of the Gambler - Recharge Speed: Level 25

    Level 16: Group Energy Flight
    (A) Endurance Reduction IO: Level 50

    Level 18: Incandescent Strike
    (A) Kinetic Combat - Accuracy/Damage: Level 27
    (19) Kinetic Combat - Damage/Endurance: Level 27
    (19) Kinetic Combat - Damage/Recharge: Level 27
    (23) Kinetic Combat - Damage/Endurance/Recharge: Level 27

    Level 20: White Dwarf
    (A) Reactive Armor - Resistance/Endurance: Level 27
    (21) Reactive Armor - Resistance/Recharge: Level 27
    (21) Reactive Armor - Resistance/Endurance/Recharge: Level 27
    (23) Reactive Armor - Resistance: Level 27

    Level 22: Reform Essence
    (A) HamiO: Golgi Exposure (+2 End/Heal)

    Level 24: Conserve Energy
    (A) Recharge Reduction IO: Level 50
    (25) Recharge Reduction IO: Level 50

    Level 26: Glowing Touch
    (A) HamiO: Golgi Exposure (+2 End/Heal)

    Level 28: Quantum Flight
    (A) Endurance Reduction IO: Level 50

    Level 30: Pulsar
    (A) HamiO: Endoplasm Exposure (+2 Acc/Mez)

    Level 32: Photon Seekers
    (A) Kheldian's Grace - Accuracy/Damage
    (33) Kheldian's Grace - Damage/Recharge
    (33) Kheldian's Grace - Accuracy/Damage/Recharge
    (33) Kheldian's Grace - Damage/Endurance/Recharge
    (34) Kheldian's Grace - Accuracy/Damage/Endurance/Recharge
    (34) Kheldian's Grace - Recharge/Form Empowerment

    Level 35: Restore Essence
    (A) Recharge Reduction IO: Level 50

    Level 38: Light Form
    (A) Reactive Armor - Resistance/Recharge: Level 40
    (39) Impervium Armor - Resistance/Recharge: Level 40
    (39) Titanium Coating - Resistance/Recharge: Level 50
    (39) Aegis - Resistance/Recharge: Level 50

    Level 41: Dawn Strike
    (A) Obliteration - Damage: Level 31
    (42) Obliteration - Accuracy/Recharge: Level 31
    (42) Obliteration - Damage/Recharge: Level 31
    (42) Obliteration - Accuracy/Damage/Recharge: Level 31
    (43) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 31
    (43) Obliteration - Chance for Smashing Damage: Level 30

    Level 44: Stimulant
    (A) Endurance Reduction IO: Level 50

    Level 47: Grant Invisibility
    (A) Luck of the Gambler - Recharge Speed: Level 25

    Level 49: Invisibility
    (A) Luck of the Gambler - Recharge Speed: Level 25

    Level 0: Freedom Phalanx Reserve
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 0: Portal Jockey
    Level 50: Spiritual Core Paragon
    (+45% Recharge, +33% Stun and Heal)

    ------------

    Level 1: Cosmic Balance

    Level 1: Brawl
    (A) Kinetic Combat - Accuracy/Damage: Level 27
    (50) Kinetic Combat - Damage/Endurance: Level 27
    (50) Kinetic Combat - Damage/Recharge: Level 27
    (50) Kinetic Combat - Damage/Endurance/Recharge: Level 27

    Level 1: Sprint
    (A) Unbounded Leap - +Stealth: Level 15

    Level 2: Rest
    (A) Recharge Reduction IO: Level 50

    Level 2: Swift
    (A) Run Speed IO: Level 50

    Level 2: Hurdle
    (A) Jumping IO: Level 50

    Level 2: Health
    (A) Numina's Convalescence - +Regeneration/+Recovery: Level 30

    Level 2: Stamina
    (A) Endurance Modification IO: Level 50
    (3) Endurance Modification IO: Level 50

    Level 4: Ninja Run

    ------------

    Level 1: Energy Flight
    (A) Winter's Gift - Slow Resistance (20%): Level 10

    Level 10: Combat Flight
    (A) Luck of the Gambler - Recharge Speed: Level 25

    Level 6: Bright Nova Bolt
    (A) HamiO: Nucleolus Exposure (+2 Acc/Dam)

    Level 6: Bright Nova Blast
    (A) Entropic Chaos - Accuracy/Damage: Level 27
    (29) Entropic Chaos - Damage/Endurance: Level 27
    (29) Entropic Chaos - Damage/Recharge: Level 27
    (31) Entropic Chaos - Damage/Endurance/Recharge: Level 27
    (31) Entropic Chaos - Chance of Heal Self: Level 20
    (31) Range IO: Level 50

    Level 6: Bright Nova Scatter
    (A) Shield Breaker - Accuracy/Recharge: Level 27
    (3) Shield Breaker - Accuracy/Endurance/Recharge: Level 27
    (13) Detonation - Damage/Endurance/Range: Level 50
    (15) HamiO: Centriole Exposure (+2 Dam/Range)
    (15) HamiO: Centriole Exposure (+2 Dam/Range)

    Level 6: Bright Nova Detonation
    (A) Kinetic Crash - Damage/Knockback: Level 27
    (17) Kinetic Crash - Accuracy/Knockback: Level 27
    (17) Kinetic Crash - Recharge/Knockback: Level 27
    (25) Kinetic Crash - Recharge/Endurance: Level 27
    (27) Kinetic Crash - Damage/Endurance/Knockback: Level 27
    (27) Kinetic Crash - Accuracy/Damage/Knockback: Level 27

    Level 20: White Dwarf Strike
    (A) Kinetic Combat - Accuracy/Damage: Level 27
    (40) Kinetic Combat - Damage/Endurance: Level 27
    (43) Kinetic Combat - Damage/Recharge: Level 27
    (45) Kinetic Combat - Damage/Endurance/Recharge: Level 27

    Level 20: White Dwarf Smite
    (A) Kinetic Combat - Accuracy/Damage: Level 27
    (45) Kinetic Combat - Damage/Endurance: Level 27
    (45) Kinetic Combat - Damage/Recharge: Level 27
    (46) Kinetic Combat - Damage/Endurance/Recharge: Level 27

    Level 20: White Dwarf Flare
    (A) Obliteration - Damage: Level 31
    (37) Obliteration - Accuracy/Recharge: Level 31
    (37) Obliteration - Damage/Recharge: Level 31
    (37) Obliteration - Accuracy/Damage/Recharge: Level 31
    (40) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 31
    (40) Obliteration - Chance for Smashing Damage: Level 30

    Level 20: White Dwarf Sublimation
    (A) Doctored Wounds - Heal/Endurance: Level 31
    (34) Doctored Wounds - Heal/Recharge: Level 31
    (36) Doctored Wounds - Heal/Endurance/Recharge: Level 31
    (36) Doctored Wounds - Heal: Level 31
    (36) Doctored Wounds - Recharge: Level 31

    Level 20: White Dwarf Antagonize
    (A) Mocking Beratement - Taunt: Level 27
    (46) Mocking Beratement - Taunt/Recharge: Level 27
    (46) Mocking Beratement - Taunt/Recharge/Range: Level 27
    (48) Mocking Beratement - Accuracy/Recharge: Level 27
    (48) Mocking Beratement - Taunt/Range: Level 27
    (48) Mocking Beratement - Recharge: Level 27

    Level 20: White Dwarf Step
    (A) Blessing of the Zephyr - Knockback Reduction (4 points): Level 10

    ------------

    Set Bonus Totals:

    9% DamageBuff(Smashing)
    9% DamageBuff(Lethal)
    9% DamageBuff(Fire)
    9% DamageBuff(Cold)
    9% DamageBuff(Energy)
    9% DamageBuff(Negative)
    9% DamageBuff(Toxic)
    9% DamageBuff(Psionic)
    21.75% Defense(Melee)
    29.25% Defense(Smashing)
    29.25% Defense(Lethal)
    6.13% Defense(Fire)
    6.13% Defense(Cold)
    4.25% Defense(Energy)
    4.25% Defense(Negative)
    3% Defense(Psionic)
    3.63% Defense(Ranged)
    4.56% Defense(AoE)
    4.05% Max End
    27% Enhancement(Accuracy)
    8% Enhancement(Heal)
    80% Enhancement(RechargeTime)
    80.32 HP (7.5%) HitPoints
    Knockback (Mag -7)
    Knockup (Mag -7)
    MezResist(Confused) 2.75%
    MezResist(Held) 2.75%
    MezResist(Immobilize) 14.85%
    MezResist(Stun) 4.4%
    MezResist(Terrorized) 4.4%
    2.5% (0.04 End/sec) Recovery
    16% (0.71 HP/sec) Regeneration
    20% ResEffect(FlySpeed)
    20% ResEffect(RechargeTime)
    20% ResEffect(RunSpeed)
    4.08% Resistance(Smashing)
    1.58% Resistance(Lethal)
    2.52% Resistance(Fire)
    2.52% Resistance(Cold)
    2.21% Resistance(Psionic)
    2.21% Resistance(Toxic)
    3% RunSpeed

    ------------

    Set Bonuses:

    Steadfast Protection
    (Incandescence)
    3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)

    Doctored Wounds
    (Essence Boost)
    MezResist(Terrorized) 2.2%
    1.26% Resistance(Fire,Cold)
    4% Enhancement(Heal)
    5% Enhancement(RechargeTime)

    Kinetic Combat
    (Radiant Strike)
    MezResist(Immobilize) 2.75%
    16.06 HP (1.5%) HitPoints
    3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)

    Luck of the Gambler
    (Stealth)
    7.5% Enhancement(RechargeTime)

    Kinetic Combat
    (Incandescent Strike)
    MezResist(Immobilize) 2.75%
    16.06 HP (1.5%) HitPoints
    3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)

    Reactive Armor
    (White Dwarf)
    MezResist(Immobilize) 1.1%
    1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
    1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)

    Kheldian's Grace
    (Photon Seekers)
    9% Enhancement(Accuracy)
    1.58% Resistance(Smashing), 1.58% Resistance(Lethal)
    3% DamageBuff(All)
    8.75% Enhancement(RechargeTime)
    2.21% Resistance(Toxic), 2.21% Resistance(Psionic)

    Obliteration
    (Dawn Strike)
    MezResist(Stun) 2.2%
    3% DamageBuff(All)
    9% Enhancement(Accuracy)
    5% Enhancement(RechargeTime)
    3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)

    Luck of the Gambler
    (Grant Invisibility)
    7.5% Enhancement(RechargeTime)

    Luck of the Gambler
    (Invisibility)
    7.5% Enhancement(RechargeTime)

    Kinetic Combat
    (Brawl)
    MezResist(Immobilize) 2.75%
    16.06 HP (1.5%) HitPoints
    3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)

    Winter's Gift
    (Energy Flight)
    20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)

    Luck of the Gambler
    (Combat Flight)
    7.5% Enhancement(RechargeTime)

    Entropic Chaos
    (Bright Nova Blast)
    10% (0.45 HP/sec) Regeneration
    MezResist(Confused) 2.75%
    2.25% Max End
    6.25% Enhancement(RechargeTime)

    Shield Breaker
    (Bright Nova Scatter)
    2.5% (0.04 End/sec) Recovery

    Kinetic Crash
    (Bright Nova Detonation)
    3% RunSpeed
    2.5% Resistance(Smashing)
    Knockback,Knockup protection (Mag 3)
    6% (0.27 HP/sec) Regeneration
    7.5% Enhancement(RechargeTime)

    Kinetic Combat
    (White Dwarf Strike)
    MezResist(Immobilize) 2.75%
    16.06 HP (1.5%) HitPoints
    3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)

    Kinetic Combat
    (White Dwarf Smite)
    MezResist(Immobilize) 2.75%
    16.06 HP (1.5%) HitPoints
    3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)

    Obliteration
    (White Dwarf Flare)
    MezResist(Stun) 2.2%
    3% DamageBuff(All)
    9% Enhancement(Accuracy)
    5% Enhancement(RechargeTime)
    3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)

    Doctored Wounds
    (White Dwarf Sublimation)
    MezResist(Terrorized) 2.2%
    1.26% Resistance(Fire,Cold)
    4% Enhancement(Heal)
    5% Enhancement(RechargeTime)

    Mocking Beratement
    (White Dwarf Antagonize)
    1.8% Max End
    MezResist(Held) 2.75%
    2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
    3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
    7.5% Enhancement(RechargeTime)

    Blessing of the Zephyr
    (White Dwarf Step)
    Knockback (Mag -4), Knockup (Mag -4)

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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    |-------------------------------------------------------------------|
  20. Light Form effects that are enhanceable and for which there are Enhancements:
    • +52.5% Res(All except Psi) for 90s

    Light Form Effects that are enhanceable but for which there are NO Enhancements:
    • PvEUnresistible-3.114 Stunned, Immobilized for 90s
    • PvEUnresistible-3.114 Held, Sleep for 90s

    Light Form Effects that Ignore Enhancements:
    • +30% Recovery for 90s
    • +1000% Res(Knockback, Knockup, Repel) for 90s
    • -100 Knockback, Knockup for 90s
    • -10 Repel for 90s
    • +155.7% Res(Stunned) for 90s
    • +155.7% Res(Held, Sleep) for 90s
    • +186.84% Res(Immobilized) for 90s
    • Set mode: Peacebringer_Light_Mode
    • -50% Endurance (after 90 second delay)
    • -50% Special damage (after 90.25 second delay)
    • 100% Special damage (after 90 second delay)

    Enhancements that Light Form can slot:
    • Endurance Modification
    • Endurance Reduction
    • Recharge Reduction
    • Resistance

    Invention Sets that Light Form can slot:
    • Endurance Modification
    • Resistance



    Question #1:

    Why is it possible to slot Endurance Modification into Light Form, when *ALL* of the Endurance Modification(able) properties of the power are tagged to Ignore Enhancements and Buffs? This makes no sense whatsoever.



    Question #2:

    What possible excuses could anyone ever come up with for deliberately slotting Endurance Modification IOs (Set or Common) into Light Form? Even the Proc from the Performance Shifter Set makes no sense in this power, especially in the context of the always Slot Hungry builds of Peacebringers.
  21. Quote:
    Originally Posted by PC_guy View Post
    i always liked joe's suggestion of taking the 40% damage buff of nova and building that into the attacks
    So has everyone except Arbiter Hawk when I brought that up to him in person.
  22. Quote:
    Originally Posted by Dink View Post
    I'd like to give feedback on the "sizing" of the rocket packs here, since this is the first time we've seen them "in context" of being in the costume editor.

    The single rocket pack appears (to my eyes, anyway) to be "oversized" for its intended purpose. What I mean by that specifically is that due to scaling and positioning, just looking at these pictures makes me *feel like* the aggregate has become too "top heavy" for comfort, raising the body's center of gravity into a place that is too high and unstable. This proprioception sense (on behalf of the models, mind you) is caused by the height and size of the single rocket backpack model as shown. Note that this vague sense of "that shouldn't work" is NOT present with the twin rocket backpack, since the center of gravity of that piece seems/feels to be lower down on the back and not quite so far behind the back of the spine.

    For the single rocket, I *definitely* think you've made the right choice in not allowing the exhaust nozzle to cross the belt line at the bottom of the rocket. However, I think that the tip of the nose cone has been place too high, causing (via proportionate scaling) the entire rocket to become "too large" in all three dimensions. The shaping of the geometries is fine, it's just scaled up too big. I believe that the twin rocket backpack places the "nosecone tips" (ignore the antenna extensions with rings for this comparison) at exactly the right height, and exactly at the same height that the single rocket backpack should be placing its nosecone tip at (and rescaling the rest of it to "fit" between that height and the belt line down below). From the front, this would put the tip of the nose cone on the single rocket around the level of the hairline on the forehead on the male model you've chosen, as a point of reference.

    I also find the fact that you've got a rectangular "window" on the back of the single rocket, and a large octagonal area on the back of the twin rockets VERY interesting! Might I suggest designing these pieces in such a way so as to leave yourself the OPTION in the future to *repeat* a wide variety of Chest Emblems in these spaces so as to give a unified "front and back" sort of look. Another possibility that immediately presents itself for this is something involving Das Blinken Lighten that would almost certainly require the work of Tunnel Rat and/or Honey Badger as an animated FX which you could put into "displays" on these areas of the two backpacks. Clockwork 01 ... what can I say? Your people inspire me to make Feature Requests ...

    Dink?
    I *very much* like the emphasis of the seam(s) visible along the sides of the chest, where the material changes beside the studs. I don't know if that shadow on the seam is part of the texture mapping, an artifact of the interaction of the pose and the lighting, or what ... but that strong seam line there on the right side of the male chest (front) looks like it is done really well! However, the "strength" of that seam line doesn't seem to carry over into other parts of the model (arms and legs especially). On the chest, the impression is of an "over/under" overlapping of materials, but elsewhere on the model there is a sense of two materials being joined/glued together at the edges. This makes the costume pieces *look* very "flat" everywhere except the chest (the legs especially), and the rivet studs on the legs do nothing to improve this visual interpretation (yet). If that's because the leg texture maps are "incomplete" at this stage (as they appear they might be, since the rivet studs don't look the same on the legs as they do on the chest) then all I'd ask is for you to be "aware" of that as something to keep in the To Do list as you finish things out.

    I also think that the knee pads are looking like they're shaped well, but since they don't look (yet) like an *extra* layer of protection on top of the suit they feel too "flat" and forgotten as a detail (at this stage). Giving them a Glow Outline using the secondary color would help define them better, but for the variant that isn't glowing, you want the knee pads to look like an overlay of an extra layer of material. Can you make that happen?

    I absolutely *LOVE* what you're doing with the silver lame look on the suit, and even the "not lame" portions along the sides of the body/arms for flexibility. The glowie bits look unmitigatedly AWESOME even at this stage! Even the tucks and folds of fabric on a "skin tight" suit look this are amazing to see! Now I want to know what the underside of the boot treads looks like(!) since you can see those when running around. I personally love the details put into the soles of old pieces like Sneakers and Stealth Boots so I'm really looking forward to seeing what you do with a glow/not glow boot tread pattern!

    And all I'll say about that Belt is that it had better NOT be restricted to a very limited set of Tops! I want that belt for Tops w/Skin, Jackets, Robes, Trenchcoats ... (voice continues rambling on as it gets farther and farther away)

    Quote:
    Originally Posted by Dink View Post
    Again, I don't know if this is an artifact of the unique circumstances under which you took these screenshots or not ... but it appears to me that the glows on the rings are not of uniform "strength" in these pics. The head rings and shoulder rings and detail on the belt buckle don't *appear* to be as bright as the glowing rings on the skirt, creating a slight mismatch of intensity. I presume that the rings on the legs are not glowing, as are the gloves in the second pic.

    It's hard for me to tell in these pics, but are the not glowing rings on done with the new cube mapping to make them reflective surfaces or not? You might want to consider the possibility of including matte and reflective non-glowing rings as options ... with the matte ones looking rather "plastic like" to fit the Retro SciFi theme. Another possibility that presents itself is the option of transparent clear (color tinted?) plastic or glass for non-glowing rings. You'd probably need to be using the colors on the right hand side of the color palette to achieve this, where you aren't saturating the colors in the rings so as to make them opaque plastic.

    And I know those shoulder rings would look good with Sleeveless Jackets. Can this happen?



    And yes, if you haven't figured it out already Dink ... your work on this is already LUDICROUSLY AWESOME™ even at this unfinished stage.

    More please.
  23. YOU HAVE LOST CONNECTION TO MAPSERVER
    Strangely enough, you're allowed to run around all over the map while that message is on screen ...