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Posts
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Joined
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Quote:Just wanted to toss a bit in here -- that was fixed an issue or two back. MM Twilight Grasp now has the same radius as Defenders and Corruptors -- and it's awesome.Twilight Grasp is a very powerful heal, though unless something has changed recently, it's area of effect is half as much on a mastermind as it is on a def/corr.
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Quote:Awesome -- mine was sitting at 34 that whole time, too. Only time I logged him in was to get the anniversary badge.My Demon/Thermal has been sitting at 30 since they announced this change was coming.
QFT. I am loving my Ninjas/FF now. Earlier this year (post-Alpha, pre-everything else) I accidentally ran her into a +2/x8 Knives of Artemis mission (I'd been running missions with a couple of friends the night before and forgot to reset my difficulty before logging out). I decided to give it a whirl to see how my new build was going; I slowly got through around 3/4 of the mish before they finally dropped her. I'm really looking forward to lining up another KoA mission at the same difficulties and see how it runs with better bubbling and Power Boost in play. -
Quote:First off, I'd like to point out that I, too, want the devs to turn their attention to fixing up Khelds, particularly Peacebringers.These few things would probably take a group of developers a week or less. All this time, COH has been rebuilding two zones, creating a totally new zone, making more than two new powersets, making a new tutorial, developing a free to play model, creating new incarnate trials, creating all new level 1-20 mission content, and probably working on new incarnate slots also. Fix the broken stuff first.
That said, since people love to bring up the laundry list of things that have changed and not changed, I'd like to point out that on your list, literally 75% of your list is made up of items that are done by completely different people, particularly writers and artists who can't just be retasked into programming and system balance.
There's a big difference between it taking a short period of time to pound out some code or change some defined values willy-nilly, and actually testing it, pushing it through version/change control, etc. -
Quote:Easily fixed:I like Smoke Flash but that power isn't cheap to use. Its base cost is 30 endurance which is very high and I have to click a power to do it. In the heat of battle, clicking the pet, while trying to direct them, can be confusing.
/bind KEY_OF_YOUR_CHOICE "powexecname Smoke Flash$$targetcustomnear alive mypet ONI_NAME"
Sometimes I have to hit the key twice to both target and fire it off, but I've just gotten into the habit of "double-tap" at this point. -
Quote:"Simple" does not equal "non-trivial".Lets put it this way. The end results of the code as it is, is rubbish. The AI is extremely stupid for enemies, controller pets, lore and MM pets alike. I've seen AI code that works almost exactly like the pets in this game written in a small handful of lines. If this code is very large at all that would be very mysterious. The mobs in this game have absolutely no ideas about tactics or positioning even. Just "is this in range, then move toward player until it is" and thats it. There is nothing at all to this code, its just a couple of paragraphs -- it simply doesn't DO anything to justify the belief that there is a "large amount of code".
No one who does any programming HAS to speculate about the AI code in this game because its plainly obvious.
I'm not saying that there is a "large amount of code". What I'm saying is that there are tons of variables on what might have to be included/added to this. There may (and probably would) need to be changes to underlying data structures, as well as gutting and replacing the individual bits of code, plus the addition of multiple "types" of AI (melee primary, ranged primary, a mix of the two, etc.). All of the changes would need to be vetted for not causing excessive server load, verified against dozens of maps (and, for masterminds alone, six different sets of creatures), then tested some more. Should there be multiple weightings based on potential damage, secondary effects, AoE vs. single target, recharge speed, etc.? If so, how do those interact? How many modifications do we have to make to the power tables for this to function? Will those break anything that we didn't expect? The list goes on and on. On top of that, the testing would need to be pretty intense or it wouldn't actually solve anything (since people would just complain more loudly).
This isn't something that you just fling out there and hope it's not any worse; if you want to do it right (and if you're not going to do it right, why would you spend precious project manager, developer and QA hours on it?), you do it just as carefully as any either major project. -
Unless someone here has actually seen the code that a) handles the pet AI, b) links the pets with the AI (e.g. is it part of the pet itself? Is it linked to an external library? etc.) and c) knows what the underlying data structure that defines pet state and behavior looks like, any amount of speculative pseudocode is completely worthless. The "start-point" you're talking about may or may not even exist, and even if it does, you'll probably have to do a lot more than just add "if (!lastCommandWasGoto)" at the beginning of it.
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Quote:The mez protection isn't AoE, alas, though the rest is:A ranged AoE mez protection click? One that also gives some resistance to Smashing and Energy, and the only one that provides KB protection, and already had half the duration of SB anyway? Yes, please. So much more worthwhile now.
Quote:Lastly, there is a subtlety to the Increase Density conversion to an AOE buff which the summary didnt quite capture. The damage resistance component of the power is being made AOE-affecting, but the status effect protection component is going to still be single-target. The single target click powers which give status effect protection such as Clear Mind were not going to be made AOE wide (for balance purposes), but Increase Density having both facets makes it unique in this case. We are trying to split that difference with our approach. -
Quote:I've seen this with both Necro and Ninjas, for what its worth. You can see similar behavior with ranged pets if you put them just around the corner from the door and tell them to attack; they'll just stand there until you move them to where they have line of sight (done this with demons and mercs, that I can remember).One issue I've noticed, and just now had the urge to post...
I'm unsure if this is Necromancy-specific, but the first and second pets (Zombies, Grave Knights) are primarily Melee, and there are several enemies in the game which seem to glitch their behavior.
Pop-up turrets, vault doors, the computer in the ITF.. just off the top of my head.
They can't figure out how to get close enough to it to melee, so they just stand there when ordered to attack it and use what attacks they can.
Edit: It's worth it to note that if you fiddle around with commands and positioning, they *will* melee. They just won't actively attempt to get within melee range, and will actually push themselves out of melee range (Somehow?) and proceed to stand there waiting for their limited ranged attacks to recharge. -
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I'm pretty certain this is accurate for her team build, but I'm not absolutely sure. Basically, it's just set up to be another cheap build that lets her stay reasonably safe out of melee range and keep the bubbles up w/some minor control tossed in. Once again, this is not a end-all, be-all build, but another cheap one I threw together to actually be reasonably useful in a TF (and not have the tank want to stab me in the face). I'm thinking about shifting something around to get Force Bubble back (maybe dropping Stimulant), but that's about it.
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Kunoichi C-21 (team build): Level 50 Technology Mastermind
Primary Power Set: Ninjas
Secondary Power Set: Force Field
Power Pool: Medicine
Power Pool: Flight
Power Pool: Leadership
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Call Genin -- BldM'dt-Acc/Dmg(A), BldM'dt-Acc/Dmg/EndRdx(3), BldM'dt-Dmg/EndRdx(3), BldM'dt-Acc(5), BldM'dt-Acc/EndRdx(5), EdctM'r-PetDef(7)
Level 1: Force Bolt -- Acc-I(A)
Level 2: Deflection Shield -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(9), RedFtn-Def(21), RedFtn-EndRdx/Rchg(34), RedFtn-Def/EndRdx/Rchg(36), RedFtn-EndRdx(45)
Level 4: Insulation Shield -- RedFtn-EndRdx(A), RedFtn-Def/EndRdx(9), RedFtn-Def/Rchg(11), RedFtn-EndRdx/Rchg(11), RedFtn-Def/EndRdx/Rchg(39), RedFtn-Def(45)
Level 6: Train Ninjas -- EndRdx-I(A), EndRdx-I(7)
Level 8: Aid Other -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/EndRdx/Rchg(36), Dct'dW-EndRdx/Rchg(36), Dct'dW-Heal/Rchg(37), IntRdx-I(37), IntRdx-I(37)
Level 10: Detention Field -- Acc-I(A)
Level 12: Call Jounin -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(13), BldM'dt-Acc/EndRdx(13), BldM'dt-Acc/Dmg/EndRdx(15), BldM'dt-Acc(15), BldM'dt-Dmg(17)
Level 14: Hover -- Frbd-Stlth(A)
Level 16: Aid Self -- H'zdH-Heal/EndRdx(A), H'zdH-Heal(17), H'zdH-Heal/EndRdx/Rchg(19), H'zdH-Heal/Rchg(21), IntRdx-I(23)
Level 18: Smoke Flash -- RechRdx-I(A), EndRdx-I(19)
Level 20: Dispersion Bubble -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(31), RedFtn-EndRdx/Rchg(33), RedFtn-Def/EndRdx/Rchg(33), RedFtn-Def(34), RedFtn-EndRdx(34)
Level 22: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(23), RedFtn-EndRdx/Rchg(25), RedFtn-Def/EndRdx/Rchg(25), RedFtn-Def(40), RedFtn-EndRdx(40)
Level 24: Assault -- EndRdx-I(A), EndRdx-I(31)
Level 26: Oni -- BldM'dt-Dmg(A), BldM'dt-Acc/Dmg(27), BldM'dt-Dmg/EndRdx(27), BldM'dt-Acc/EndRdx(29), BldM'dt-Acc/Dmg/EndRdx(29), BldM'dt-Acc(31)
Level 28: Stimulant -- IntRdx-I(A)
Level 30: Tactics -- EndRdx-I(A), EndRdx-I(43)
Level 32: Kuji In Zen -- EndRdx-I(A), EndRdx-I(33)
Level 35: Repulsion Bomb -- Stpfy-Acc/Rchg(A), Stpfy-Acc/Stun/Rchg(39), RzDz-Immob%(40)
Level 38: Vengeance -- DefBuff-I(A)
Level 41: Web Envelope -- TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(42), TotHntr-Acc/EndRdx(42), TotHntr-Immob/Acc(42), TotHntr-Acc/Immob/Rchg(43), TotHntr-Dam%(43)
Level 44: Scorpion Shield -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(45), RedFtn-EndRdx/Rchg(46), RedFtn-Def/EndRdx/Rchg(46), RedFtn-Def(46), RedFtn-EndRdx(50)
Level 47: Web Cocoon -- Lock-Acc/Hold(A), Lock-Acc/Rchg(48), Lock-Rchg/Hold(48), Lock-EndRdx/Rchg/Hold(48), Lock-Acc/EndRdx/Rchg/Hold(50), Lock-%Hold(50)
Level 49: Resuscitate -- RechRdx-I(A)
Level 0: Task Force Commander
Level 50: Nerve Radial Paragon
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Supremacy
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Heal-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(39)
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Quick caveat up front -- this is her solo build, so it's totally set up for my own amusement, not min/maxing her into oblivion. I find it hilarious and awesome to fling mobs around like ragdolls, and barring the Numina's in Health (lucky drop, actually), I didn't want to spend a much money on it.
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Kunoichi C-21: Level 50 Technology Mastermind
Primary Power Set: Ninjas
Secondary Power Set: Force Field
Power Pool: Medicine
Power Pool: Flight
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Field Mastery
Hero Profile:
Level 1: Call Genin -- BldM'dt-Acc/Dmg(A), BldM'dt-Acc/Dmg/EndRdx(3), EdctM'r-Acc/Dmg(3), EdctM'r-PetDef(5), SvgnRt-Acc/Dmg(5), SvgnRt-PetResDam(7)
Level 1: Force Bolt -- Acc-I(A)
Level 2: Deflection Shield -- GftotA-Def/EndRdx(A), GftotA-Def/EndRdx/Rchg(9), GftotA-Def(9), GftotA-Def/Rchg(17)
Level 4: Insulation Shield -- GftotA-Def/EndRdx(A), GftotA-Def/EndRdx/Rchg(19), GftotA-Def/Rchg(19), GftotA-EndRdx/Rchg(21)
Level 6: Train Ninjas -- EndRdx-I(A), EndRdx-I(7)
Level 8: Aid Other -- Dct'dW-Heal/EndRdx/Rchg(A), Numna-Heal/EndRdx/Rchg(11), H'zdH-Heal/EndRdx/Rchg(23), Mrcl-Heal/EndRdx/Rchg(23), IntRdx-I(25), IntRdx-I(31)
Level 10: Detention Field -- Acc-I(A), Acc-I(11)
Level 12: Call Jounin -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(13), BldM'dt-Acc/EndRdx(13), BldM'dt-Acc/Dmg/EndRdx(15), BldM'dt-Acc(15), BldM'dt-Dmg(17)
Level 14: Hover -- Frbd-Stlth(A)
Level 16: Aid Self -- Heal-I(A), Heal-I(33), IntRdx-I(33), IntRdx-I(34)
Level 18: Smoke Flash -- EndRdx-I(A), EndRdx-I(34), RechRdx-I(37), RechRdx-I(37)
Level 20: Dispersion Bubble -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(21), RedFtn-EndRdx/Rchg(34), RedFtn-Def/EndRdx/Rchg(36), RedFtn-Def(36), RedFtn-EndRdx(36)
Level 22: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(37), RedFtn-EndRdx/Rchg(39), RedFtn-Def/EndRdx/Rchg(46), RedFtn-Def(46), RedFtn-EndRdx(46)
Level 24: Assault -- EndRdx-I(A), EndRdx-I(25)
Level 26: Oni -- BldM'dt-Dmg(A), BldM'dt-Acc/Dmg(27), BldM'dt-Dmg/EndRdx(27), BldM'dt-Acc/EndRdx(29), BldM'dt-Acc/Dmg/EndRdx(29), BldM'dt-Acc(31)
Level 28: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(39), GSFC-ToHit/Rchg/EndRdx(39), GSFC-Rchg/EndRdx(40), GSFC-ToHit/EndRdx(40), GSFC-Build%(40)
Level 30: Stimulant -- IntRdx-I(A)
Level 32: Kuji In Zen -- EndRdx-I(A), EndRdx-I(33)
Level 35: Repulsion Bomb -- RzDz-Immob%(A), RzDz-Acc/Rchg(43), Stpfy-Acc/Stun/Rchg(43), Stpfy-EndRdx/Stun(43)
Level 38: Hasten -- RechRdx-I(A)
Level 41: Power Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(50), Thundr-Dmg/EndRdx/Rchg(50)
Level 44: Energy Torrent -- Posi-Dmg/Rchg(A), Posi-Acc/Dmg(45), Posi-Dmg/EndRdx(45), Posi-Acc/Dmg/EndRdx(45)
Level 47: Explosive Blast -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(48), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48)
Level 49: Force Bubble -- EndRdx-I(A), EndRdx-I(50)
Level 50: Nerve Partial Core Revamp
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Run-I(A)
Level 1: Supremacy
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(31)
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Quote:It'll affect Twilight Grasp, too -- it takes ToHit Debuff and Accurate ToHit Debuff sets. Quite right on the Petrifying Gaze, though.If you slot an IO Set, then the bonuses will apply to ONLY those of its powers that can accept that kind of Set. Slotting Cloud Senses, for example, is a good choice since it will enhance the attributes of Dark Servant's Fearsome Stare, Darkest Night and Tenebrous Tentacles since they can all accept ToHit Debuff Sets but the Accuracy, Endurance and Proc bonuses of it will have NO effect on his Twilight Grasp or his Petrifying Gaze.
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Quote:I'm a big fan of mixing Pacing of the Turtle in on the Demon Prince -- just about everything he does has a slow component. Cardiac, however, makes that pretty much moot. Like you said, it's awesome if you have pets with endurance issues.The Cardiac does indeed effect the pet's end use. It has been a major blessing on my Demon/Storm as the Demon Prince and to a lesser extent the Ember Demon have had issues because Blood Mandate fails to help several of their more expensive powers.
If you have pet endurance woes, Cardiac can be huge. -
Quote:Yeah, I love watching the little guys just maul the crap out of things.I went Core Musculature T4 for my Ninja/Storm. I throw around enough -def that the little guys hit consistently anyway, and the damage.... well, that's why I picked 'em.
Mine's a Ninja/FF, so I ended up getting both Nerve and Musculature to switch between, depending on which build I'm using. I don't even have the rare on either of'em, though.
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Yeah, I'm about to roll up into my Bots/Poison's alpha, too, and I'm pretty much in the same place. As a side note, don't forget Noxious Gas's 4 second, mag 1000 hold (unless they've changed that) in your calculations. I went Leviathan instead of Mace, so the +Def doesn't matter as much to me, but the thought of Musculature pushing my debuffs and bot damage past their current ED limits is appealing. Spiritual's boost to slow would be nice, but I already have Neurotoxic Breath effectively permanent (on one group, anyway), so it's not going to help a tremendous amount.
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I'm in, if you'll put up with a mastermind on the ITF.
In order of preference:
1) Ninjas/FF (w/Medical and Leadership for more buffs and spot heals)
2) Bots/Poison/Leviathan
3) Necro/Dark/Soul
In all fairness, the only reason the Necro is at the bottom is that I already have my rare Alpha on him and the other two don't even have their common yet. Been busy leveling up my Demon/Thermal and Crab Spider. -
Yeah, I have something similar (except I use [ and ]) in my "binds for every character" file -- I've also mapped the left/right scroll on my mouse to those keys, so I don't even need to move my hand. One nice thing about doing this -- it also works on "OK" buttons. Since I started doing this, I've gotten really irritated at the dialogue boxes that could use the "OK" button but instead use text that says "leave" -- or even worse, "OK".
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As a side note, the cunning trick to keep your pets from falling is to bind something like ctrl+lbutton to "petcomall goto" and put yourself on /follow behind one of the pets. Click your way to wherever you need to go. That way they never fall out of the radius due to their stop/start movement.
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Quote:On my Mercs/Thermal, at least, the name is sticking to the medic -- but the pets aren't necessarily appearing in the same order every time.This issue isn't just a demon pet thing. Any mastermind with variable pets in a given tier has this issue. You'll notice it with your tier 2 demons as well. I first ran into it on my thugs mm, where I tried to name my arsonist "Matches". The name doesn't "stick" to him - as far as the game is concerned, the only discreet name that's really his is "Arsonist".
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Same here -- I just happened to log in to do a quick check on around a dozen characters last night, and one had this issue (all trays cleared, only things in them being the holiday temp powers). That was a level 14 tank who'd never been in a co-op zone and hadn't been logged in for around 40 days. All the rest were fine, including one that hadn't been logged in for at least 150 days.
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I ran my Ninjas/FF to 50 -- she was alternately a lot of fun and a horrible trial. The bubbles do a lot to keep the super-squishy ninjas alive; with the +5 Def aura in place (plus everything else, of course), I had the Jounin and Oni both softcapped on almost everything (the Genin weren't as good, but part of that was just that they're two levels below her). Aid Other, especially once it was slotted decently, has done a pretty good job of keeping them alive as long as they don't get one-shotted (usually the Genin, especially on EBs and AVs). Leveling solo can be rough in patches, particularly when you're waiting for all the slots to pile up; in teams, it's just not an issue.
I generally do not run her in Tankermind mode. The ninjas wanted too much direction for that, and their boosted Def made them a lot more durable when taking the alpha. I generally sit back in the shadows (yay for stealth IOs) and direct the chaos. Still, I'm usually close by anyway, so if I start taking damage, I can always flip them back to Def/Follow or Def/Goto. While she's a lot more fragile this way, the single-target damage is astounding for a mastermind.
I now have her set up with two builds -- my solo build is Ninjas/FF/Force Mastery, giving her some more attacks and making the toon the queen of knockback. The other is more team/support-oriented and less "I like watching bodies fly around." -
Quote:I'll second this -- my Crab melts large groups (AoE-focused w/perma-Hasten and all three tiers of pets permanent, too). Haven't gotten around to doing any Incarnate stuff with him yet, unfortunately; I'm still waffling a bit on where I want to take his Alpha Slot.For destroying mobs: Crab spider, using rifle and crab ranged AoE, particularly with the fighting pool as backup. Even on SO's it can get close to being softcapped, it has armor to just about all damage types, its own dull pain, and up to 7 AoE's. The max targets will not ding you much, and you can go through them like butter. Seriously, it can have an AoE attack chain. Did I mention you can also have a bunch of pets out as well, and one of your AoE's is also a mass -res debuff? And double stacked assault for +30% damage at all times, besides the +50% from aim?
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Well, I already wrote this once, and then the forums went nutty on me, so this is a quick re-type. I will say that now that I'm used to this solution, I actually like it better -- I can save my big reds for when I need them, but don't have to burn through all the others for quick access.
From my Ninjas/FF (the Oni's name is "Oni Automaton"):
/bind z inspexecpetname "Enrage" Auto
/bind shift+z inspexecname "Focused Rage" Auto
/bind ctrl+z inspexecname "Righteous Rage" Auto
Here's a slightly different play on this from my Necro/Dark, who uses bind files to alternate damage inspirations between his Grave Knights:
c:\binds\prae\reds1.txt:
Code:c:\binds\prae\reds2.txt:ctrl+z bindloadfilesilent c:\binds\prae\reds2.txt$$inspexecpetname "Righteous Rage" Ulrich shift+z bindloadfilesilent c:\binds\prae\reds2.txt$$inspexecpetname "Focused Rage" Ulrich z bindloadfilesilent c:\binds\prae\reds2.txt$$inspexecpetname "Enrage" Ulrich
Code:ctrl+z bindloadfilesilent c:\binds\prae\reds1.txt$$inspexecpetname "Righteous Rage" Hammett shift+z bindloadfilesilent c:\binds\prae\reds1.txt$$inspexecpetname "Focused Rage" Hammett z bindloadfilesilent c:\binds\prae\reds1.txt$$inspexecpetname "Enrage" Hammett
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