Redlynne

Legend
  • Posts

    1942
  • Joined

  1. I just keep wishing that the Signature (why isn't this Inherent?!?) Power ... Hide ... was more relevant during the 99% of the game that is Combat. Hide is useful for avoiding combat, but pretty much irrelevant once combat is joined (and you're scrapping it out). In this context, Placate (as a power) is just a Pseudo-Hide weighed down with KNOWN ISSUES that have existed for about as long as the AT has been playable.
  2. Redlynne

    Human-Only WS?

    Feh. Cheated by Mids' again ...
  3. The basic problem is that DAMAGE IS KING, and AoE wears the Crown.

    There are only but so many things which could be done about the situation globally to the entire game ... all of which would break out the Fire/Fire/Fire/ZOMGFIRE! Brutes and Pitchfork Titan Weapon Scrappers (ie. YOU HAVE BEEN WARNED!).

    The simplest, most obvious, and probably all around easiest thing to do would be to modify the Enhancement Schedule used for PBAoE/Cone/Target AoE powers. That way, you wind up with a situation where Single Target Damage Enhancements are Schedule A (33% enhancement SO) ... and AoE Damage Enhancements are Schedule B (20% enhancement SO). Yes, this would mean a Global AoE Damage Nerf throughout the game, so as to priviledge single target damage at the expense of AoE damage in each and every single part of the game.

    Implementing something like this would require "bifurcating" each and every single Damage Enhancement already slotted into powers in every single character in the game into 1 of 2 categories based on the type of power it is slotted into. It would essentially require creating a second "type" of Damage Enhancement (the Schedule B type) and then using a Servers Down For Maintenance pass to download the character database(s), run the script to update everyone's characters, and then reload them all back onto the servers. In other words ... a rather NON-TRIVIAL programming task when it comes to execution, even if the parameters of "what needs to happen" are easy to explain so as to get the point across.



    Mind you, I'm not by any means ADVOCATING for this to happen in a Bill Murray-esque "I love this plan! I wanna be a part of it! Let's do it!" sort of way. However ... given the nature of the problem of how AoE Damage "trumps" Single Target Damage so readily in the game at present, it does seem that something like this might be one option for how to modify the game in a global way to achieve the ends of rebalancing the disparity between Single Target and AoE Damage in the game we're playing today.
  4. Heck, you could "kinda sorta" fudge your way to Traversal Missions through the Sewers/Abandoned Sewers by setting up a Mission that requires you to Enter the Sewers from a specific Zone Door, and then exit from that Sewer Map through a different specific Zone Door ... without leaving the Zone/Map. That means no shortcuts (by any other name) since you have to literally traverse the map to complete the objective. The "excuse" that you'd need to use for this need be nothing more than a "surprise attack" from within the Sewers on a location just outside them.

    Speaking of which ... could you imagine how much more "traffic" the Sewers and Abandoned Sewers would get if there were Newspaper Missions, Tip Missions and Morality Missions that sent you down there to get to a Mission Door? Of course, the same could be said for the Shadow Shard on Blueside.

    Speaking of which ... I wonder if it's possible to even GET Tip Missions and Morality Missions to drop (and spawn their Mission Doors) out in the Shadow Shard ...
  5. Quote:
    Originally Posted by GreenFIame View Post
    We still missing Uuralur the Mirror
    Considering that Uuralur the Mirror creates Reflections ... this seems like an almost ideal opportunity/excuse to "go nuts" with the Doppleganger Technology, and create a Trial where you can "deny" your Dopplegangers access to certain Incarnate Abilities that YOU possess, simply by unslotting them for the duration of the Trial. I've always wanted an Incarnate Trial where there would be a "good reason" to not use (all of) your Incarnate Abilities during the Trial ... and this one, where your own powers can be "used against you, if YOU are using them" seems to be as good of an idea as any I've heard.



    "Think you're tough? Try fighting your own Reflection!"

    Evil Overlord Pipe Organ Music™ swells ominously in the background!
  6. Redlynne

    mind/time?

    Quote:
    Originally Posted by Local_Man View Post
    The only AoE damage you get in the Mind set is from Terrorize. Solo, I have been pretty successful at using Mass Hypnosis to set Containment, and then hit them all with Terrorize. With enough Recharge, Terrorize can be perma.
    Personally, I prefer to slot Terrorize for Fear, rather than for Damage. That way it's well beyond Perma on recharge/duration ... allowing it to self-stack so as to Fear Bosses reliably. The damage on Terrorize is really nothing to write about (30.59 Psionic unenhanced), and even with Containment and a Positron's Blast set 5-slotted, the power is hard pressed to (reliably) inflict more than 120 Psionic Damage per cast unless boosted further by Incarnate Slots ... and that's before counting in Resistance to Psionic on your $Targets (which will only rarely be zero in PvE). Yeah, that's "nice" damage ... but it's basically burst damage (ie. you can't keep repeatedly blasting hostiles with that in a chain). Even with an insane +Recharge build, you're pretty much going to have 12-18 seconds or so of recharge time on Terrorize, so it's not like you can just Scare/Scare/Scare your targets over and over without pausing.

    For me, I find it easier to slot for Fear rather than Damage, and not have to "ride the edge" of the Fear duration in order to refresh it before it expires. Yeah, I'm doing 30-60 less Psi Damage per use of the power than I would be if I'd slotted Positron's Blast instead of Glimpse of the Abyss ... but in exchange I get a much greater CONTROL power out of it than a Damage power. That's because I take the attitude of, "If everything's locked down and Controlled, then I have 'all the time in the world' to dish out my damage" and I am therefore not in a rush.



    "Fear me. I've killed hundreds of Time Lords."
    "Fear me. I've killed all of them."
    -- The Doctor to "House" in The Doctor's Wife
  7. Redlynne

    mind/time?

    This is a "back of the napkin" analysis, so it isn't especially rigorous, but ... I'm thinking that a Mind/Time/Primal Forces Mastery Controller stands a "decent chance" of being able to Hold an AV through PToD, at least part time, on your own.

    Step 0: Chrono Shift (and Hasten, if you have it in your build)
    Because you're going to need all the recharge you can get for this, you're going to need to keep Chrono Shift going. Note that the values below do not assume the use of Hasten.

    Step 1: Power Boost
    This gives you enough duration to stack to 50+ Mag Hold at least part time.

    Step 2: Dominate, Time Stop and Time Crawl (repeatedly) during the 15 seconds of Power Boost's duration
    You ought to be able to use Time Stop twice, and Dominate at least 4 times during the 15 second Power Boost duration. This will give you at least 18 Mag of Hold going into the 20 seconds after your Power Boost duration ends to allow you to stack them together effectively. Use Time Crawl when it's available and both Dominate and Time Stop are recharging.

    Step 3: Keep using Dominate, Time Stop and Time Crawl (repeatedly) along with Telekinesis, Total Domination and Distortion Field during the next 15-20 seconds while waiting for Power Boost to recharge
    Over the next 20 seconds, you should be able to use Time Stop three times, and Dominate at least 5 times. That will add an additional 24 Mag of Hold to your Hold Stack, bringing it up to at least 42 Mag. Time Crawl ought to add another +2 Mag on the last two uses of Time Stop, bringing you up to 44 Mag or so. Add in Telekinesis (3 Mag) and Total Domination (3 Mag) and a Hold Proc from Distortion Field (3 Mag) while Dominate, Time Stop and Time Crawl are all recharging and you're up to 53 Mag Hold ... not including Controller Overpower (+1 Mag) and Lockdown Proc (+2 Mag) and/or Devastation Proc (+2 Mag) effects happening in a "timely" fashion to get you over the -53 Mag Protection vs Hold of an AV ... intermittently.

    Step 4: wash, rinse, repeat Steps 1-4

    Note that since the above is not assuming that Hasten is part of the mix, it should be possible to (with Hasten) increase the number of castings of Dominate and Time Stop during each 15 second window of Power Boost on/off such that a perma 54+ Mag Hold can be established on a single AV by a Mind/Time/Primal Forces Controller by themselves without external assistance towards building Hold Mag. Also note that with a second Controller on the team, building up ... and sustaining ... 54+ Hold Mag in order to Hold through PToD ought to be trivially easy for a pair of Controllers or Controller/Dominator combo where one of you is Mind/Time/Primal.



    Hmm ... guess I'd better find some way to fit Hasten into my Mind/Time/Primal build then ...
  8. Redlynne

    Human-Only WS?

    Quote:
    Originally Posted by Kemphler View Post
    Level 4: Hasten -- RechRdx-I:50(A), RechRdx-I:50(5), RechRdx-I:50(5)
    You are not permitted by the game to take Hasten at Level 4 ... only at Levels 6+.

    And speaking of Hasten, I often put just two slots, rather than three, into the power. In the context of your build specifically, dropping the third slot costs you all of 131.1s - 125.3s = 5.8s of recharge time. Considering that Hasten isn't perma without an Alpha Slot dedicated to Recharge ... and is 116.9s (2 slots) vs 115s (3 slots) when using a Spiritual Core Paragon Alpha ... and is 120.3s (2 slots) vs 117.6s (3 slots) when using a Spiritual Radial Paragon Alpha ... you may want to consider "harvesting" that third slot out of Hasten for use elsewhere (like, say, Stamina).

    Other than that, this is a rather ... interesting ... build.
  9. Quote:
    Originally Posted by StratoNexus View Post
    I have been fond of the idea of having Singularity spawn two pets instead of one pet.
    So that you can "double date" a pair of singles (at the same time)?

    Do you want them to sing duets for you too?
  10. Quote:
    Originally Posted by Samuel_Tow View Post
    Or how about a different approach? An outdoor mission somewhere out of the city with an objective of reaching a number of "outposts" in a particular order.
    On Virtue, we call these missions "Pizza Runs" ... where all you're doing is just running around to click on phone boxes. There's no rhyme or reason involved in actually DOING that, since you don't get any "additional instructions" or anything when you reach the phone box you need to click on. There's a Pizza Run mission in the middle of the Citadel TF, which most everyone here ought to be familiar with.

    It would be different if you were sent out to "click a phone box" and then received instructions to "do something" over the phone once you're there. Even if those instructions were to street sweep 10 mobs in the local area of <insert enemy group here>, you'd still be on the receiving end of a reason to *GO THERE* so as to DO SOMETHING. As matters stand, every single Pizza Run mission is simply an exercise in "Do you have a Travel Power? (Y/N)" and serving no further purpose beyond that other than the wasting of playing time.
  11. Quote:
    Originally Posted by planet_J View Post
    Am I the only one who thinks propel needs to be a cone?
    I disagree. I believe Propel needs to be a Snipe ... with Snipe range and damage modifiers.
  12. The "problem" with the old Storm Kick animation is basically the same one as what you get with Flurry/Shadow Maul/Sands of Mu ... in that if you MISS, the old Storm Kick animation becomes "Smell My Foot" silly. It's basically a Chun Li Lightning Kick. It would make a decent alternate animation for Jump Kick out of the Leaping Power Pool though.
  13. Quote:
    Originally Posted by Oathbound View Post
    RS is a gut punch, having the npc flip head over heals would look very odd. I'd rather they make it knockDOWN, it's not disruptive and it looks "right."
    Again ... Air Superiority.

    Air Superiority is a KnockUP power, and it involves the Starfleet Academy OVERhanded "knot your fingers together so they break on impact" double fisted downward clobber-strike of ham handed fighting for TV. Hit down ... knock UP. Go figure.

    Essentially what would happen in Radiant Strike is that you'd have a guaranteed (ala Air Superiority) "Hit to Flip/Throw" your target which dumps them on the ground in front of you, but with a chance for a bit of extra (think uppercut into the gut, rather than the jaw) ... "lift" ... which will make your target fly a *little* bit higher and take just a *little* bit longer to get back on their feet after. The main thing is though that with KnockUP you aren't hurling $Target(s) away from melee range, even when you outlevel them 50 to 1.

    Grab a Level 50 character with Air Superiority some time and use it on a Level 1 Mob in Atlas Park. Watch how HIGH they "bounce" when you smash them DOWN with Air Superiority. Then notice that when they "landed" they were still in melee range for you to hit AGAIN (if they managed to not be defeated yet).

    Quote:
    Originally Posted by Oathbound View Post
    Likewise knockUP in Dawn Strike wouldn't feel right because it's a lateral burst of energy at center mass. The direction of force is horizontal, not vertical. KnockUP would work in Solar Flare because the origin point of the attack is below your center of gravity, but it would feel wrong on Dawn Strike.
    At the risk of making a really awful pun here ... don't knock it until you've tried it.

    As I said, I can see why you'd WANT to make some modification(s) to the FX applied by the Dawn Strike power to the affected $Targets within the PBAoE, if switching it from KnockBACK to KnockUP ... but such changes wouldn't be absolutely essential to make. Modifying the "art" used by Dawn Strike wouldn't be a "show stopper" kind of limitation. Again, it would be "nice" to have a slightly modified set of FX ... but not critical/essential.

    And after thinking about it some more, the *easiest* thing to do would be to port over the Hit Target FX used by the White Dwarf Smite as an addition to Dawn Strike to make it "look right" on screen. The big radial "burst" of expanding energy legacy animation of your character would remain unchanged ... but every Foe Hit within your PBAoE would play the White Dwarf Smite styled "vertical energy geyser" where they're standing/impacted by the Dawn Strike, and it would be that "vertical energy geyser" that looks like it's launching (each of) them UP into the air where they were standing/flying/hovering.

    My point is, it's something that can be finessed, if there's time in the schedule/budget to do so ... but it isn't absolutely critical to modify the existing animation. Nice to have ... sure! Complete show stopper without it ... not so much.
  14. Issue 21.5 LIVE Servers
    (all links to City of Data)

    Peacebringer Human Form KB PowersPeacebringer Nova Form KB PowersPeacebringer Dwarf Form KB Powers


    Proposed Changes ...



    Peacebringer Human Form KB Powers
    • Gleaming Blast (Ranged): 0.67 Knockback (100% chance) + 1.199 Knockback (10% chance)
    • Radiant Strike (Melee): 0.75 KnockUP (100% chance) + 1.25 KnockUP (60% chance)
    • Luminous Detonation (Target AoE): 0.67 Knockback (100% chance) + 3.069 Knockback (50% chance)
    • Incandescent Strike (Melee): 0.75 KnockUP (100% chance)
    • Solar Flare (PBAoE): 0.75 KnockUP (100% chance) + 3.404 KnockUP (80% chance)
    • Photon Seekers (Pet): 0.67 Knockback (100% chance) + 1.407 Knockback (50% chance)
    • Dawn Strike (PBAoE): 18.694 KnockUP (100% chance)
    Peacebringer Nova Form KB PowersPeacebringer Dwarf Form KB Powers


    This posting is primarily for Arbiter Hawk owing to the fact that I was talking to him about this very topic at the Player Summit in the hallway before the keynote speech. I was trying to explain how one of the major frustrations with playing a Peacebringer is not just that they do Knockback, but also that they're so consistently inconsistent about doing it. By that I mean that only Dawn Strike has (on Live) a 100% chance to KB every target it hits. Literally every other power that a Peacebringer uses that does Knockback does so *purely* on a randomized basis. This means that you can never "count on it" when you need it to happen ... but can "always count on it happening" when you *DON'T* want it to happen.

    This ... is frustrating ...

    Now I don't expect Arbiter Hawk (Hi Jeff! /bigwave) to remember all of the details and nuances of that conversation we had ... especially since he seemed to be agreeing with some of the points I was making ... so I'm posting the main points of my position/argument here where it's easier to see and consider.

    Oh and before anyone gets too "up in arms" about the idea of tagging powers with 0.75 KnockUP rather than 0.67 KnockBACK instead, consider that Air Superiority does 0.75 KnockUP (100% chance) and I haven't heard any complaints about THAT in all the time I've been playing (since Issue 2). If anything, I WANT the performance we see in Air Superiority ported over to Peacebringer Knock-about powers (specifically, the melee-ish powers) simply because Peacebringers are locked out of the Flight Pool and can thus never *get* Air Superiority (and its 100% guaranteed Knock-about).



    The proposal you see above rests on two basic notions which synergize together to the advantage of Peacebringers.

    1. Giving Peacebringer Knock-about powers a guaranteed chance to Knockback (for a "knockdown") ... with a chance to Knock further in keeping with their legacy performance. Note that on each and every single "Knock+Knock(chance)" effect the combined total Knock Mag exactly equals the total Knock Mag seen in the legacy values when adding up the "guarantee" and the "chance" portions of the effect(s).

    2. Ranged and Target AoE powers cause KnockBACK, owing to their directional nature. Melee and PBAoE powers are converted to cause KnockUP, owing to the fact that having KnockBACK in these types of powers is counterproductive in the balance of situations (not all, granted, but certainly a great many, especially in Teams and Leagues) where Foe Scattering is often decidedly unhelpful ... both to Self and to Allies.



    My thought for "why KnockUP rather than KnockDOWN via limited KnockBACK values?" is that Warshades are ... all about Gravity. Gravimetric Snare ... Gravity Well ... Gravimetric Emanation ... and using Movement and Recharge Debuffs to "convey" that sense of being Gravity Manipulators in their game mechanics. The Peacebringer counterpart to precisely those kinds of effects is ... Knock-about. So if Warshades are "all about Gravity" (and, let's face it, Necromancy!) ... why shouldn't Peacebringers be their "opposite" and have their powers be ... "all about Anti-Gravity" ... in effect? For me, at least, this line of reasoning makes sense (Your Mileage May Vary, of course).

    The best part (for me, anyway) about the prospect of making these changes is that there is pretty much no REAL *NEED* to make any Artistic Changes to the game at all to implement them. I can see an argument for WANTING to make an artistic change to Dawn Strike and maybe Solar Flare of adding energy streamer FX onto $Targets Hit by Dawn Strike that works like a very temporary Avatar Aura (as they fly up ... then down) so as to visually connect the "action" of what's happening with the "attack" that caused those Foes to KnockUP the way they do ... but such an artistic touch wouldn't be strictly NECESSARY. Nice to have ... sure. A show stopper to not have? Not so much. That means that everything I'm talking about here is pretty much just pure database editing by the Powers Team (although I'm pretty sure the "duty" would fall on Arbiter Hawk to implement anything there).

    Even better, it would be a relatively simple thing to QA and Playtest ... as far as these things go. All the changes do is make powers behave more consistently in ways that are obviously visible when played, rather than promoting "hidden" effects that are difficult to discern and judge the effectiveness of.



    So ... Arbiter Hawk ... what do you say we have that Conversation ...?
  15. Quote:
    Originally Posted by Stone Daemon View Post
    Perhaps you didn't quite understand what New Dawn was trying to say?
    At the risk of sounding pedantic (and ungrateful), I *did* in fact read what New Dawn was saying. Since the entire point and focus of this thread since I started it is basically the question, "So what is everyone ELSE doing?" ... receiving back an answer of, "I'm not going to tell you!" isn't exactly useful.

    Quote:
    Originally Posted by Stone Daemon View Post
    I would suggest making a mental list of what you want to do with your build, and then work to make that list possible via Mids'. If you can't make it happen, you can either ask for help getting another pair of eyes on it, or you can readjust priorities/expectations.
    And I'm not asking for "make *ME* a build to play" ... I'm asking for "what do YOU (all) do in the builds you want to play?" Apparently, no one else in this forum is inclined to "show their work" so that other people can benefit from their experiences (and not just myself).

    As any Mids' Jockey who has tried to deal with the Slot Crunch of building a "decent" Tri-Form Peacebringer knows, the major challenge is figuring out what trade-offs you want to make. What powers are you going to give up on getting? What powers are going to be less than optimally slotted (ie. less than 6)? What Sets do you use? How is does the build exchange "power" in one area for "power" in another? And so on and so forth.

    These questions can only be answered in a holistic sense by being able to examine and cross compare entire builds, so that you can see the trade-offs being made and the weighting of value for different aspects to different purposes ... because with a Tri-Form Peacebringer, you can't HAVE IT ALL in a single build. You have to "compromise" somewhere on something to get advantages in different areas.



    I had hoped that by "offering to go first" we could have a discussion on "where do we go from here" with Tri-Form Peacebringer builds, what their advantages are, what sorts of variations are possible ... and so on. Apparently, I'm the only person on this board who has any interest in this topic. No one else is willing to engage in a discussion on this topic that involves a "show your work" aspect to it so that everyone can learn from shared experience.

    So I'm giving up on it.
  16. While all that is true, it also means that no one else can learn from the cleverness and insights you've discovered in your build, can't take the lessons you've learned, chop them up piecemeal and make use of them in their own builds in new and different combinations, and so on. No one (else) can use your experiences to make their own builds better, or learn from what you already know.

    And that's a shame, really.
  17. I'd vastly prefer Assassin's Focus if instead of being used to modify the damage of (only) Assassin's Strike, it could be used to return to Hidden status during combat ... thus making it far more broadly applicable and making other potential combat tactics possible (ie. Hit and FADE to Hit Again!) that would be more "freestyle" than the combo system of Dual Blades, or even really Street Justice (although it would synergize with those sets pretty well).
  18. Quote:
    Originally Posted by New Dawn View Post
    I need to have Dwarf to tank the snot out of as much as I can, so the taunt is 6 slotted and me likes my damage so its clear on that as yours is.

    Then Nova Form, 3 blasts have a range of 100ft, I make them able to hit 120ft, by outranging much I minimise much of enemies dps on self whilst hurting them.

    In human form I like to do damage with all my attacks too, if possible. Also once again the maligned Pulsar is excluded from your build but for me its lush, I'm effectively controlling mobs which could not just be for myself but for others too.
    So are you talking about something more like *this* ...

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1765;779;1558;HEX;|
    |78DA6D54DB4E1351143D333D53EC854B3BAD2DB7D24281722B1031F1CDA84425DC6|
    |A50DF0C2932C024B590B6107D52F4D9DB2FF8E68B0F5E7FC3F8AC513F00C4A85123|
    |38EECE5EC0D13AC964ED597BEF356BCEEC73A6AF8F079F9CDB3C29B4F09942BE5C9|
    |ECF59F9ABD642C92E2E5BA5BA997C65BD942F88EA554777B79A9D9F5D5AB28A657B|
    |C3CA4EAD5FB38BABEBE5F9D3A45149FF55356ED5549D22D1D04471C52A59C54A763|
    |F68CCADAE16B253567ED12A9557EC35BFFB3CB766598B21379C286ED8657BC12ED8|
    |951B0197395BB097572A224ED68ED3FDD310B81C29EE12B448D1770F789FB1FF01F|
    |021A129C556B547737B848851E093629B388D394D1B241895A207F889721ECE49CF|
    |240509D29A661C9C01CE02738CBBD4C3D61C613CD6858848B167F0921267D4E5D85|
    |3D705E01C63FA227B4C9FC7F3246183143BD4EB833F5F5A7373431946877201D6D5|
    |0203EC7918F89972F5E8ABFFA72F4C661AB10E8D29AED7BC4284E031048F49784CC|
    |1630A1E53F0D8058F5FE85D267C9858BB3EE057CA45B11ED11304D223BE1117437D|
    |0C7E87801EF2D18CFA66D4EBC4B5E25FB7DEE46F18BEC538BA09BC0DBCC3D849DFD|
    |88EEF6F87760FD04B7A1DACE7E978A7BBF53DEF197B3F003F327E27AF9DF0D389FE|
    |1FC47543BB1B5C2F3044EFCD606D33510AE25298C40D801B78A4BB7511E2B2D0CDA|
    |2AE9EB811D48D80DBF21FCCA7D0BA30977E65662F53D04EEB7189E76F5BADCF70FD|
    |8E5A9F644E07D278EEFF3B6196795EA3879C347FE9AE6E6497F1E81EF03763DCC1F|
    |3618F61627E12989F04E62781F949627E92989F98EAA1D5E3EECBF87FF4E2D06B81|
    |5E0BF4DAA0D706BD66D53FF66D13F66D18FB368C7D1BC1BE6D9307E70969F1DA245|
    |CAEBA708E9351F36F75D763BFCA397489911A66B4863956C38CA9CC10BF7B4A2A67|
    |95876726274155FF2DE6CDD74469E69C39CAFB90F7617EC8E6FE7964183827759C9|
    |312E7A4C439E9C539E9ED676DBF54CE32AC4940D57BC67D479E035F30FA5F025F31|
    |06A1173CEC95C66B9E9BE01BC686A75CD330C67BBE0998F357A796BFEF8A12E7957|
    |84189FF001A02F293|
    |-------------------------------------------------------------------|
    ... or were you planning on keeping me (and anyone else reading this thread) in suspense about the awesomeness of your (unpublished in this thread) build?
  19. My only regret reading this thread is that you're not playing on Virtue where you'd have plenty of friends.
  20. The best buff that could be done for Trick Arrow is to shorten the animation times on every attack from Tier 3 on up to Tier 9. Make every animation for Trick Arrow 1 second ... but "draw a different arrow" (from the Quiver we don't have) ... and Trick Arrow would dramatically improve in "feel" as being a much more uniformly RESPONSIVE powerset.

    Entangling Arrow: 1 sec (fine)
    Flash Arrow: 1 sec (fine)
    Glue Arrow: 1.16 sec (reduce to 1 sec)
    Ice Arrow: 1.67 sec (reduce to 1 sec and stop "admiring" the pretty arrowhead already!)
    Poison Gas Arrow: 1.16 sec (reduce to 1 sec)
    Acid Arrow: 1.83 sec (reduce to 1 sec damnit!)
    Disruption Arrow: 1.16 sec (reduce to 1 sec)
    Oil Slick Arrow: 1.16 sec (reduce to 1 sec)
    EMP Arrow: 1.83 sec (reduce to 1 sec)

    Right now, trying to "unload" all sorts of different Trick Arrow powers feels all "herky jerky" because of how much time gets wasted staring at the arrow you've just drawn ... and are holding ... and holding ... and holding ... and straining to hold ... pose and flex, pose and flex ... and still holding ... okay, you can release now. Even if this makes the animations "look really the same" and the only differences are the arrows pulled to shoot ... that's actually a positive, rather than a negative, in this case. With everything having an identical animation time (of 1 second each) you can develop a very definite sense of RHYTHM for using the powerset.



    Quote:
    Originally Posted by Trickshooter View Post
    The glaringly obvious mistake made with Flash Arrow is ... it's To Hit Debuff. It's Unresistable ... which is "great" against AVs ... and practically "negligible" against, well ... everything else in the game. That means that the To Hit Debuff of Flash Arrow is "useful" against ... let's just conservatively call it 0.1% of the game content you'll be playing.

    The most obvious solution is to make the Unresistable To Hit Debuff apply only to EB/AV class NPCs and Players ... and have a separate Resistable To Hit Debuff that's on par with Hurricane from Storm Summoning which applies to all Critters which are not EB/AV/PC type targets.



    Glue Arrow and Poison Gas Arrow need to have their Recharge Times reduced to 30 seconds to promote their use as an "every spawn group" useful attack, rather than as something to "use occasionally, when needed" ... especially at lower levels.
  21. Quote:
    Originally Posted by Impish Kat View Post
    I believe the arcane version of the beacon will bounce you back to AP.
    The tech version, however, supposedly takes you to Echo Galaxy.
    The only other way to Echo Galaxy is through Oro, which is gated to lvl 14+ characters.
    Request that the Devs make both the Tech and Arcane beacons point to Echo Galaxy.
  22. Ghostbusters ...?

    Trading Places (starring Dan Ackroyd and Eddie Murphy) ...?
  23. Since there seems to be some confusion on what I'm looking for here, this is my current build plan, ever so slightly altered from what I've got on Live which is my legacy build from pre-Issue 21.

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1793;789;1578;HEX;|
    |78DA6D94594F535110C7CF6D4F5B6F294B694BCBD25290A5B2141A89F1CDA02486C|
    |85283FA66B0D083DCA45C4817E26EFC006E9FC0449F7CF1C16FE03730C6A80F7E05|
    |16C52D8A5C873BFFC235E526CDEFF47F66E6CC99CC99E91B138157E71F9C115AF3B|
    |942AE549ACFAADCA25A281AE67555F4CDE4CA9562AE20E86B18AF942B2B66F252A5|
    |68D2A68FA45EA7EDFCECD292324BC6BA4A4F55560C73B5529A3F4B11CB3DFF594DA|
    |81AAB713A2238692EABA232CBE9EAC29F5D5D2DA4E7D694CA37DACB2995CBAB6269|
    |D9580BDAFF27CD75A3642C1805A37CB3DE56A655DE58344C256294DC29FAFDF6087|
    |C96140F096D529C78043E069F30079E1243526CECFB68B68F10515AE8526C92A6B1|
    |A66943848C142E708BF6DCBC27DD17689190424E83334CEF2C9865EE920FA76609C|
    |F4B97106129F648F0B1E6F18D11BC6E3150E56B3E6BE8ADCBF61F7A07BE71D9F96D|
    |93AF8EFCF41ECDBE8F3FC5145E21EA10B7EE96CBD6866F8377C0BBCC917BE07DE61|
    |78A5B8FB8F588DB80B816ED35725CADF119DB37BD606A7466106706DFB3D6FC01FC|
    |C80C7F62B6C4F96E55EE50DC10E28650E330F88DF622A85BE434D7E63B6951D8470|
    |7D92E06BA298F56D8B7C2FE07D9B7436BEF62BB6E2A7C1CF78CC337017A2946277A|
    |A8738BEB3EB2CDCC7C01BF823BCC9F744637CEE8469C5FA4F522CF5E687D60339D9|
    |F42CFA5905388B4416883CF5D5C07D2D2889B8ED0664C8A2069A3D046A175C883BE|
    |A71A73BC29A736CC5A56A2D549D3AAF7B6EDF655CB4A397D3E73AFCD91A643D3719|
    |E5F3AFA19E7E9879AF4E0ED75E0ED75E0ED25F0F612787B81431F8F07BD7FAC4ABC|
    |013FDE40006F20803750E7F4459F37A0CF9BD0E731F4791BFABC0D7D4E57A8F69C0|
    |C5D1376DC9E1CB808E6997D8AD972844F1F7CFAE1D30F9F7EF8449C3E7F38FFAE5D|
    |F02FF3F81E68315B9D3E982F49CC9724E64B12F3A50BF3257CE82342259E2F51A7D|
    |6EEB66B96F5EF77A3AD59571DEB9C63BDE058EB4D34EB3886B5E13F988942433F6D|
    |3AB514E6A3DF313BAFD0224E77BBCC796E3BF79298ABE0A8B3F72CFAC4408D92A95|
    |1C68EE8F293355617A91019DCE31F091E02F5|
    |-------------------------------------------------------------------|
    I know that there are plenty of people who will look at this and ask the inevitable, "WHAT ARE YOU THINKING?!?" ... but in actual gameplay the build has held together surprisingly well (for not being a purple monster). All three forms have their uses and are able to be "maintained" for significant periods of time without needing to switch around and madly stance dance^H^H^H^H^H form shift all the time.

    I've tried "rebuilding" this Tri-Form plan several times now, and this is pretty much the "best" I can come up with that doesn't resort to going Human Only. This is more of a "good enough" rather than a "perfection" type of build, as far as I'm concerned (in that it's "good enough" for just about anything at any level range, not just endgame or just TFs/SFs and the like). I keep wondering though if there's something that I could do radically different with the build as a Tri-Former PB that would be "just as good" without making *too many* sacrifices to achieve some sort of specialization which winds up compromising the entire build.
  24. Level 4: Frost
    • Detonation - Accuracy/Damage/Endurance: Level 50
    • Detonation - Damage/Endurance/Range: Level 50
    • Positron's Blast - Damage/Range: Level 50
    • Positron's Blast - Accuracy/Damage/Endurance: Level 50
    • Mocking Beratement - Taunt/Recharge/Range: Level 50
    • Perfect Zinger - Taunt/Recharge/Range: Level 50

    Detonation
    (Frost)
    • MezResist(Sleep) 1.65%
    Positron's Blast
    (Frost)
    • 2.5% (0.04 End/sec) Recovery
  25. Quote:
    Originally Posted by beowulf2010 View Post
    Here's a thread from the SoA forums (Yeah, not a MM but the principles are similar) that's got a lot of information in leveling/exemplaring builds as well.
    Quote:
    Originally Posted by MriBruce View Post
    Hey, handy! Thank you.
    Quote:
    Originally Posted by beowulf2010 View Post
    >Laughs< Appreciated, but it's Red Lynne who did all the work in that thread.
    Ah ... I see my name is being taken in vain again ...

    Mind you, I'm still somewhat surprised that people are still finding value in "my take" on how to build for Exemplar Friendly.