corinna

Cohort
  • Posts

    81
  • Joined

  1. A couple weeks ago I sent a lead developer a PM asking if Frozen Aura in Ice Manipulation could be reviewed for i24. And he answered. That day. That's better service than I get from my own IT department.

    I felt like a VIP.

    Oh, but I had to unlock an aura. I take it all back. (not!)

    This is a good product with a great team.
  2. corinna

    Wacky Wednesdays

    Last weekend I spent some time taking toons out to get Freedom Phalanx and Atlas Medallion accolades. It's kind of tedious, but doing it with a league might be more fun. Any chance we can do a WW that's oriented towards accolade badge hunting?
  3. After reviewing the i24 patch notes, I don't see anything beyond crashless nukes and sniper fastcast that affects Electrical Blast. I thought Voltaic Sentinel was scheduled for an upgrade to offset Electrical Blast's lack of a third blast?
  4. Quote:
    Originally Posted by Lonelyshade View Post

    3 human form needs mezz protection , that mezz protection should be in the tier 1 passive.
    And also changing to other forms , would not remove that tier 1 passive .

    That is how I would fix Kheldians .
    10-15 seconds of carry-over mez protection from Dwarf to Human would be totally, totally handy. That, with toggle suppression, would rock my alien, Kheldian world.
  5. With visions of cackling maniacally while the world around me burns, I have embarked on building a Fire/Trick Arrow controller who I've leveled to 24. So far, so good! There are some synergies I'm trying to come to grips with and some questions I have.

    * Char & Ice Arrow: It's nice to be able to stack high amounts of magnitude holds on bosses so quickly. Too bad Ice Arrow doesn't do damage though. Is it worth adding damage procs to Ice Arrow, or am I better off leaving it alone?

    * Smoke & Flash Arrow: With conservative slotting (2xto-hit debuff SOs each) I notice I'm able to stack these for ~15% to-hit debuff. Should I keep both? Are there better slotting options with IOs?

    * Poison Gas Arrow: the -DAM seems negligible. Should I dump it?

    * Cinders & EMP Arrow: These look like they'll work good together, but I intend to push off Cinders until late in my build since I've had spotty luck with PBAoE holds. Am I on the right track?

    At some point I hope that I can drop an oil patch, march in with my pets and hot feet then unleash fiery hell. Will that work out, or am I early enough to give up on that vision?
  6. Quote:
    Originally Posted by Shubbie View Post
    The problem is its so powerful it pushes out all other secondaries.

    Blasters can often already cruise through mobs when there is no mez being applied, its when the mezzes start flying that blasters start dropping.

    Dont get me wrong I like the power

    But you are going to HAVE TO bring other secondaries up to this level.
    My level 50 uses Ice Manipulation and except for the dreadful T9 power, I'm pretty happy with it. Ice Patch offers a lot of safety and control, and Shiver comes in very handy when I'm teaming. Also, I'd rather have a full-blown buildup power than what was shown today.

    So, no, Ice Manipulation isn't "pushed out." It could be better than it is--and it will be in I24--but I'm not sweating it compared to martial combat. But who knows? Nobody has played martial combat yet.
  7. As an incarnate, playing incarnate-level enemies at +4/x8, they stunned you and killed you? Sounds like it's working as intended. There's got to be SOME challenge after all.
  8. Quote:
    Originally Posted by Mister Gerald View Post
    Drop Ageless and go for Barrier Destiny (the 120 second version) for your defense. It's perma, basically.

    As for your recharge... well, for starters, you took the wrong Spiritual, but if you really, really need that extra 33% to your Jump as well as 20% to your To-Hit, then... I can't even make a snarky comment about that. Go with Spiritual Core Paragon.

    Other than that, just by slotting more intelligently you could get 40% more recharge-- and that's with losing Shadow Blast. You would also solve your end problems without slotting so much endmod.
    Thanks for the feedback. I'd specified the wrong T4 Spiritual in mids without noticing, but of course I'm going Core. Stuns, healing, and recharge. What more could I want, right?

    After playing with the build for a bit I was able to find some better slotting like you suggested and am now at 86% global recharge without spending a ton on enhancements (Decimation and rearranging to get the 5th spot on some of my oblits).

    Like I said, a work in progress. I'll have to do another respec once I get my next reward.
  9. corinna

    UGT schedule

    Vespy did a fine job, but it wasn't the same without you.

    It was a good run!
  10. A month in and I've made some good progress on this toon. I consider this to be about 80% complete, but you'll notice there are no purples or PVP IOs. Hey, I'm not rich.

    Some notes:

    * Dark Nova Bolt has 3x range/dmg Hami-Os. This gives me a range of 154' which is slightly more than an unslotted snipe. I'm using it like a rapid-fire snipe. I love it!

    * Why Burnout? It can be amazing! In a huge group of purples, the Eclipse-Mire-Mire-Unchain-Quasar-[pop a blue]-Stygian-Burnout-Mire-Mire-Unchain trick is, while rare, jaw-dropping. Burnout is also handy for recovering quickly after a defeat. I left it with its default slot though.

    * Performance shifter proc is still in Stygian. From what I've read, Stamina basically needs to be capped before it really makes a difference anyway, and I only have Stamina two-slotted. (thinking about-one slotting it though, and the same with health).

    * Inky Aspect is proving to provide decent mitigation, enough so that I prefer it over swapping out for another mule power for LoTG, but I'm still kicking it around.

    My biggest concern right now is building more global recharge. Eclipse still has a small window of downtime even with my T4 Ageless Destiny.

    My second priority is increasing my defenses. I'm tempted to 6-slot all my PBAoEs so I can increase my ranged defense via Oblits. I don't feel the need to cap anything (given this builds high res and great healing), but I'd be happy if I could get one of the positionals up into the high 20s low 30s.

    Hero Plan by Mids' Hero Designer 1.958
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Science Warshade
    Primary Power Set: Umbral Blast
    Secondary Power Set: Umbral Aura
    Power Pool: Speed
    Power Pool: Concealment

    Hero Profile:
    Level 1: Ebon Eye -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(3), Thundr-Dmg/EndRdx(3)
    Level 1: Absorption -- Aegis-Psi/Status(A)
    Level 2: Gravity Shield -- S'fstPrt-ResDam/Def+(A)
    Level 4: Hasten -- RechRdx-I(A), RechRdx-I(5)
    Level 6: Dark Nova -- EndRdx-I(A)
    Level 8: Shadow Blast -- Entrpc-Acc/Dmg(A), Entrpc-Dmg/EndRdx(9), Entrpc-Dmg/Rchg(9), Entrpc-Dmg/EndRdx/Rchg(11), Entrpc-Heal%(11), Thundr-Acc/Dmg/Rchg(13)
    Level 10: Super Speed -- EndRdx-I(A)
    Level 12: Sunless Mire -- Oblit-Acc/Rchg(A), Oblit-Dmg/Rchg(13), Oblit-Acc/Dmg/Rchg(15), Oblit-Dmg(15)
    Level 14: Shadow Cloak -- LkGmblr-Rchg+(A)
    Level 16: Grant Invisibility -- LkGmblr-Rchg+(A)
    Level 18: Gravity Well -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(19), Mako-Dmg/Rchg(19), Mako-Acc/EndRdx/Rchg(21), Mako-Acc/Dmg/EndRdx/Rchg(21), Mako-Dam%(23)
    Level 20: Black Dwarf -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(23)
    Level 22: Stygian Circle -- P'Shift-End%(A), P'Shift-EndMod/Rchg(25), P'Shift-EndMod(25), P'Shift-EndMod/Acc/Rchg(27)
    Level 24: Nebulous Form -- RechRdx-I(A)
    Level 26: Gravitic Emanation -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(29), Posi-Dmg/Rng(29), Posi-Dam%(31), Rope-Stun/Rng(31)
    Level 28: Unchain Essence -- Dmg-I(A), Dmg-I(31), RechRdx-I(33), RechRdx-I(33)
    Level 30: Burnout -- RechRdx-I(A)
    Level 32: Dark Extraction -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Acc/Dmg/Rchg(34), ExRmnt-EndRdx/Dmg/Rchg(34), ExRmnt-+Res(Pets)(34)
    Level 35: Stygian Return -- RechRdx-I(A), RechRdx-I(36)
    Level 38: Eclipse -- RechRdx-I(A), Aegis-ResDam/Rchg(39), TtmC'tng-ResDam/Rchg(39), Aegis-ResDam(39), Aegis-ResDam/EndRdx/Rchg(40)
    Level 41: Quasar -- Oblit-Dmg(A), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(42)
    Level 44: Invisibility -- LkGmblr-Rchg+(A)
    Level 47: Inky Aspect -- Acc-I(A)
    Level 49: Starless Step -- Acc-I(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Dark Sustenance
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Shadow Step -- EndRdx-I(A)
    Level 1: Sprint -- EndRdx-I(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 10: Shadow Recall -- RechRdx-I(A)
    Level 2: Swift -- Flight-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(7)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(17)
    Level 6: Dark Nova Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(17), Dev'n-Dmg/Rchg(36), Dev'n-Acc/Dmg/Rchg(36)
    Level 6: Dark Nova Bolt -- HO:Centri(A), HO:Centri(5), HO:Centri(7)
    Level 6: Dark Nova Detonation -- OvForce-Acc/Dmg(A), OvForce-End/Rech(43), OvForce-Acc/Dmg/End(43), OvForce-Dmg/End/Rech(43), OvForce-Acc/Dmg/End/Rech(45), OvForce-Dam/KB(45)
    Level 6: Dark Nova Emanation -- SKheldiansG-Acc/Dmg(A), SKheldiansG-Dmg/Rchg(37), SKheldiansG-Acc/Dmg/Rchg(37), SKheldiansG-Dmg/EndRdx/Rchg(37), SKheldiansG-Acc/Dmg/EndRdx/Rchg(40), SKheldiansG-Rchg/FormBuff(40)
    Level 20: Black Dwarf Antagonize -- Taunt-I(A)
    Level 20: Black Dwarf Drain -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(46), Heal-I(48), Heal-I(48)
    Level 20: Black Dwarf Mire -- Oblit-Acc/Rchg(A), Oblit-Dmg/Rchg(45), Oblit-Acc/Dmg/Rchg(46), Oblit-Dmg(46)
    Level 20: Black Dwarf Smite -- Mako-Acc/Dmg(A), Mako-Dmg/Rchg(48), Mako-Dmg/EndRdx(50), Mako-Dam%(50)
    Level 20: Black Dwarf Step -- EndRdx-I(A)
    Level 20: Black Dwarf Strike -- Mako-Acc/Dmg(A), Dmg-I(50)
    Level 50: Spiritual Radial Paragon
    Level 50: Void Core Final Judgement
    Level 50: Degenerative Partial Radial Conversion
    Level 50: Polar Lights Partial Radial Improved Ally
    Level 50: Ageless Radial Epiphany
  11. Frozen Aura from Ice Manipulation.

    Possibly the wost T9 secondary blaster power--maybe even the worst in the game.

    It's a Mag 2 sleep that does no damage. There's really almost no reason to take this power except as maybe a mule for an IO set.

    Almost any change to it would make it better! Replace it with ice control's Frost Bite so there's some synergy with Chillblain. Increase the sleep to Mag 3 or Mag 4 so that it's more reliable. Have it do moderate damage like its Tanker companion power so to add another AoE attack.

    It's terrible. It definitely needs to be fixed.
  12. Having now both a level 50 Peacebringer and a newly-forged level 50 War Shade, Kheldians seem "practically perfect in every way." Instant transformations greatly increased my enjoyment playing these two classes. But there are still a few things I would fix:

    Both:
    Toggle suppression. Kheldians have some fantastic shields, and for War Shades, some dandy toggles like Inky Aspect and Orbiting Death. But who even uses those on a bi-form or tri-from build? (Well, okay, I use Inky Aspect, but not as often as I'd like).

    As it stands, the Human form is just something I shift into to fire a few utility powers, or something I might use to take down a few minions or lieutenants, but it is lacking for serious fights. Adding toggle suppression would be a huge improvement.

    War Shades:
    +Essence Drain: Double the damage by adding a +smashing equal to the existing +neg. Increase the healing to be on-par with Black Dwarf Drain.

    +Gravitic Emanation: Reduce the KB. I don't mind seeing a few things scatter, but currently it throws mobs too far back.

    Peacebringers:
    +Photon Seekers: Considering their suicidal nature, and their unfortunate tendency to waste some of their explosive power, reduce their recharge from 180 to 120, and reduce their end cost by 1/3 or so.

    Psionic resistance in some power--Maybe in two (Quantum Shield and Light Form?)
  13. Quote:
    Originally Posted by AshleyHudson View Post
    I must be doing something wrong then, because my controls seem largely superfluous with as much as I have to stack them in there on anything but the ninjas and monkeys.
    I've found my controllers helpful in every stage of the Time Gladiators arena.

    * Against the Minotaur, I've used AoE sleeps, single-target holds, knockbacks, and slows to reduce Camilla and Claudia's DPS. Left unchecked, they can crush the team with -res attacks.
    * Against the ninjas and monkeys, AoE immobs do a great job helping the team concentrate AoE attacks.
    * I've used KB and holds to keep Killer separated from Frank so that he isn't killed prematurely. I've used Repel for this function as well.
    * Holds haven't been too helpful against the Champions (although laying on enough holds seems to be briefly effective?), but debuffs from Hurricane have helped the team stay alive.

    There's a lot for controllers to do in the arena, but it isn't in adding lots of DPS. It's keeping the team alive and ensuring good pacing during the fights.
  14. Quote:
    Originally Posted by Hit Streak View Post
    Electric Control Power Set



    Price: 800 Paragon Points - 50% = 200 Paragon Points!
    800 - 50% = 200 (after algebraic diversification market nerf).
  15. The Summer Event really drives home how fun four-player teams can be and serves as a good test case for developing more four player-oriented trials and task forces.

    With eight player teams, enough damage output is often able to overcome a deficiency in support or control. Enemies that buff, debuff, and control are dangerous to solo players, but in large teams become far less dangerous and can often be defeated before they've had a chance to present any type of challenge.

    On one hand, that's how things should be: heroes back each other up and the work become a little easier. On the other hand, the game's reward for maximize each archetype around damage output belittles the individual contribution of each player. This effects every archetype! Defenders and controllers have little to do in order to keep the team moving forward--maybe a heal here, a debuff on a mob there. Damage classes like scrappers and blasters are less distinguished in their roles because other archetypes are optimizing for damage.

    The Summer Event, and particularly the arena portion, produces an environment where archetypes really matter. Defenders must alternate support powers with attacks, controllers really have a purpose separating or locking down opponents, and damage ATs have challenging targets to defeat.

    Can all supports teams or all damage teams still successfully run the Summer Event? Of course, but of the twenty-odd times I've run the event, the best teams consistently have two hitters and a mix of support (including tanks). My experience will full support is that it takes a long time to take down AVs, and full damage ATs suffer from excessive deaths, or else lack the AoE to meet objectives like the Ninja Monkey badge.

    I'd love to see an entire future issue focused on four-player content. Imagine Borea or Levantera passing out a four player squad mission in Rikti War Zone! Or a small-scale Incarnate trial tracking down leads on the Well of the Furies? What about an alternative to the DFB? The smaller team size could really help new players grow into the roles of their archetypes.

    The bottom line is that the four player nature of the Summer Event really makes my characters feel a lot more like individuals. I love it! I hope to see more content like it.
  16. I'm still developing a playstyle. I've been trying to integrate some of the ideas and suggestions I've seen across this forum (especially from Dechs's guide). Maneuvers, and the concealment pool, are mules for LotG. I'm 2-slotting Stygian Return because, frankly, I die a lot. :-D

    And yeah, my Fitness powers are slotted. That was an oversight while building the hero in Mids.

    My biggest problem so far is that I can't get into the flow of building up mires and then blasting in Nova. Or if I can get some good +dam built up, I often retreat to Dwarf to cope with the stuns. My damage is generally weak across the board.

    I have a human/dwarf PB who I feel a lot more comfortable playing. When this general build is working smoothly (I'm still missing a lot of IO sets), it's amazing. But it seems tough to get it into gear.
  17. Quote:
    Originally Posted by Natuhyru View Post
    Complaining that your character was given lines in a movie to say?

    Really?
    Nope.

    Quote:
    Originally Posted by Snowzone
    Stop complaining that you're being forced into playing something immoral
    Nobody is making that argument.

    Golden Girl said it best. The Grifter role is very obviously written to be filled by a male character. Most of my characters are not male, and I am not male, so it's jarring and not fun to play the "optimal" solution. Flirting and saying crass things (repeatedly?) to a female NPC, with zero priming or justification, is not part of who I am as a player.

    This is the last I'm saying on the matter. It's disappointing that my plain-spoken point of view has been twisted in so many ways, but I'm glad some people get what I'm saying. I hope the devs do, also.
  18. Quote:
    Originally Posted by Memphis_Bill View Post
    You're another step removed from your character. Your character is now *another* character *in a movie, following the script of said movie.*

    Y'know, acting. Or RP.

    "My character wouldn't do that," in this instance, is about as odd a thing to say as being disappointed to find out Mark Hamill can't actually use the Force.
    Ya, I know. And the typical male player gets to play this content more-or-less in-line with his world view (setting aside the distasteful need to say something crass) to get the rewarded outcome (and let's face it, to avoid letting down the team), and the typical female player must overcome her worldview in order to get the same reward. Not good.

    The neutral option (pretending to be a regulator) is conceptually just as valid for being a grifter, but in my playthroughs didn't seem to work as a distraction. Again, maybe I'm overlooking something, which, again, would moot my objection. I'll have to play it again to see be extra careful.
  19. No kidding, Sherlock. My complaint is that the content itself is generated for a male/gynephelic audience. There's nothing to prep me or my character that even rationalizes why I have to flirt and say crass things to get the best outcome (assuming I didn't miss an alternative solution, in which case my complaint is nulled).

    That is bad design. You think my POV is trivial. So does the commentator after you.

    Obviously the role I'm *supposed* to be playing is "Male gamer playing an MMO." Gotcha!
  20. Perfect Grifter.

    I had that role four or five times last night and was never able to figure out the right things to say to get the Perfect Grifter badger. Reading through the forums, it looks like the badge requires some combination of flirting and saying something crass.

    This is a big problem for me. As a female player, playing androphilic characters, I'm not going to choose to make my characters flirt with a female NPC. But even if I did (and I tried that once since I thought I'd exhausted the other trees), I'm definitely NOT going to choose 'say something crass'.

    The designers need to take this one back to the drawing board. Who is this event written for? Adam Sandler? The second Grifter objective can be satisfied by choosing any one of the initial three branches. The first objective needs to be the same.

    This is a misstep. And a pretty misogynistic one, at that. I hope I missed an alternative for getting the badge.
  21. Force Bubble has some applications on incarnate trials (Keyes, UGT), but I use Force Bubble almost never in any other content. I keep a build with FB available in case I know it will come in handy for specific content. Neither FB nor RF are on my main build.
  22. I'll try turning down my graphics to 'performance' to see if it makes any difference. Once I load everything is fine though. So who knows? Maybe extra, unnecessary objects are being loaded?

    Thanks for the tip.
  23. It should be out tomorrow as one of the rewards for the Summer event.
  24. I'm looking forward to dropping the -KB IO into Force Bolt in my Ill/FF. Force Bolt already provides helpful, though situational, soft control. But with Force Bolt doing knockdown instead of knockback, it may become my go-to single target control power for most bosses.
  25. When I'm in Night Ward on my iMac (2011), the game is extremely slow to zone into Night Ward, door missions from Night Ward, and into Ouroboros from Night Ward.

    Other team members in NW have also complained of slow loads, but they seem particularly slow on my Mac. Going into or out of a door can take more than 60 seconds.

    Is this a Mac issue? A NW issue? Is there some debugging code that accidentally was left on? I avoid going to NW now because of the slow load times. A quick search of the forum does not turn up similar topics. What's going on?