Redlynne

Legend
  • Posts

    1942
  • Joined

  1. Quote:
    Originally Posted by Snowzone View Post
    Of course, I feel sorry for the 4 minute base recharge AoE Holds now. What's the point in them when nukes will be up twice as often?
    If you're a "Crusty Old Fart" like me, you'll remember that the "original" NERF IT BY HALF *AND* HALF that happened with the AoE Holds of Controllers (over 15 Issues ago!) was to double the recharge time and cut the duration in half. Doing only one of these changes would have been "okay" but it was the Double Whamm-o Nerfbat of doing both together that seriously unbalanced the AoE Holds.
  2. Quote:
    Originally Posted by Diellan_ View Post
    I like it simply because it gives me a place to get Mids release notes stickied.
    That's just about the only upside of this forum.
  3. I'm amazed that Arbiter Hawk (/em wave$$s hi Jeff!) was able to escape the Cone Of Silence he works in all day to come and give an extremely definitive answer to how the interaction of the Overwhelming Force Proc "works" (and will work in a future patch) when slotted into Bonfire and Tornado ... which quite honestly are "edge cases" that really ought to have their own workarounds for how they operate in this context.

    Thanks Arbiter Hawk.
  4. Quote:
    Originally Posted by Pauper View Post
    4. Open your working directory from step 3, then open the data folder. You'll see a texture_library folder.
    Everything corresponded up until this point. My CoH mac client doesn't have a data folder inside the coh folder ... nor is there a texture_library folder somewhere within it.
  5. Quote:
    Originally Posted by Blue_Fenix View Post
    Also, does the proc stack with itself?
    No, and here's why.

    The Debuff in this case is "cast" using the Grant Power mechanic. This means that it IS NOT YOU who is casting the debuff on the affected $Target(s) ... it is the affected $Target(s) casting it ON THEMSELVES. This is important because the debuff falls under the heading of Does not stack from same caster as far as its effects.

    This means that when you have every attack power of YOURS slotted with this debuff ... and every PC on your team has every attack power of THEIRS slotted with this debuff ... (impossible, I know, but work with me here, this is an example) ... then despite the fact that multiple powers on multiple players are Proccing this debuff all over the place, each $Target can only be affected by ONE DEBUFF at a time ... because each $Target is casting the debuff ON THEMSELF ... rather than it being each *power* on each *player* casting the debuff on the affected $Target(s) (which *would* permit stacking of the debuff).

    Does that make sense? It's basically "throttled" by the artifice of the Grant Power mechanic such that the debuff cannot be stacked with itself (and thus prevents runaway cascade failure of Resistances via stacked debuffing).
  6. Quote:
    Originally Posted by Shubbie View Post
    Beast mastery has been proven to be by far the worst MM primary
    Mercenaries and Ninjas disupute your assertion supported by no evidence given.
  7. Quote:
    Originally Posted by Plexius View Post
    how does Regen hold up in practice these days?
    Needs more nerfing ... just for old time's sake.






    What ...?
  8. Quote:
    Originally Posted by Psylenz View Post
    Something like hot feet or a damaging chill aura?
    Try Icicles in Ice Armor/* for Tankers.
  9. Quote:
    Originally Posted by andsoitallbegins View Post
    1. Download the file form the link above
    2. Unzip the file to a folder
    3. Go to that folder and doubleclick InfoReporter.exe
    4. Give it a few seconds to open and read from the DB

    At the main screen are a few options.
    • Install to: The default location for CoX should already be filled out. (It pulls from the registry). If you need to change the location for test or whatever, click Browse and browse to the location of your install.
    • US/UK: This option is for the US and UK Clients. If you are using the UK client, then choose it, otherwise leave it on US.
    • Chosen Options: The categories you have chosen
    • Available Options: The categories that are available. Hovering over an item will popup a description of the item.

    To choose an item, click it in the list then click Add or Remove. You can also reorder the list by using the Up and Down buttons.

    Once you have your selections in place, click Install and give it a few seconds. Once complete it will tell you Information has been wrote.

    Extended Options:
    There is a tab called Global Channels. This tab allows you to input up to 15 Global Channels. When used with Task Forces entry, it will prepare a sub category with the global channels you specified. Clicking these channel names will allow you to broadcast the forming of a TF into that channel. If you do not specify any channels, then only Local, Broadcast, and LFG channels will be shown. Pics of mine are here: PhotoBucket
    There are 3 entries for Badge Reporter in the list as well. Badge Reporter is a popmenu that lists all the badges in the game, highlighting the ones that you have. It is discussed in this thread: CoX forums. To use it, you have to create the macros in game.

    Code:
    /macro BRo popmenu BadgesByInGameOrder
    /macro BRc popmenu BadgesByCatagory
    /macro BRr popmenu BadgesRecentAdds
    Uninstallation:
    Delete the following files/folders
    C:\Program Files\NCSoft\City of Heroes\Data\Texts\English\Help\help.txt
    C:\Program Files\NCSoft\City of Heroes\Data\Texts\English\Menus\PopMenu for InGameInfo.mnu
    C:\Program Files\NCSoft\City of Heroes\Data\Texts\English\Menus\Badge Reporter xxxxxxxxxxx.mnu
    C:\Program Files\NCSoft\City of Heroes\Data\Texts\English\Menus\BRBinds (Folder)
    C:\Program Files\NCSoft\City of Heroes\Data\texture_library\Badge_Reporter (Folder)
    /em wonders how this will install on Mac Clients
  10. Lightning Storm is nice to have but it's not a be-all-end-all game changer for Storm. You should really want MORE out of Storm than just one power if you're seriously thinking of deleting and rerolling. Just be mindful of the fact that Time synergizes well with Beast in ways that Storm "can't" (except situationally). Time is more about CONTROL while Storm is more about CHAOS. You can leverage both quite well, but not in the same way within the exact same situations ... so it really depends more on your preferred playstyle (and how much grief you enjoy giving your Team/League).
  11. Beast Mastery/Nature Affinity/Soul Mastery

    Yeah ... that sounds about right. Nice and ... thematic ...
  12. As a "repository" of builds, this forum "works" reasonably well for the task.

    As a "discussion" area for builds it is all but worthless.
  13. I recommend Storm/Dual Pistols, simply because of the number of people I have ... influenced ... by example in team play when during weekly task forces and strike forces. After being in a group with me, and watching my Defender "cloth tank" using Herdicane, more than one person has been "inspired" to start their own Storm/Dual Pistols Defender.

    My Storm/Dual Pistols Defender is none other than the original Sidhe Bang on Virtue.
  14. Quote:
    Originally Posted by Ryougi View Post
    1.) guessing the post on the latest page is the most recent version of the build? guessing since you are talking about slotting the ATO's, that when you get around to that we'll have some sort of update? I mean, venom grenade seems the best choice, as noted, aoe debuff into HUEG AOE DEBUFF, at very little cost.
    Rebuilding to take into account ATOs (1st and 2nd series of them, of which the 2nd has yet to be released on Live) as well as the newly released Overwhelming Force Set is currently on my "To Do" list someday when I manage to find myself with several hours free and nothing else pending (ie. it might be a little while yet).

    Quote:
    Originally Posted by Ryougi View Post
    2.)Any advice on incarnates, now that you've been one forever? I know it's kind of a personal choice thing, but.. i'd trust the judgement of the person playing the build for two years over my experience 1-50 when it comes to picking an alpha, for instance.
    I recommend Agility Alpha for a Huntsman. I switched to using Agility not too long after it went Live.

    Quote:
    Originally Posted by Ryougi View Post
    That said, thoughts on the control hybrid? 100% chance to stun immob'd/terrified enemies on damaging attacks turns your WAWG -> attack chain into a passive aoe control chain... seems to have the most potential of all the hybrids.
    I don't have any opinions on Hybrid yet. Haven't even started getting any of my 7 Level 50s into the Magisterium Trials on Virtue yet. That falls under the heading "I'll need to look at that when I get around to respeccing using Mids' someday."
  15. Quote:
    Originally Posted by Socorro View Post
    Yes, this is a Game-Changer. It has changed how I play the game with my PB. I actually use Solar Flare when teaming now
    Seize the HERETIC!
  16. Huntsman is for you. Single target damage "isn't a problem" simply because Single Shot and Burst animate and recharge so quickly. With a high recharge build, you can practically make an attack chain out of Single Shot and Burst ... occasionally throwing in something else just for giggles to round things out (if you want to). It isn't "spiky" damage, but it does make for a nice, steady, DPS throughput.
  17. Quote:
    Originally Posted by Arcanaville View Post
    Blind and the Mind Control attacks that have historically been typed psionic only are still psionic only as of I23. There is frankly no way for an SR scrapper to not notice +4 illusionists and MIs scoring with Blind short of having a huge amount of psionic defense from somewhere else. I would need video evidence for that one.
    I'm thinking that what probably happened was that the Blind attacks landed, but because they do no damage, weren't "noticed" by the SR scrapper thanks to Practiced Brawler (possibly double stacked at the time?) providing enough Mag Protection to not get Held (which would have been the thing to notice). You know how Scrapperlock goes, Arcanaville ...
  18. Well, this is amusing. I drop out to go play D3 for 4 weeks ... until the 1.0.3 patch that wrecked the game (for me) came out, and since then I haven't been at all motivated to keep playing D3 at all. And now when I find some time to come back and check the CoH boards, I find this little present waiting for me.

    Quote:
    Originally Posted by Flitbit View Post
    I want to start leveling my baby Huntswoman, so I went through Redlynne's latest Huntswoman build with a fine-toothed comb. It fits right into my love of high recharge ranged carnage, and looks amazingly sturdy as well as a great team player with the auras, and good stam to be able to keep those auras up. Wow!
    Let me tell you Flitbit, that build has been through a LOT of hours in Mids' and even more hours of Real Testing to make sure it was a pretty darn "sturdy" build able to withstand almost anything (except Endurance Drain). And yeah, the "ankle deep in spent brass" feeling you while playing it is pretty much like nothing else I've got in my list of characters.

    Quote:
    Originally Posted by Flitbit View Post
    I originally was planning to go combat jumping rather than hover, but it's awfully tempting to be able to hover out of range and take advantage of that softcapped range defense. Maybe rocket boots are in order?
    Rocket boots just plain look good, if you're going for boots. I prefer the old style strappy sandals (not the new yucky Man Foot ones!) and either skirts or shorts on my Huntswoman (who was a very "leggy" former lingerie model(!) before she was "abducted" and recruited into the SoA program by a very sadly mistaken lab assistant of Dr. Aeon).

    As for Combat Jumping vs Hover ... being able to "hang in the sky the way that bricks don't" is just far too valuable AT ALL LEVELS OF PLAY to really be a fair question. The additional END cost isn't that great (although it is something I definitely have to monitor with my build in uninterrupted combat!), but the freedom of positioning simply cannot be beat. And in the early levels, being able to go *UP* and stay there will be the best "resistance" you can buy against incoming damage bar none!

    Quote:
    Originally Posted by Flitbit View Post
    I'm tempted to switch the Entropic Chaos set in Burst with the Arachnos ATO -- I'd be sacrificing one of the chance to heals and some endurance with higher damage and better recharge. I'm not wedded to the 6-piece bonus on that, so I could keep the -res proc. Another tempting-looking place to put the ATO proc is into Venom Grenade -- I could sacrifice 5mph in hover speed and a little in overall defenses (but keep the softcap on Ranged) to move a Luck recharge from Cloaking Device into Hover, then move that slot to Venom Grenade and add the ATO proc for area terrorized/-damage instead of single-target. I don't really know how well it procs in cones, though.
    I haven't gotten around to respeccing for the ATOs yet, and was pretty much planning on waiting for the Summer Event to snag a pile of KB Limiter Procs before making any decisions. I suspect however that the KB Limiter Proc will probably wind up being most useful in Frag Grenade (go figure) which means that that ATOs will probably fit best in Venom Grenade, since I am *NOT* giving up my extra Range frankenslotting in Heavy Burst for ANYTHING!

    Quote:
    Originally Posted by Flitbit View Post
    I'm planning on working through the villain questlines with this character, so I really like how Soldiers are fun right out of the box so I won't be terribly impatient to level. I already dislike how fragile Widows feel in their early stages, so I may group more intensively with that one to speed past the awkward age and into the Fortunata goodness. Soldiers do not have this issue!
    This was my experience too, back around Issue 17-18 or so. Soldiers are good out of the box starting EARLY and they just basically stay "good" and only get "better" as time (and enhancement slots) go on. Soldiers just "age" really well, in my experience ... if you've got the right build plan for them!

    Quote:
    Originally Posted by Flitbit View Post
    My spouse's Soldier is around 20, is one of his "do all villain questline" characters because he's enjoying him so much, and has already acquired a Longbow-esque "deniable" outfit. He is opting for some melee in his build because he just likes whacking people upside the head, so he may end up "Bane-ier".
    Smacking things around in melee may be "fun" but it tends to do unpleasant things to how I can deploy my extended cone range Heavy Burst against everyone's favorite targets ... Hordes O' Hostiles. I routinely see my Heavy Burst hitting more targets than my Web/Frag/Venom Grenades do, simply because of the shape of the AoEs involved.

    And as I've mentioned before, my standard operating procedure is Web then Venom then Frag then Heavy Burst ... and if anything is still standing, use my Burst and Single Shot attacks until I can do another series of AoE attacks. It has a certain ... lawnmower-like ... appeal to me.
  19. Quote:
    Originally Posted by _Pine_ View Post
    Light form allows you to slot for end mod, however from the game.

    " +30.00% recovery rate for 1m 30s on self Ignores buffs and enhancements unresistable "

    Light form's +recov is unenhanceable. Why would they let you slot end mods that don't effect the power? I have not been able to test (since my PB is only level 23). Mids also mirrors this, that the end mod is not effected by enhancements.

    Is this an oversight?
    Linky to the last time this got brought up (for historical reference).
  20. Here's the only possible use I can think of for Black Hole when playing with Gravity/Dark Affinity. You take both Dimension Shift AND Black Hole!

    You use Black Hole "offensively" against your opposition to nullify/neutralize them by Phase Other. You then follow up by using Dimension Shift as well in an area outside the Black Hole radius so as to phase your teammates (and yourself?) in such a way that you have the OPTION of being able to duck in and out of phase so as to attack into the Black Hole AoE.

    Problem with this plan is that it's just too darn complicated for its own good. 11 times out of 10, you're better off with using neither power and just letting the steam roll.
  21. Quote:
    Originally Posted by Freitag View Post
    • Updated Penelope Yin's pet to use a new entity with colors more consistent with her other powers
    And Arbiter Fabulous made the LOUDEST sigh of relief!
  22. Quote:
    Originally Posted by Call Me Awesome View Post
    If you want to grab attention RIGHT NOW and hold it with vice grips there's nothing better. Durability wise it's about middle of the pack of tanker primaries.
    Ice/Ice Tankers "need" to be played very aggressively in order to "get the most" out of them. They're almost "Brute-ish" in their need to keep grabbing (and draining!) everything they encounter so as to stay at peak performance. Ice/Ice Tankers work best in "flypaper" fashion ... where everything sticks to them (until they die).

    I'll just let this After Action report of an ITF Tanker Tuesday run last year explain ...
    Quote:
    Originally Posted by Hyperstrike View Post
    Hellacious run for me tonight!

    Tried running an All tank MoITF.
    Were it not for some REALLY bad luck right at the end it woulda been a done deal!

    As it was, a single death (though a couple close calls) for the entire TF! And smooth as silk! We didn't "speed". We fought our way to every objective.

    And "Lag Hill"? MUCH better lately. MUCH better! I had a couple rubberbands and that's about it. And I get a few of those a night anyhow!

    Admittedly, I was a bit timid tonight. My Stone/Dark's active build was less than 3 hours old. So I'd had zero time to break it in. Plus I was playing essentially a PUG (not in the BAD sense mind you, the entire group was EXCELLENT!) Hence we were running +0. Just so I could feel everything out.

    Barring the one bad luck death, I think we really set the diff too low.
    • Obsidian Seraph (Me)
    • Kael Fireheart
    • ZenX.
    • Destiny Overdrive
    • Nito Brennen
    • Shirayukihime
    • Equiknocks
    • Neon Apocalypse

    All in all, a totally kick-*** team!
    MVP has to go to Shirayukihime though. Crazy Ice Tank was our enemy herd-master for the entire run. Left me crying because I couldn't get no aggro! While our run was no speed record, it probably would have taken twice as long were it not for Shira's efforts.

    I look forward to teaming with you guys again the next Tanker Tuesday or, barring that, the next time I'm on Virtue!
    Shirayukihime is *MY* Ice/Ice/Arctic Tanker on Virtue. She inhales aggro like a wind tunnel.
  23. Sorry about not responding sooner. I've been off playing Diablo III since the 15th and this is literally the first time I've looked at the CoH Forums again since then.

    Quote:
    Originally Posted by Flitbit View Post
    I have a question about non-set pieces while exemplaring. I've been planning for level 50 common IOs with the understanding that they will be reduced when exemplaring, because they give the most bang for the buck at level 50. According to the page on ParagonWiki, a level 50 quad isn't reduced at all at any level of exemplaring, and a level 43 trio likewise. If I have a slot free and want to just add some damage/endurance or damage/recharge to a power, will I get hurt badly when exemplaring if I use a level 50 combo IO? Should I be thinking harder about HOs in those slots? Or should I just go ahead and put in a 50 damage/endurance or whatever to boost me in level 50 play, and not worry about how it's reduced when exemplaring because it doesn't affect my set bonuses?
    If you're wondering about "frankenslotting" where you're using Set IOs and not picking them out for the Set Bonuses ... by all means, slot level 50s for that too. The simple fact of the matter is that when you Exemplar, you're going to be Exemplaring ... and slotting low for "singles" isn't going to get you any advantages (except in a few rare edge cases like Luck of the Gambler's global recharge "proc"). Best thing to do for Common IOs (and other "unlinked" single enhancements that aren't producing Set Bonuses for you) is to slot them as level 50 and "not worry" about what kinds of values they reduce to when you Exemplar.

    If you ARE dealing with "linked" IOs that offer Set Bonuses though, you want to make sure that you're slotting all the parts and pieces of that Set (with the exception of any Procs in it) all at the same Level (in my builds, either 27, 31 or 37 (the last for Snipe Sets) typically) so as to have their Set Bonuses be "active" at Levels 24 (Flashback Arcs and -1 level below a TF/SF breakpoint), 28 (Moonfire TF and just -1 level below another Flashback Arcs grouping and -2 levels below TF/SF breakpoint), and 34 (Flashback Arcs and Katie Hannon TF/SF breakpoint). I assign Proc IOs the lowest possible Level on the Enhancement so that if I ever have to "move" them by respec to another character, they're "available" for slotting as early as possible in that other character's lifetime.

    Quote:
    Originally Posted by Flitbit View Post
    If I don't mind losing the last set bonus on a set while exemplaring (like Positron's, for example -- a little toxic resistance is okay but not earth-shatteringly good), would putting one of the pieces at 50 or 43 to get more overall enhancement bonuses out of it when I'm not exemplaring make sense?
    That's a judgement call you'll have to make for yourself. I've personally NEVER found a good reason for "staging" Set Bonuses to be only partially active at THIS level, but then fully active at THAT level later on. I just prefer the simplicity of having the entire Set either "on or off" depending on what Level I am Exemplar at.

    Quote:
    Originally Posted by Flitbit View Post
    Another question I have is about the Force Feedback proc. Does it proc often enough on a fairly fast cycling AoE (for example, Thunder Strike, with about a 10 second recharge+cast time) that I can slot Energy Torrent purely for damage? Or should I put one in each to keep the uptime higher? The build in question is for an Electric/Shield Defense scrapper and based on my reading, Shield Charge and Lightning Rod both create pseudo-pets which means that procs either don't work properly in them or sometimes do very odd things like hit the caster with a damage proc, so I have avoided putting procs into either. (That made building sets kind of awkward there; a lot of the PBAOE sets have procs, and Force Feedback would look good in there if I could be sure it would work properly and not buff the pseudo-pet instead of me.) With the upcoming proc changes should I count on Force Feedback at all? I'd like to use it if I can, as some extra recharge would be very helpful.
    I ran a spreadsheet analysis a while back to determine how many times per minute you would need to Force Feedback to Proc it's +100% Recharge so as to "match" the global set bonus buff of Kinetic Crash (+7.5% @ 6 slots) on a full time basis. The answer came back that you'd need Force Feedback to Proc once every 66-67 seconds in order to match the rate of return you get from a +7.5% global recharge set bonus.

    Personally, I find that Force Feedback is either going to be useful in Single Target powers that you're going to be using A LOT as part of your regular attack chain (so as to "throw lots of dice" to give them plenty of opportunities to Proc) ... or ... put the Force Feedback Proc into a Target AoE or Cone power where you give the Proc plenty of targets per use of the power to Proc on (again, "throw lots of dice" to get a Proc). In the context of a Soldier/Huntsman build, that tends to be Frag Grenade ... and in actual use can result in being able to chain together the Web+Venom+Frag+Heavy Burst Soldier powers *MUCH* faster than would otherwise be possible, yielding a "spike" of AoE Damage that produces very important battlefield/tactical gains on a situational basis. It also means that if you chain Proc your Force Feedback, because you're using almost nothing *but* AoE attacks, your Endurance Burn ramps up dramatically ... so you do wind up "paying for it" eventually.

    You don't want to be putting Force Feedback into Pseudopet powers, because the only chance for the Proc to affect YOU is when you cast them (which makes the Return on Investment very low). Once the Psuedopet is "out" and casting, any Procs from Force Feedback affect the Psuedopet and not YOU ... and all "pets" (including Pseudopets) are Unaffected By Recharge ... meaning the effect is "wasted" on them.
  24. Quote:
    Originally Posted by Dechs Kaison View Post
    Woah woah woah. New -kb IO?
    It's a bit late for me to mention this (been off playing Diablo III since the 15th and haven't visited the forums), but ... Arbiter Hawk volunteered to me (meaning, he brought it up in our conversation, and I hadn't asked him a question that prompted this exact response) that coming in Issue 23 there would be a Proc that would convert KnockBACK into KnockDOWN when I was at the Player Summit. Not wanting to "steal his thunder" for making an announcement public, I told him later (by PM) that I wouldn't mention anything about this part of our conversation until The Powers What Is BLACK PEBBLE cleared the info for release. Since that has now been done, I can publicly confirm that not only is this going to be happening, but at the time of the Player Summit, Arbiter Hawk had already completed work on the Enhancements and checked them into a forthcoming build ... meaning that as of the Player Summit in April, "the cake was already baked" for this.
  25. Just for giggles, I checked to see how this thread ranks in terms of views in this forum ... and it is ranked at #2 for not-yet-stickied threads. The only other not-yet-sticky thread with more page views? What did you name your Arachnos?