Redlynne

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  1. Quote:
    Originally Posted by Timeshadow View Post
    I'm definately guilty of trying to do everything. Happens to me everytime I play a shapeshifter in any game.
    And that's the pitfall of playing Kheldians ... trying to "do everything" all at once. The simple fact of the matter is that you don't have "enough" to start with in order to be able to "do everything" WELL, so you need to pick and choose what you're going to be investing in. Kheldians, particularly tri-formers, are extremely tight on slots ... so you can't be doing "a little of everything" and have something powerful result from that effort. That means you need to settle for having a LOT of powers which can get by on being 1-slotted.

    Heck, I had a really hard time freeing up just THREE slots so as to 2-slot my bubble powers for resistances.

    Quote:
    Originally Posted by Timeshadow View Post
    Your build looks good but some of it is just more expensive than I care for.
    Welcome to Build Your Own Kheldian. If you want a build that's worth a darn, you're going to have to spend some INF on buying up the sets you're going to be needing (not just merely wanting ... NEEDing). At least my Kheldian isn't loaded up with purples everywhere, which would be *insane* for trying to acquire off the market.

    Quote:
    Originally Posted by Timeshadow View Post
    That said, your philosophy of prioritizing while still maintaining utility is very sound. I'll definately incorporate it into my next go at this build.
    We make every pretense of competency around here.
  2. I'd go crazy with as little salvage storage as you've got. And you don't *need* 7 enhancement racks, since they hold 100 each. A mere 2 enhancement racks is *plenty* (one for commons, one for sets).

    Here's the storage arrangement I've got in my base blueside:
    • Two workshops (one arcane, one tech)
    • 3 common salvage racks (arcane tiers 1, 2 and 3)
    • 3 uncommon/rare salvage racks (arcane tiers 1, 2 and 3)
    • 1 transfer salvage rack (arcane, meant to be kept empty to facilitate transfers among characters)
    • 3 common salvage racks (tech tiers 1, 2 and 3)
    • 3 uncommon/rare salvage racks (tech tiers 1, 2 and 3)
    • 1 transfer salvage rack (tech, meant to be kept empty to facilitate transfers among characters)
    • One invention table (arcane workshop)
    • 1 vault (arcane workshop)
    • 2 enhancement storage racks (tech workshop)
    • 1 inspiration storage rack (infirmary)
    That gives me 18 storage items (14 salvage, 2 enhancement, 1 inspiration and 1 vault) which is the maximum limit for bases. I've got a system which helps keep my salvage racks "organized" so that whenever anyone in the SG needs something, they know exactly which rack(s) to go to in order to find it (if we've got it on hand). We've got an "overflow" salvage rack for both arcane and tech specifically intended for temporary holding, allowing a single player to transfer salvage between alts (rather useful for moving candy canes around!).

    This is, in my experience thus far, the most "useful" combination of storage items.
  3. File a /petition for a GM in-game explaining the issue. They should be able to resolve it within a day.
  4. The only counterargument I can make concerning your tri-form is ... you're scattered. You're trying to do "everything" ... and wind up with a Squid-of-all-Trades/Master-of-None situation. You're so busy trying to frankenslot individual powers for optimal performance that you miss out on all the things that your set bonuses could be doing for you in lieu of frankenslotting.

    Only way I can illustrate what I'm talking about is to give you a counter-example ... my own tri-form build that I'm using right now. Note that I'm only using a single purple IO in the entire build ... and that lone purple IO is a Pet Set purple (meaning it's remarkably cheap on blueside).

    Btw, take a good look at the "main" set bonuses I'm getting in this build:
    • 14.5% Global Damage Buff
    • 59% Global Accuracy Buff
    • 71.25% Global Recharge Buff (ie. "perma Hasten" without using Hasten!)
    Compare what THAT does to every single power on my build to what you've got going in your own, and see what kind of a difference that sort of global self buffing does for you.

    Another thing to take a look at, in contrast between your and my builds ... how many slots you've devoted to Nova and Dwarf. I came to the realization that with really high recharge rates, I could just rapid fire Nova Bolt alone for single target damage and simply not slot Nova Blast at all. Recharge time for my Nova Bolt is down around 2/3rds of a second, which is almost no time at all when playing, and means the power recharges in less time than it takes to animate any other Nova form attack power. This means I can build attack chains where I simply alternate Nova Bolt with other Nova attacks ... and if I haven't got Emanation or Detonation recharged, I wait less than 1 second to use Nova Bolt again, repeatedly, until I do have another Nova attack recharged and the situation warrants its use.

    By prioritizing like that, I'm getting a lot more "bang for buck" out of the powers I'm actually using (a lot, if not all the time) than if I were using a frankenslot compromise like you've apparently got going for you.

    =====

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Ms Terry: Level 50 Science Warshade
    Primary Power Set: Umbral Blast
    Secondary Power Set: Umbral Aura
    Power Pool: Fitness
    Power Pool: Concealment

    Hero Profile:

    Level 1: Shadow Bolt
    • (A) Decimation - Accuracy/Damage: Level 27
    • (46) Decimation - Damage/Endurance: Level 27
    • (48) Decimation - Damage/Recharge: Level 27
    • (48) Decimation - Accuracy/Endurance/Recharge: Level 27
    • (50) Decimation - Accuracy/Damage/Recharge: Level 27
    • (50) Pacing of the Turtle - Chance of -Recharge: Level 20
    Level 1: Absorption
    • (A) Steadfast Protection - Resistance/+Def 3%: Level 10
    Level 2: Gravimetric Snare
    • (A) HamiO: Endoplasm Exposure (+2 Acc/Mezz)
    Level 4: Orbiting Death
    • (A) Obliteration - Damage: Level 31
    • (43) Obliteration - Accuracy/Recharge: Level 31
    • (45) Obliteration - Damage/Recharge: Level 31
    • (45) Obliteration - Accuracy/Damage/Recharge: Level 31
    • (46) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 31
    • (46) Obliteration - Chance for Smashing Damage: Level 30
    Level 6: Dark Nova
    • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 21
    Level 8: Starless Step
    • (A) Accuracy IO: Level 50
    Level 10: Hurdle
    • (A) Jumping IO: Level 50
    Level 12: Sunless Mire
    • (A) Recharge Reduction IO: Level 50
    • (13) Recharge Reduction IO: Level 50
    Level 14: Shadow Cloak
    • (A) Luck of the Gambler - Recharge Speed: Level 50
    Level 16: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery: Level 30
    Level 18: Gravity Well
    • (A) HamiO: Peroxisome Exposure (+2 Dam/Mezz)
    • (29) HamiO: Peroxisome Exposure (+2 Dam/Mezz)
    • (29) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 50
    • (31) Lockdown - Endurance/Recharge/Hold: Level 31
    • (31) Lockdown - Accuracy/Endurance/Recharge/Hold: Level 31
    • (31) Lockdown - Chance for +2 Mag Hold: Level 30
    Level 20: Black Dwarf
    • (A) Resist Damage IO: Level 50
    • (21) Resist Damage IO: Level 50
    Level 22: Stygian Circle
    • (A) Efficacy Adaptor - EndMod: Level 22
    • (23) Efficacy Adaptor - EndMod/Recharge: Level 22
    • (23) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 22
    • (25) Efficacy Adaptor - Accuracy/Recharge: Level 22
    • (25) Efficacy Adaptor - EndMod/Accuracy: Level 22
    • (27) Efficacy Adaptor - EndMod/Endurance: Level 22
    Level 24: Stamina
    • (A) Endurance Modification IO: Level 50
    Level 26: Nebulous Form
    • (A) HamiO: Microfilament Exposure (+2 End/Fly/Jump/Run)
    Level 28: Inky Aspect
    • (A) HamiO: Endoplasm Exposure (+2 Acc/Mezz)
    Level 30: Gravitic Emanation
    • (A) HamiO: Endoplasm Exposure (+2 Acc/Mezz)
    Level 32: Dark Extraction
    • (A) Expedient Reinforcement - Accuracy/Recharge: Level 31
    • (33) Expedient Reinforcement - Accuracy/Damage: Level 31
    • (33) Expedient Reinforcement - Accuracy/Damage/Recharge: Level 31
    • (33) Expedient Reinforcement - Endurance/Damage/Recharge: Level 31
    • (34) Soulbound Allegiance - Accuracy/Damage/Recharge: Level 50
    Level 35: Stygian Return
    • (A) Healing IO: Level 50
    Level 38: Eclipse
    • (A) Resist Damage IO: Level 50
    • (39) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 50
    • (39) Performance Shifter - EndMod/Accuracy/Recharge: Level 50
    • (39) Titanium Coating - Resistance/Recharge: Level 50
    • (40) Aegis - Resistance/Recharge: Level 50
    Level 41: Grant Invisibility
    • (A) Luck of the Gambler - Recharge Speed: Level 50
    Level 44: Gravity Shield
    • (A) Resist Damage IO: Level 50
    • (45) Resist Damage IO: Level 50
    Level 47: Penumbral Shield
    • (A) Resist Damage IO: Level 50
    • (48) Resist Damage IO: Level 50
    Level 49: Twilight Shield
    • (A) Resist Damage IO: Level 50
    • (50) Resist Damage IO: Level 50
    ------------

    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Celerity - +Stealth: Level 15
    Level 2: Rest
    • (A) Recharge Reduction IO: Level 50
    Level 1: Dark Sustenance
    Level 1: Shadow Step
    • (A) Jaunt - Endurance/Range: Level 50
    Level 10: Shadow Recall
    • (A) Blessing of the Zephyr - Knockback Reduction (4 points): Level 10
    ------------

    Level 6: Dark Nova Bolt
    • (A) Decimation - Accuracy/Damage: Level 27
    • (3) Decimation - Damage/Endurance: Level 27
    • (3) Decimation - Damage/Recharge: Level 27
    • (5) Decimation - Accuracy/Endurance/Recharge: Level 27
    • (5) Decimation - Accuracy/Damage/Recharge: Level 27
    • (7) Decimation - Chance of Build Up: Level 25
    Level 6: Dark Nova Blast
    • (A) Accuracy IO: Level 50
    Level 6: Dark Nova Emanation
    • (A) Positron's Blast - Accuracy/Damage: Level 27
    • (7) Positron's Blast - Damage/Endurance: Level 27
    • (9) Positron's Blast - Damage/Recharge: Level 27
    • (9) Positron's Blast - Damage/Range: Level 27
    • (11) Positron's Blast - Accuracy/Damage/Endurance: Level 27
    • (11) Pacing of the Turtle - Chance of -Recharge: Level 20
    Level 6: Dark Nova Detonation
    • (A) Positron's Blast - Accuracy/Damage: Level 27
    • (13) Positron's Blast - Damage/Endurance: Level 27
    • (15) Positron's Blast - Damage/Recharge: Level 27
    • (15) Positron's Blast - Damage/Range: Level 27
    • (17) Positron's Blast - Accuracy/Damage/Endurance: Level 27
    • (17) Pacing of the Turtle - Chance of -Recharge: Level 20
    Level 20: Black Dwarf Strike
    • (A) Crushing Impact - Accuracy/Damage: Level 31
    • (34) Crushing Impact - Damage/Endurance: Level 31
    • (34) Crushing Impact - Accuracy/Damage/Recharge: Level 31
    • (36) Crushing Impact - Accuracy/Damage/Endurance: Level 31
    • (36) Crushing Impact - Damage/Endurance/Recharge: Level 31
    • (36) Pacing of the Turtle - Chance of -Recharge: Level 20
    Level 20: Black Dwarf Smite
    • (A) Crushing Impact - Accuracy/Damage: Level 31
    • (37) Crushing Impact - Damage/Endurance: Level 31
    • (37) Crushing Impact - Accuracy/Damage/Recharge: Level 31
    • (37) Crushing Impact - Accuracy/Damage/Endurance: Level 31
    • (40) Crushing Impact - Damage/Endurance/Recharge: Level 31
    • (40) Pacing of the Turtle - Chance of -Recharge: Level 20
    Level 20: Black Dwarf Mire
    • (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 20: Black Dwarf Drain
    • (A) Touch of the Nictus - Healing: Level 31
    • (19) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge: Level 31
    • (19) Touch of the Nictus - Accuracy/Healing: Level 31
    • (21) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration: Level 31
    • (27) Touch of the Nictus - Accuracy/Endurance/Recharge: Level 31
    Level 20: Black Dwarf Step
    • (A) Winter's Gift - Slow Resistance (20%): Level 10
    Level 20: Black Dwarf Antagonize
    • (A) Perfect Zinger - Chance for Psi Damage: Level 21
    ------------

    Set Bonus Totals:
    • 14.5% DamageBuff(Smashing)
    • 14.5% DamageBuff(Lethal)
    • 14.5% DamageBuff(Fire)
    • 14.5% DamageBuff(Cold)
    • 14.5% DamageBuff(Energy)
    • 14.5% DamageBuff(Negative)
    • 14.5% DamageBuff(Toxic)
    • 14.5% DamageBuff(Psionic)
    • 6.75% Defense(Smashing)
    • 6.75% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 3% Defense(Energy)
    • 3% Defense(Negative)
    • 3% Defense(Psionic)
    • 10.5% Defense(Melee)
    • 3% Defense(Ranged)
    • 3% Defense(AoE)
    • 6.75% Max End
    • 59% Enhancement(Accuracy)
    • 5% Enhancement(Heal)
    • 71.3% Enhancement(RechargeTime)
    • 2.5% Enhancement(Held)
    • 80.3 HP (7.5%) HitPoints
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Confused) 2.5%
    • MezResist(Held) 2.5%
    • MezResist(Immobilize) 12.4%
    • MezResist(Sleep) 2.5%
    • MezResist(Stun) 6.9%
    • MezResist(Terrorized) 2.5%
    • 6.5% (0.11 End/sec) Recovery
    • 10% (0.45 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 3.15% Resistance(Fire)
    • 3.15% Resistance(Cold)
    • 1.58% Resistance(Toxic)
    • 1.58% Resistance(Psionic)
    ------------

    Set Bonuses:

    Decimation
    (Shadow Bolt)
    • MezResist(Immobilize) 2.75%
    • 12 HP (1.12%) HitPoints
    • 2.25% Max End
    • 6.25% Enhancement(RechargeTime)
    Steadfast Protection
    (Absorption)
    • 3% Defense(All)
    Obliteration
    (Orbiting Death)
    • 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
    (Shadow Cloak)
    • 7.5% Enhancement(RechargeTime)
    Lockdown
    (Gravity Well)
    • 3% DamageBuff(All)
    • 2.5% Enhancement(Held)
    Efficacy Adaptor
    (Stygian Circle)
    • 12 HP (1.12%) HitPoints
    • 1.5% (0.03 End/sec) Recovery
    • 10% (0.45 HP/sec) Regeneration
    • 2.5% DamageBuff(All)
    • 5% Enhancement(RechargeTime)
    Expedient Reinforcement
    (Dark Extraction)
    • Status Resistance 2.5%
    • 3% DamageBuff(All)
    • 6.25% Enhancement(RechargeTime)
    Luck of the Gambler
    (Grant Invisibility)
    • 7.5% Enhancement(RechargeTime)
    Blessing of the Zephyr
    (Shadow Recall)
    • Knockback Protection (Mag -4)
    Decimation
    (Dark Nova Bolt)
    • MezResist(Immobilize) 2.75%
    • 12 HP (1.12%) HitPoints
    • 2.25% Max End
    • 6.25% Enhancement(RechargeTime)
    • 1.58% Resistance(Toxic,Psionic)
    Positron's Blast
    (Dark Nova Emanation)
    • 2.5% (0.04 End/sec) Recovery
    • 1.58% Resistance(Fire,Cold)
    • 9% Enhancement(Accuracy)
    • 6.25% Enhancement(RechargeTime)
    Positron's Blast
    (Dark Nova Detonation)
    • 2.5% (0.04 End/sec) Recovery
    • 1.58% Resistance(Fire,Cold)
    • 9% Enhancement(Accuracy)
    • 6.25% Enhancement(RechargeTime)
    Crushing Impact
    (Black Dwarf Strike)
    • MezResist(Immobilize) 2.2%
    • 12 HP (1.12%) HitPoints
    • 7% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    Crushing Impact
    (Black Dwarf Smite)
    • MezResist(Immobilize) 2.2%
    • 12 HP (1.12%) HitPoints
    • 7% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    Obliteration
    (Black Dwarf Mire)
    • 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)
    Touch of the Nictus
    (Black Dwarf Drain)
    • 20.1 HP (1.87%) HitPoints
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(Heal)
    • 2.25% Max End
    Winter's Gift
    (Black Dwarf Step)
    • 20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)
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  5. Torrent can be "useful" if you've got the Flight Pool and can "hover cone" stuff straight down into the ground as an opening move before cutting your hover/flight power to drop into the middle of stuff and Hit Puree. Another tactic to use is to simply *hop* straight up during combat and then hit Torrent when you're near the top of your jump (you'll quickly learn the timing for this). Using the "hop" technique while in melee contact with your $target will "convert" this power from a lateral cone into a (sort of) PBAoE-ish power (aimed near where you were standing). This again points the cone straight down at the ground so stuff that's clustered up onto you doesn't go flying over the hills and off the rails. If you're actually thinking of slotting up this power, especially if going for 6-slots, I'd recommend using a full Force Feedback set for the Proc and the set bonuses. The base damage is pretty minimal so the main use for Torrent is really the knockback.

    Petrifying Gaze actually can be useful ... if you slot it. Out of the box, it's pretty limited, but with slotting it can turn you into a Scraptroller. VERY useful for dealing with Malta Sappers ... or indeed, any LT type that you'd rather not deal with. Can be very helpful for stacking up Holds onto stuff in conjunction with Controllers. You're going to need to HEAVILY slot it for Accuracy/Hold/Recharge though in order to get the best performance out of it. With sufficient enhancement, it's possible to achieve Perma Gaze allowing you to (solo) keep any LT or Minion on permanent lockdown (while you deal with other problems).

    Dark Blast is kind of a yawner as an attack power. It's pretty generic as far as stats go, although it really sounds wicked when you use it. Slotted up with a 6-slot Thunderstrike though, this power becomes a force to be reckoned with and rounds out almost any attack chain that runs on quick animation rotations. Works "nicely" as a ranged pull power for those situations where diving in head first (into the concrete block) isn't the wisest survival tactic.

    I have no real experience with Night Fall (sorry).

    Tenebrous Tentacles is, for all intents and purposes, best used as a Cone attack that Immobilizes and ToHit Debuffs, so slot for that. The damage output of this power is nothing to write home about, so the best thing to do is to leverage it as an immobilize to keep your targets where you want them. Helps keep pesky runners (and some spastic AVs) "pinned" in place.
  6. Personally, I prefer to use the tilde key/backwards apostrophe (without a shift key combo) up above the Tab key for this purpose on my melee characters. Back in the day (2005!) it was called the "Jackie Chan Bind" in the scrapper forums.

    /bind ` "targetenemynear$$follow"

    This bind works best when you have the camera pulled back a little bit from your character, so you get a full 360 degree view (around your character) on screen. Reason being is that the targetenemynear command only works on hostiles which you can see on screen ... it doesn't target anything off screen. Thus when you're hip-deep in enemy (always a great place to be as a scrapper!) you'll spin around to face whoever's closest to you regardless of direction.

    Nowadays, I've got another bind which syncs me with the server, unloads the graphics (thus forcing a reload), resets the camera position and then pulls the camera back 30 ft all on a combo of Left Shift + Left Arrow so I don't have to mess with the scroll wheel at all to reset the camera position after logging in.

    /bind LSHIFT+LEFT "sync$$unloadgfx$$camreset$$camdist 30"
  7. Atlas Park + The Hollows
    King's Row + Striga Island
    Steel Canyon + Faultline
    Talos Island + Dark Astoria
    Independence Port + Terra Volta
    Founders' Falls + Eden
    Brickstown + Croatoa
    Peregrine Island + Rikti War Zone

    Those would be the beacons I'd put on the 8 telepads, in those groupings.

    If, however, you're willing to use a combination of telepads, ouroboros portal and pocket d power ... you can cover all the remaining 16 zones of paragon city with just your telepads in a single 5x5 room or two 3x4 rooms or 4 2x2 rooms.
  8. Try doing a "floor" using Tech Crates ... the green boxes. The squat/flat ones can be adequately stacked up into forming a "floor" pretty easily. The only problem with using the short crates though is that they aren't exactly 2 ft tall ... they're more like 1.5ft tall. This means you can't "sit" things directly "on top" of the flat crates without having the object either "sink into" the crate "floor" or hover above it. Depending on what you're doing, this can either be a good or a bad thing, depending on the styling you're aiming for.

    The cubic green Tech Crates though are exactly 4 ft on each side and work extremely well as a "floor" when lifted. They're cheap and easy, and actually look rather nice when racked-n-stacked into being a floor for something else.
  9. Nope.
    You can apply a single particular styling to an entire room, or an entire base ... but you can't copy/paste a room's colors and styling directly onto a <pick room from list> menu (simply because such a UI element does not exist).
  10. I took Petrifying Gaze and 4-slotted it. It was the only epic power I wanted. Between Petrifying Gaze, Cobra Strike and softcapped defenses ... Malta and Carnies are essentially breakfast cereals.
  11. Btw ... as a design note for anyone who's visited my base.

    I just (an hour ago) took an item inventory of the Spring Knights base, to find out how many objects have been placed in it. I was kinda surprised that the number was so low ... at 6407 functional and decorative objects. When I add in the max capacity of the salvage racks, vault, enhancement tables, and inspiration storage items, my base can have up to 7157 items (total) in it in the database. I figure this rather "low" number accounts for why the base seems so relatively lag-free when not using travel powers within it to move around.

    And for those of you who have been given the tour already ... I think you'll agree that under 6.5k functional and decorative items seems rather low for the kind of styling and decorations I've managed to stuff into the place.

    One of these days, I'm going to have to waste several hours taking screenshots just so I can post them here in the forum as a freeze frame virtual tour.
  12. Redlynne

    Ice/Ice baby!

    Quote:
    Originally Posted by jonnycash View Post
    1. Is it fun to play?
    Watching any other tanker on your team complain that they can't pull aggro from you is always a plus. I just tell PuG teams right up front that I "inhale aggro like a wind tunnel" and then let them figure it out for themselves as play proceeds. I've even told Empath/* Defenders that they should feel free to Offend as the situation permits, if I'm not getting beaten on too hard (which they really appreciate for some reason).

    Quote:
    Originally Posted by jonnycash View Post
    2. Any problems with certain enemys? (its lacking in resists)
    DE Quartz Emanators (+ABSURD! ToHit Buff)
    Rularuu Eyeballs (Defense Debuff) and Rularuu Wisps (Psionic Damage)
    Level 54 Rikti
    Arch-villains (various) who can 2-shot you without breaking a sweat
    Cimeroran Traitors (potential for cascading Defense Debuffs when dogpiled)
  13. Alternatively, you could just use the arcane salvage racks instead.
  14. Mind/Kin (50)
    "Everyone 'knows' Ms Givings is a 'very nice girl.' Everyone trusts Ms Givings. EVERYONE."

    Grav/TA (36)
    "Local girl develops 'necessary' gravity control technology for self-defense against the onset of puberty. Also says jokes about it aren't funny anymore."
  15. Best line (from Sidhe_Blade) during today's reciprocal base touring:
    Quote:
    YUCK!! I am *so* turning off the lights in my base!
  16. Quote:
    Originally Posted by TraumaLine View Post
    However, the arcane teleporters doublestack nicely
    I'd rather use them as I can't stand the pink glow of the arcane ones.
    Here's another look at doublestacking Arcane Teleporters in the Spring Knights base (full base overview shot):


    And if you can't stand the look of the "pink glow" in the Arcane Telepads ... try turning off the room lighting, and making sure the pads stay in darkness. Looks a lot different when it's a beautiful *purple* glow, rather than a washed out pink-y glow (due to too much light).
  17. Personally, I'd put the Pet Defense IO into Genin, thereby almost doubling their native Defense (a paper thin 7.5% vs All) which actually yields a greater return on investment than resistance will at lower levels. That then shifts the Pet Resistance IO over to the Oni.

    Maneuvers is "nice" if you've got room for it in a build, but isn't as valuable to you as Assault (useful) or Tactics (very useful, since it effectively "levels up" your pet attacks).

    The absence of Ice Arrow is, as mentioned, a very definite sacrifice on your part. 1-slotted, Ice Arrow barely amounts to anything ... but 6-slotted, Ice Arrow becomes a force to be reckoned with.

    Smoke Bomb is quite useful as a damage avoidance power to help your pets live longer ... in addition to being a Build Up power that affects a single pet. 4-slot for Endurance Reduction (2) and Recharge Reduction (2) is recommended.
  18. Probably because the level 26 IOs reach parity with SO strength and the level 27+ IOs exceed that mark.

    <shrug>
  19. Okay ... now that I've had a chance to get over my shock at corrupting one of this forum's gurus (while in process of creating a guide no less!) into looking at things in a different light.

    Er ... *ahem*

    I don't think you're going to be able to say (or at least not with a straight face, anyway) that Procs are always better than the alternative(s). Just like building a Kheldian in Mids' doesn't have a single answer to the proposition, Procs are going to have to be a value judgement by the player depending on a whole lot of variables ... many of which you can't compute on a spreadsheet to accurately predict in-game playing performance. Adding (or rejecting) Procs when slotting simply has to be a value judgement on the part of the player. There's really no other way to think about it.

    Each Proc has its advantages and its drawbacks ... however some general guidelines do apply. Just be mindful of the exceptions to the rule.

    Fast/Light Damage powers tend to (notice, "tend to") "leverage" the power of Procs more effectively/efficiently than Slower/Heavier Damage powers often will. That's a trend to be aware of, not a dogma to adhere to. This is because faster powers offer more opportunities for Chance to Proc and other considerations. AoE powers (Cones, et al.) also offer substantial opportunities to leverage Procs, sometimes in unusual or innovative ways. Slotting a Perfect Zinger Proc into Tanker attack powers, to leverage the Taunt effect of Gauntlet AoE on Tanker attacks for instance, can result in some peculiar advantages in combat.

    The important thing to consider, with Damage Procs, is that when the Proc "hits" does it add enough effect to "feel like" a crit to you or not? With faster, lighter damaging attack powers, it's perfectly possible for a Proc to very nearly double the damage throughput of an attack ... which is very close in performance to Scrapper Criticals.

    The most important thing to realize from a spreadsheet point of view is that while Procs can result in minimal/marginal advantages when analyzed over an infinite timespan, they can offer very obvious benefits when analyzed over remarkably short timespans ... hence why I commented about them being "nice" when they go off (and you notice). In this regard, I think that a good rule of thumb concerning slotting procs is the idea that if a proc actually "hits" then does it stand a good chance of "saving" you from needing to make an extra attack with the power that proc is slotted into? This is why thinking of Proc IOs in terms of "crits" can be very useful. You never know "when" you're going to "crit" on something, but when you do ... you get something extra. The key is, is that "something extra" actually powerful enough to save you the effort of making/animating yet another attack against whatever it is that you're fighting.

    That's why things like the Lockdown Proc (+2 MAG Hold, 20% chance, not unique) is such a useful thing to put into Hold powers. It gives you a chance to "Overpower" (and thus, Hold) a Boss, who would normally not succumb to your Hold(s). Same deal with the Devastation Proc (+2 MAG Hold, 20% chance, also not unique) is also a big benefit to builds that have at least one Hold power, since the proc can stack with the Hold (no matter who it is coming from). These things can yield very obvious (and therefore, appreciated) tactical advantages in battle ... advantages which cannot be conveniently analyzed by a spreadsheet, but ought to be understood by players.

    One thing that players ought to pay attention to, when going out of their way to slot a lot of procs into their build(s) is how you can get multiple procs to stack up with each other. As Alien One said ... a single Proc IO by itself is nothing much, but 7 or 8 of them slotted in a variety of powers can be absolutely game changing. Being able to "predictably" get 3 or more chances to Proc a specific effect per 10 seconds based on your attack chain starts looking like "pretty good odds" for having that particular effect going off "a lot" in your favor. I for instance have slotted up my Warshade with lots and lots of Pacing of the Turtle Procs in multiple attacks. This is because the duration of the Proc is one of the longest (20 seconds!) and it's something that can stack up into being remarkably effective when combined with the Warshade's native Recharge Slowing effect in their attacks. A mere 2 Procs within 20 seconds can easily put a target (or multiple targets!) at a -50% Recharge Debuff disadvantage (or worse!) ... which in PvE is as good as a -34% Damage Debuff (in terms of Foe Damage throughput).

    So no ... Procs don't activate every time, but when they do, it's NICE.
    I've had fun using Taunt on my Tanker, slotted with a Perfect Zinger Proc, as an occasional "finishing move" on Foes. I hit Taunt, the Proc goes off ... and kills a Foe (or two) because that's all the green bar they had left when I Taunted them. Same deal with Damage Procs in Damage Aura powers like Orbiting Death ... or Icicles, or Chilling Embrace ... where the Procs act like "crits" which can dramatically reduce the number of activation cycles necessary to "burn down" a Foe. PBAoE Stun powers (such as Inky Aspect) can slot the Razzle Dazzle Proc, which is a MAG 2 Immobilize (which I *have* tested and confirmed does work, despite not having any visual cue to indicate the proc has actually "hit").

    And so on ...

    All of these things can have tactical effects which do not yield (easily) to spreadsheet analysis. You have to PLAY them in order to be able to appreciate these effects.

    And some effects are more "helpful" to your playstyle than others, depending on how you like to play ...
  20. Quote:
    Originally Posted by AlienOne View Post
    Well, there are quite a few more people on these boards that I appreciate, and have caused me (more than once...or twice...or 8 times) to "go back to the drawing board" as it were, with VestigeOne's build.
    [...]
    Redlynne is another.

    <mouse clatters on floor>

    "BUH ... ??"

    Quote:
    Originally Posted by AlienOne View Post
    Everyone's posts in that thread were really informative, but specifically Redlynne's post, and particularly this quote
    "BUH ... ??!?"

    Quote:
    Originally Posted by AlienOne View Post
    For sure... Like someone else said once, "you can't *depend* on a proc poppin' off, but when it does, it's VERY nice."
    Buh ... But I said that ... o.O;

    <picks mouse (and jaw) up off the floor>

    Okay, it's offical. I'm a Bad Influence(tm) on you people.
  21. Redlynne

    Top 5 Builders

    I guess that puts me very solidly in as #6 ...
  22. I think I'll take you up on the offer, Sidhe_Blade.
    Pencil me in for wanting to visit.
  23. More like trying to use Stygian Circle with no corpses lying around to fuel it ... (ie. wasted effort).
  24. Accelerating the animation would be fabulous. The delay time to *actually* move is disconcertingly long. You can fall a LONG WAY after clicking teleport before you actually STOP FALLING (which has ground impact damage implications).

    I for one would not mind a rebalancing of the power in which shorter animation (and shorter delay before moving via teleport) also reduced endurance cost and range per teleport. That way the time and endurance to move a given amount of distance stayed the same ... but the teleport power would feel more responsive (as a result of being more clicky).

    Faster, shorter hops at the same endurance cost per foot travelled.
  25. A very nice feature of WoW is that it not only has a clock (with local time) constantly displayed, it also has an Alarm feature which allows you to set a time for a chime sound to play alerting you when "time's up" for any sort of timed concern.

    You can't get THAT with a CoX slash command (currently).