Redlynne

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  1. Name the time, rally point and preference for character type and I'll be there for you Michelle.
  2. Sister Flame taught us all it is never too soon to Hope For The Best in all of us.
  3. Torchlight 2 releases 20 September, for starters ...
  4. Tunnel Rat ... the Dev you wanted to cuddle just because she was so darn CUTE in person!

    Leo is way too damn lucky to have her ... and he knows it too!
  5. As my Hunts(wo)man, Leggs, likes to say on teams on Virtue (redside) ...
    Quote:
    "Hot Lead! Get your Hot Lead! All you can eat! Get it while supplies last!"
  6. What about the Transformers MMO? Doesn't it have something that can "build an army" too (looks askance at Soundwave, Laserbeak, Ravage, Rumble and Frenzy)?
  7. Not to make a horribly bad pun at this juncture, but ... we're running out of time here ...
  8. NCSoft is hereby LIFETIME BANNED from *EVER* receiving any money or compensation from me ever again in *MY* lifetime.

    NCSoft killed Tabula Rasa (which I loved playing) and LIED to do it.
    NCSoft has now killed City of Heroes and given the flimsiest of reasons for doing so.

    That's it, NCSoft ... you're done. No more Benefit Of The Doubt ... EVER.



    And I hope that there is an entire segment of the gaming population at large that feels the same way I do.
  9. Zwillinger's OP was made on 06-18-2012 @ 09:01 PM.

    It's been over 2 months since then.
    Has ANYONE been contacted for a prospective Twitch.tv Base Tour yet?
  10. Outcast: No man, I'm telling you, HE GOT THE PURSE! I saw it myself!
  11. Quote:
    Originally Posted by Oathbound View Post
    I'd ultimately say that Nature Affinity will pair better with ranged capable sets such as Mind, Earth, Gravity and Dark.
    I've started a Praetorian Mind/Nature Controller, and already (at Level 7/8) I'm starting to see some interesting synergies that I hadn't readily anticipated.

    The first thing I noticed, in Mids', was the potential for stacking Telekinesis (of all things...) with Entangling Aura while using Lifegiving Spores to keep your Endurance refuelled.

    The second thing I noticed, in actual gameplay, is that Corrosive Enzymes draws aggro (because it's a Debuff) but doesn't break Sleep ... which has important implications for deploying and using Mesmerize, particularly in the early going (1-10). Combined with Confuse in Mind Control, there are all sorts of devious things that you can accomplish very early on.

    The third thing I've noticed, in actual gameplay, is how "useful" (if inconsistent) the Science Origin Power (Tranq Dart) is in setting up Containment for increased DPS throughput in the early going. Tranq Dart only does a Sleep, but it lasts more than an eye blink when it happens (unlike the Tech Origin power) meaning it can be used as both Containment setup and also for diversionary delays so as to kite your Foes into a convenient string to begin the process of round-robin control/containment damage.

    The fourth thing I've noticed is that Regrowth and Terrorize are both 90 degree cones ... although Regrowth is shorter at only 45 ft instead of 60 ft. This means that if you're comfortable with Terrorize's AoE, mapping skillset to Regrowth is relatively trival.



    All in all, I'm thinking that Mind/Nature is going to wind up being a pretty potent combination, in part because Nature can shore up Mind Control's few weaknesses in ways that Empathy is hard pressed to rival/replicate. Likewise, Mind/Kin is more of a "rollercoaster ride" combination that is very Click heavy, but Mind/Nature should have a much more "even" performance profile which isn't dependent upon Foes for fuel.
  12. Quote:
    Originally Posted by Zwillinger View Post
    We've been made aware of some compatibility issues users may experience when attempting to run the NCsoft Launcher using the upcoming OSx v10.8 (Mountain Lion). These issues prevent the NCsoft Launcher from running properly on systems running OSx v10.8. Our Hardware Compatibility Lab in Austin is actively investigating the issue, however please be aware that a fix for the issue will likely not be immediately available. I will provide more updates as soon as we can.

    Thanks
    It's been (more than) a month now since your post on 07-23-2012 @ 05:41 PM. Can we please have an update?
  13. If the $Target Toggle "misses" ... does the Toggle shut off? Does it continue trying to hit? Do you need to (once again) be within LoS for the power to resume affecting the target?

    It's very simple to say "it should do: BLAH" from a conceptual standpoint, but then you get into the "engineering" of the programming code that underlies that sort of thing and stuff can get pretty weird very quickly, depending on how the game engine is programmed to do things. Worse yet, I'm not entirely sure I'm explaining this all that well. I'm pretty sure that a programmer of Synapse's caliber would have had a very good reason (most likely a legacy coding one, I'm thinking) for making Entangling Aura auto-hit like it has turned out to be. Plus there's the fact that with so much To-hit Buff and Accuracy bonuses being tossed around in this game like it's going out of style, accuracy checks on Toggle Mez powers are an extraordinarily poor way to "throttle" how effective they are (since everyone would just slot to get up to Accuracy Cap). That then leads to a Haves-vs-Have Nots situation where the base power is only "good" after it has been (6) slotted up, but is "garbage" when first taken, simply because of the size of the available enhancements and buffs which need to be accounted for.

    I could ramble on for more speculation, but I think you should have the idea with just this.
  14. Toggles like Entangling Aura (Nature Affinity) and Telekinesis (Mind Control) tend to be auto-hit for simplicity (and so you don't have to worry about "Missing" causing weird edge cases). If they're intended to only intermittently control, then you have things like Entangling Aura applying their mez via RNG proc rather than consistently. It's a "three left turns make a right" sort of backwards way of going about achieving the same results by different means ... with different implications for how things "work" under the hood.
  15. Quote:
    Originally Posted by plainguy View Post
    I also think you need to post a Mids build for these Ninja Time [...]

    But either way regardless a Mids build will always help give people a better idea of what your considering.
    Already done ... three days before this thread got posted.

    See ... Time Manipulation ...
  16. Which probably means that "Floral Arrangement" is probably still available on all servers (haven't bothered to check).
  17. Quote:
    Originally Posted by Chad Gulzow-Man View Post
    Given the devs' aesthetic tastes, I'm guessing they'll be more like a Borg-style "assimilate other species" creatures which use more organic tech implants.
    Given how the "advance scouts" of the Battalion we've seen (Shivans) are less of an "assimilate other species" so much an an extremophile adaptive mutation, I can easily see the Battalion being something polar opposite to the Borg. Instead of being all "Resistance Is Futile Because Death Is Irrelevant" like the Borg, where the Borg add other species to their collective by assimilation into the Borg ... instead ... I see the Battalion being somewhat "amorphous" in a rather "shapeshiftery" fashion, where rather than assimilating other species into themselves, the Battalion simply "adapts" to survive and thrive in whatever environment they come in contact with. Rather than assimilating others into themselves like the Borg, the Battalion instead "evolves to WIN" against whatever they encounter, eventually overwhelming and defeating the "natives" through sheer evolutionary pressure (which the Battalion can survive, but the "natives" cannot).

    This would mean that the Battalion would have no fixed and definite form and could (quite literally) *BECOME* anything it needed to be in order to Fight And Win ... which is rather terrifying, actually.

    And then consider the "fact" that the Rikti fought off the Battalion in their home dimension ... and look at what that effort cost them!
  18. Quote:
    Originally Posted by Kirsten View Post
    I don't know if Luminary actually counts as a girl, per se...
    Costume creator uses a Female avatar type. That's good enough for any ICON Artist to go by.
  19. Quote:
    Originally Posted by Sulfur_Tios_EU View Post
    As I'm almost always is in close ranged/melee range it seems the range buff is useless as well.
    Range buff would be useful for Mercenaries or Robots (mainly ranged powers), situation depending ... not so much for Ninjas.
  20. Quote:
    Originally Posted by Sulfur_Tios_EU View Post
    I didnt think that pets benefitted from any alpha slotting?
    Actually, they do. It's Set Bonuses they don't get.

    Quote:
    Originally Posted by Sulfur_Tios_EU View Post
    If they do, will my ninjas benefit from the defense buff/ recharge from cardiac?
    If you could slot Ninjas for Defense Buff, then you'd be able to leverage your Alpha Slot to enhance their entirely pitiful and pathetic Defenses. But as you can see, Genin, Jounin and Oni do not accept Defense Enhancements ... and therefore gain no benefit from Defense Buffing courtesy of the Alpha Slot. Mumble mumble fink grumble ...

    The only Recharge benefit that Mastermind Pets get is that their summoning powers recharge faster. Pets themselves "ignore" all Recharge buffing (and debuffing?) because it messes with their already way too fragile AI.

    Quote:
    Originally Posted by Sulfur_Tios_EU View Post
    And do the pet aoe aura procs (edict of the master and command of the mastermind) benefit from the defense buff in cardiac or is it just powers that are cast that does?
    Alpha Slot will have NO EFFECT on these Aura Enhancements.
  21. This of course makes me wonder if the same holds true for Mercs/Nature, and I'm sadly thinking it might ... that Nature Affinity just doesn't help "poorly protected Pets enough" to overcome their built in survival limitations.
  22. Virtue: Sidhe Bang (Storm/Dual Pistols/Soul Mastery Defender)
  23. Quote:
    Originally Posted by tanstaafl View Post
    Do you get the fancy mushroom effect only on converted knock back to knock down attacks or can it happen on the chance to knockdown?
    The Easter Egg Proc can happen on any damaging attack because the Set is a Universal Damage Set. As I mentioned upthread, I'm seeing the NUKE FX go off at levels 20-24 (ie. before Genin can use Crane Kick, their only native Knockback power, becomes available to them). Shurikens and Kicks (Thunder and Storm) all have a chance to Proc the easter egg animation ... and because they're all damaging attacks, they all have a 20% chance to KnockDOWN thanks to the KB-to-KD Proc in Overwhelming Force. The opacity level of the NUKE FX makes it hard to see, visually, if under all that smoke and light if the $Target fell down or not.

    Quote:
    Originally Posted by anonymoose View Post
    If Genin effectively adds a soft control power to their damage, you may have singlehandedly provided the elusive ninja buff.
    Quote:
    Originally Posted by SevereCalamity View Post
    And I agree, I think you, sir, have just fixed ninjas. Congrats.
    As great as it sounds ... it really isn't *THAT* good (on its own) as a "silver bullet" for Ninja survivability issues. It's HELPFUL ... don't get me wrong ... but it's not a "be all/end all" solution in and of itself. I just happen to be running a Ninja/Time build right now that is stacking multiple effects in the form of (PBAoE on me) To-hit Debuff and (Target Location AoE) Movement+Recharge Debuff and (PBAoE on me) Heal+HoT to make my Ninjas far more survivable than they have any right to be ordinarily. When Foes have their Recharge Debuffed down to the Slow Cap, their Movement Speed Debuffed down to the Slow Cap, and their To-hit Debuffed more than halfway down to the Defense Softcap ... in combination, those things make Ninjas "pretty sturdy" so long as they fight in "formation" and don't go wandering off out of range (and getting themselves KILLED like idiots ). Add KnockDOWN to a pile of Genin attacks and Foes are going to be spending even more time NOT ATTACKING your Ninjas (or yourself, if Tankerminding) ... which only improves Ninja survivability even more.

    When casually soloing (+0 x1 @ Level 20-24 in Sharkhead) it's actually somewhat rare for ANY of my Ninjas to be defeated and need resummoning, and when they do, it's usually only 1 Genin (who wandered off and got himself smoked). That's because *I* can control the flow of battle, *I* can pick when to engage (and how), and *I* have time to throw around heals and buffs in between spawn groups. I'm also not dealing with situations where my Ninjas are severely outnumbered (and if they are, I can just pre-emptively throw down Distortion Field to prevent my opposition from attacking all that much). As you might imagine, on a team or in a Strike Force, the dynamic is somewhat different. My Ninjas are still "better" than they would have been without the Overwhelming Force Proc ... but the Proc in and of and by itself is not "game changing ENOUGH" to solve all of my Ninjas' survivability issues.

    Last night I joined a Silver Mantis Strike Force (which took me from Level 22 to 24) and my Ninjas were surviving "okay" so long as I kept them on a fairly tight leash and didn't get "too ambitious" in terms of what I was up against. The final map on the platform (of course) was a complete DISASTER for me because of how the "terrain" and deployment of opposition basically makes it IMPOSSIBLE to "control" your Pets with any meaningful success (my Ninjas loved "jumping off the platform" to their doom repeatedly). This reinforced the "when Ninjas stray..." principle in how their limited survivability is entirely dependent on staying with me and fighting at MY side because of the stacking of power effects that *I*, as the Mastermind, bring to the battle.

    Quote:
    Originally Posted by anonymoose View Post
    Have you tried this on your lvl 50 ninja/TA MM, does the awesomeness continue at high levels?
    I have not tried it, and given my experience with Ninja/Time @ 20-24 I expect it to "help" but not "solve" the problem of Ninja survivability when in "contact" with Foes while "poorly supported" by Secondary Powers. I expect I'd have to be using Presence Pool Fear powers to shore up my Ninjas even approximately closely to what Time Manipulation can do in this regard, since Trick Arrow offers surprisingly little survivability aids. Glue Arrow is approximately close to Distortion Field (although Distortion Field is *MUCH BETTER*!), and Flash Arrow is "similar" to Time's Juncture (although Time's Juncture is a *MUCH BETTER* To-hit Debuff!) ... so there *is* some potential for transference of strategy/tactics from one to the other ... but without the PBAoE Heal of Time Manipulation, you have to resort to things like Aid Other with Trick Arrow, and that is nowhere NEAR as effective!

    Quote:
    Originally Posted by anonymoose View Post
    I hate to consider reslotting my nin/poison but this might be worth it.
    The Comedy Value alone makes it worth it, in my opinion ... since Atomic Annie Shurikens are just so ridiculous.

    Quote:
    Originally Posted by SevereCalamity View Post
    Heck, I hate considering even playing Ninjas, but you're definitely making it look appealing.
    So long as you don't have outsized expectations of "free" survivability courtesy of the Overwhelming Force Proc, you'll be okay. Having a 20% (not 100%) chance to Knockdown in every attack is "helpful" but it isn't "enough" all on its own. You still need both Secondary and Pool powers to "shore up" the inherent weaknesses (which are MASSIVE!) of Ninjas to being attacked themselves (they are *total* Glass Cannons). Time Manipulation gives me the necessary "toolkit" to minimize the weaknesses of my Ninjas "enough" that I can keep them alive and fighting, and the Overwhelming Force Proc is simply the "cherry blowing up the top" of a badly slumping sundae.

    The *best* ways to keep Ninjas alive is either the path of NO GET HITSU!! where a combination of Defense Buffing and To-hit Debuffing pushes them towards the Defense Softcap ... so they take very few hits/damage ... -or- ... prevent your Foes from attacking the Ninjas "directly" either through Tankerminding, where you just don't let your Ninjas grab and hold aggro ... and/or Slow Debuffing, where you just don't let your Foes recharge their powers to attack with. Adding (a chance to) Knockdown to every single Genin attack power via Overwhelming Force Proc works as a "force multiplier" for either build strategy since the Knockdowns futher "limit" the number of incoming attacks that your Ninjas will need to defend against, further enhancing their survivability. It "helps" but isn't enough all by itself to be (literally) game changing.

    It is however funny as all get out to see Foes getting knocked over by Shuriken hits ... and that sometimes detonate in huge mushroom clouds of light, smoke and fallout ...
  24. Quote:
    Originally Posted by Kitsune_Rei View Post
    Are there any other pets worth slotting this in, or just Bots?
    Quote:
    Originally Posted by Mad Grim View Post
    If you slot it in Genin their crane kick turns to knockdown, and that little easter egg goes off quite a bit.
    Documentation of doing precisely this can be found here.
  25. Try posting in the Kheldian Forum for help with Kheldian builds.