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Posts
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Joined
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My plan is to wait until I hit 50, then build up the second build planning on using it to exemplar with - lower-level IOs in places so as to not lose set bonuses, being very careful with the order I take the powers (I wasn't on the way up with the main build) so that I have the powers I think I need available at the right levels, that sort of thing.
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I really like your hangar door, and the SG logo floor plates in your room gave me an idea - SG logo comforters for better-looking beds.
Edit - I see that you had the same idea... I didn't notice that was a bed the first time around. -
So does anyone else try to move the camera when looking at some of these pictures?
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Looked like the best place for this, so I'm practicing a little thread necromancy...
I have wondered why they didn't go for a dual-base system - one headquarters, with all the decorations, ability to put in multiple doorways (and decorate them), all the 'social' base stuff, but no pathing and no items of power; and one vault with items of power, and no decorations (who decorates the inside of a vault?). No need for pathing when everything is destroyable. That allows for everything we get out of bases now, but still allows base raids as they were originally envisioned. (And likely resembles the code as it is now, with raid and pathing sections commented out or not referenced.)
Travel to one or the other or from one to the other should be simple to implement as another portal option, the same way they do teammates SG bases. Hidden plots become headquarters plots and are the only option when editing the headquarters, secure plots keep the name, I guess, and are the only option when editing on the vault side. You'd presumably have to spend some amount of prestige (100k, 250k, 500k?) to register the smallest secure plot for the second base, and then it's just a matter of which plots have what limits on item placement. Possibly duplicate the defense items as decorations (ideally at a lower cost) and not allow actual defense items in the headquarters, or just leave it as is and up or remove the limits on 'defense' items for headquarters use. They could remove a lot of the limits from the headquarters plots and allow people multiple energy or control devices for the sake of appearance - base functions other than defense don't really push the limits of the low-end (not starter) energy and control items, so it isn't as though allowing two or more of those would be all that much better than bumping up to the middle items. And people might still want multiples of ridiculously expensive higher-end gear just for looks.
Seems to me that in terms of 'bang for the buck' this would be about as good as it gets - answers the pleas of base decorators and base destroyers both, using mostly code they already have, that has already undergone a fair amount of testing. And with no decorations, there would be a very small number of items in the vault side - so no worries about "pretty base lag" during a raid. -
This may not work given the requirements of your project, but have you considered using rooms from multiple bases? With only trivial editing you could have a 'virtual base' of any size and layout. Have the base designer seal off exits (on the far side, so you still have the doorway) with the blank whiteboards for a simple blue-screen type effect and paste in the view of the 'adjacent' room.
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Quote:I'm guessing they added themselves to the empty SG and broke the coalition from the other side.Funny, the GM that addressed my problem could not break it. Well, I don't know if he/she actually tried to break the coaltion. All he/she said was basically that the developers are aware of the problem and that they are working on a fix. I wonder how your GM figured out how to fix the issue.
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In the thread "Water in the base", there are links to one or more waterfalls - but they have been broken in the forum update. What I have found by searching is just the Electron Imager things, which look more like motion-activated sinks than waterfalls, though I have to admit they are fine for small fountain effects. Is there anything better out there that I just haven't found yet?
I did see a picture somewhere in the coolest room thread that had a vaguely waterfall-looking construct that appeared to be made using the tech light in a variety of positions and partial concealment within other things. It was too bright, but with the tech lights I suppose there is no way around that... and in the picture it was in the background, behind other things that helped keep it from being too obnoxious. However, it *was* in the background, not mentioned in the post, and not commented on in the follow ups. Does anyone know what this was and how such a thing is built?
I've been trying my own take on a waterfall using the glass panels and Jacob's ladders in various sizes and positions (imbedded in the glass seems to be best so far, at different heights of course) to give a moving-water ripple effect, but as yet have not gotten a look I like. It does show promise, though, and with more time and no doubt lots of lighting tweaks I think I'll be able to get something adequate this way. Put rock of some sort around and behind it (and through in places for taller waterfalls, to conceal the logo - or place a lamp so it looks like the logo is being projected onto the water, I suppose), probably with a little indirect lighting behind the glass and I think you'd get something passable.
Unfortunately I don't have time to work on it this weekend, but I don't have to be the first to build one so I thought I'd post the idea with my questions. Maybe one of you will find this a useful inspiration. -
Pity I didn't notice this while going for Field Crafter - every common IO I crafted got put up for 1 inf as long as there were bids. Just quickest that way, and I got more from selling for next to nothing than I would from deleting. And, I presume some poorer, lower-level people got decent enhancements at an affordable price.
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Quote:I didn't actually have the endless stair in mind, though I would love to see people inspired by it. I was really thinking of Relativity (http://www.globalgallery.com/prod_images/600/esc-e6.jpg) which should be doable - things that appear to be stairs on both sides, with platforms sideways, rightways, and upside-down. All nice right angles, nothing outside 3D Euclidean geometries.That endless stair is not happening in a proper 3d space. It is a 2d optical illusion.
Edit: Leiter, I like your auditorium. Have you considered curving it? Of course it wouldn't be *my* effort adjusting everything - much easier to ask than to implement. -
Quote:For some reason this put me in mind of an Escher stairway - has anyone tried putting one together? That would be pretty ambitious. For truly ambitious, see this model of an endless stair: http://www.voidgamers.com/click/Hirs...H-Ascend1a.jpg - took me quite a while to figure out how it was done.my favourite part of the mansion so far:
http://i75.photobucket.com/albums/i3...6-13-50-26.jpg
Because what rich property developer wouldn't have a stunning double set staircase going upstairs? -
Quote:Can items be placed inside the slow fields? If so you could try covering the marker with something, perhaps try for a water garden look or stepping stones, or some such.Areyu, did you use the tech version or arcane? I made an arcane slow field in response to having an arcane looking base, but the marker for the center of the slow field is visibly floating in the middle. Any way to avoid that? I noticed in your pic it wasn't visible.
For the floor that looks like water, I couldn't get it to look good enough to me - until I put some dirt piles on it. Then it looked like water with islands. I suppose the dirt, standing out as it does, draws the eye so you don't see the unnatural regularity of the 'water' as clearly. Other placeable items should have the same effect to one degree or another. -
Mostly I agree with this guide. Differences of opinion or just plain opinion follow:
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Entangle A waste for you, you dont want things able to hit you. And given this is a single target immobilize, you dont need/want it.
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At low levels I found this to be handy for it's damage, and keeping melee types at a distance. Now that I am level 32, I only use it as an afterthought and really should have gotten rid of it when I used my respec. Next time...
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Roots an AoE immobilize. For pretty much the same reasons as Entangle, avoid this.
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No, it's a very good power. You often don't want to hold the mobs you've confused but you also don't want them sprinting all over creation. Which they sometimes do. It is also very good damage for the endurance cost, and gives you that much more damage against all those confused mobs. And last but not least, holding things in place is very good. I confuse, the mobs generally run together to fight, then I use Roots to keep them in a good group for Fling Thorns.
I recommend this power highly. For a longer life span, though, don't spam this power. Use it again only as it wears off, or you will draw agro like a platoon of tankers.
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Spore Burst Not a bad power per se, useful in quite a few situations, but just doesnt fit nor do you need it.
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My first thought on seeing this power was 'AoE sleep + AoE damage = waste of time and endurance using the AoE sleep.' Now I can see a use for it when you have gigantic groups or two groups close together. But I'm still not going to take it.
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Seeds of Confusion Another of the defining powers of the set. Perhaps the most useful too. Youll use this power in your general attack MO.
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*This* is our damage power. Six minions can take down a boss pretty quickly. One useful thing to note about the power - it also affects mobs right behind you (in melee range).
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Spirit Tree As with Spore Burst, quite useful. But given your fluid, dynamic playstyle, itll cramp your style as its an immobile power.
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It's noticible, it's saved my life several times, I didn't take it when I did the respec. The time is a little too limited for long fights, and being immobile and very slow to recharge means you very often can't have it. I miss it, but mostly because it's fun to plant them on statue heads, or in vendor carts, stuff like that.
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Vines Perhaps the least of the powers that you will take, but invaluable in two ways. Firstly to build up mag to get a hold on a boss when your Domination bar isnt fully up Secondly, as an OH HELL power to lock down some fiends.
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I dropped it at the respec, planning to pick it back up at 30 and see what life was like without it. Usually didn't miss it at all, but bosses became very much harder and having it would have saved my life a few times. I don't use it very often but it is very good to have available.
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Carrion Creepers The coolest looking of your defining powers. Very useful: they slow, they knockdown, they take alpha strikes for you. They even follow you around for a lil while!
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They take alpha strikes for you. And for everybody else. Very good way to start a fight, especially considering the range it's got. The frequent knockdowns save you a lot of pain, and combined with the slow are handy for keeping targets clustered. Rarely will fling someone out of the area, but not too often. Don't slot for Knockback or it will happen more.
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Fling Thorns Quite good, and part of your initial attack sequence. Its a useful power to hit a group of your enemies, and thus make sure you get exp for them when theyre confused.
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My best damage against groups. Add a couple of range extenders and you greatly increase the affected area.
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Aim A boost to accuracy & damage. Vital to your dominance - use it to get an Impale in, that important hold, or that vital confuse.
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A must-have when fighting red and purple minions. I've been useful in Vicious and Ruthless groups of people three and four levels higher than I am because of this power.
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Thorn Burst AoE, moderate damage. Not a bad power at all, but with this toon, I want an aggressive single-target high damage attack. Simply not enough room.
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Good damage for a tight group but the range is melee. The slow animation combined with the rarity of really tight groups means I'll be dropping it at the next respec.
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Thorntrops A useful slow & DoT - & especially useful if youre pulling groups, but with all the control available to your primary, you dont really need this.
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The damage for this power is truly pitiful, and it's a scattering power. Plant/Thorn is all about clustering, so this isn't working so well. The slow is nice, but the Creepers slow too - the short range and small area have mostly kept me from using this outside a Creeper patch anyway, where it's effects aren't very noticible. Another power to be lost at respec.
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Ripper Great Animation times a lil long (as with Impale), but the damage is good, and its a knock-down. Again, a melee power - but has a cone (very small, most I've ever hit is 3!).
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This is a very wide cone out to close melee range. I plan to pick it up, treating it as a single target melee attack. I find I often get in hand-to-hand with two or three minions so I should end up getting a lot of mileage out of this power.
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Level 6 Swift [runspd] (Could take Hurdle instead )
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Hurdle is faster than Swift (?!?) and the extra jump height is very useful. Swift seems more like it's for combat movement, hurdle is like half of a travel power. It has been good enough so far... the MMs are still buffing when I arrive.
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Level 12 Hover [end red] (Travel power is really a matter of personal choice, I prefer Fly due to the nature of The Rogue Isles)
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I have to agree here, and may end up with Fly after my next respec. I miss those jetpacks. For PvP in particular, Fly is good. Fly high, and use your immobilize attacks and Impale to drop people out of the sky when they come for you. The poison damage has a chance of finishing them off if they fall far enough to be left with only a few hp. I once took out most a team this way, with just one use of Roots.
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Level 16 Health [heal x3]
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I had Health three-slotted, dropped it to one slot after respec. Haven't really noticed a difference. I still heal plenty quick between fights, and given how squishy we are it isn't really significant in one. I never seem to take 'just barely enough' damage to put me down. I'm usually not in any danger, and when I am I'm chugging handfuls of my favorite green candy.
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Level 22 Stealth [end red] (key necessary for the basic premise of the attack cycle)
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I've found the victims to be slow enough to respond that I get in the first shot anyway just by running up or jumping in to fire it. And since I got Carrion Creepers I often start a fight from a distance with it. Other mobs run in to fight the vines and no one pays any attention to you until after you do something anyway. I consider this to be more of a travel convenience for a Plant/Thorn.
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Level 26 Carrion Creepers (acc/recharge x3/ slow x1)
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Accuracy boosting seems to produce more immobilizations and more knockdowns. Slow doesn't affect their power recharge rate, only speed, and that not by much. I slotted one accuracy, three recharge reductions and two endurance reductions. Might change one or both of the endurance over to another accuracy, or (since the power is long lasting and affects so many) damage.