Redlynne

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  1. A reminder for Tunnel Rat (and Honey Badger!) about the conversation we had at the Summit concerning dialing down the FX on the Stalker Energy Aura powerset power Disrupt. Tunnel Rat, you mentioned that you might be able to achieve this through subtraction of excessive FX, but you'd have to look at it to get oriented around the specifics of what's (currently) going on with this power ... which is perfectly reasonable. I'm mentioning this here in your thread because *I'm* hard pressed to remember everything that people were talking to me about at various points during the day of the Summit, so I figure a bit of text here ought to make things easier for you.

    Tunnel Rat, if you do find/beg/borrow/steal the time to look at Disrupt with an eye to modifying its FX, I'd like to ask that you change its default color(s) to more closely match those of red/gold color scheme of the Shields in the powerset (Kinetic, Power and Entropy).

    And speaking of dialing down the FX in Energy Aura powers, would it be possible to reduce the brightness/opacity/something or other of the Energy Aura: Power Shield FX around the Chest part of the character avatar? This is an aesthetic request more than anything else. The way the FX for Power Shield play away from the body of your avatar is just fine, but the "burning fire/energy" effect that swirls around (and on and through) the chest of the avatar is ... a bit overdone. So this is a partial request for an FX dial-down on Power Shield. I ask this because Power Shield doesn't "add up" and overlay its FX with the other two shield powers in Energy Aura in as ... complimentary ... a fashion as the other two (Kinetic and Entropy) manage to.



    And needless to say, it was wonderful meeting and talking to you and your ... Honey Badger.
  2. I had fun telling Dr. Aeon, in person, that *I* wanted to be the one to KILL STATESMAN. Even if I'm not the one to fire the killing shot, or make the killing blow, I want to be the one who makes the decision that results in Statesman going bye-bye dead-dead. Yes, I'll freely admit that I have an Out Of Game reason for wanting to Kill Statesman (repeatedly) ... but that I also have an In Game reason for killing Statesman.

    1. It puts Emperor Cole "on notice" that he's not as Invincible as he might like to believe.

    2. It pushes Lord Recluse into the foreground in ways that he might not otherwise choose or be comfortable with.

    3. Power abhors a vacuum. With Statesman gone, the Well of the Furies "needs" to find a new outlet for all that power it had invested in Statesman. Well right now there are tens of THOUSANDS of new Incarnate heroes and villains contending for the power(s) of the Primal Well. That means that with Statesman gone/out of the way, it is up to THE PLAYERS to step forward and fill his ... um ... boots.
  3. Quote:
    Originally Posted by Liquid View Post
    Right at the end after Karaoke, we and a couple other players chatted with Tunnel Rat and her husband (Honey Badger? Is that official?), Dr. Aeon, and David Nakayama (I think there may have been someone else there, but I'm not remembering, sorry!). Fatare is a big fan of the Rainbow Aura, so she wanted to meet the man that made it (Honey Badger) and thank him for it.
    I do believe I was there for that bit of conversation. And now that I've seen the costume (again) I'm quite sure of it!
  4. Quote:
    Originally Posted by Gideon View Post
    Samuraiko: "Can we have more videos? I can't make them all for you!"

    Black Pebble has been working with the Seattle team on the next videos.
    Quote:
    Originally Posted by Gideon View Post
    Added to the fun. After Samuraiko asked her video question: "Please do some more so I don't have to keep making them all the time." From the peanut Gallery at the back drifts "or hire her."
    Quote:
    Originally Posted by Dark_Respite View Post
    That "or hire her" comment, if I'm not mistaken, was actually Redlynne's, who was just behind me in line for asking questions.
    That indeed was me telling Paragon Studios to hire her to make their videos!
    I am most definitely taking full credit for that one!

    The best part was watching Samuraiko turn around, *quite* flustered by the prospect, saying, "No! I'm far too busy!"
  5. Quote:
    Originally Posted by Ang_Rui_Shen View Post
    I was wondering about pre-endgame slotting for Heavy Burst, keeping the IO levels at most at 27. Some of the available options violate the Rule of Five. Other options concentrate on the secondary traits of the power at the expense of damage. Advice, please?
    Usually what I'll do is gather up the Damage/Range Target AoE Set IOs and slot those in as placeholders. Detonation has a Damage/Range/Endurance IO in it that I frequently make use of for this. Damage/Range IOs tend to be among THE most dirt cheap to acquire on the market, since for most people the Range enhancement is somewhat wasted. I then just make sure I've got an Accuracy IO (common) and maybe a Endurance Reduction IO (common, again) slotted into the power until I get to Level 47 and can start using the HOs to get to my final endgame slotting.

    Boosting the Range on Heavy Burst is just game changing. By adding +50% Range, you literally double the AREA of effect in two dimensions (which in turn makes it easier to hit more targets, and more targets means more efficient conversion of endurance into damage throughput). I haven't even bothered to calculate what that kind of Range increase does to the cubic VOLUME of the Cone. It's one of those things where, once you've tried it, you'll NEVER go back (to just using 5-slot Positron's Blast).

    Quote:
    Originally Posted by Trilby View Post
    So, question, Bane is a cone/single target DPS with better-than-stalker crits.
    Crab is an AoEr who has tanking potential.

    What does that make huntsman? A control and ranged DPSer? Just I wanna have a build for each when I hit alpha.
    Quote:
    Originally Posted by Errant View Post
    Huntsman is the AoE/Control of Crabs, with the ST debuffs of Banes, and more style than either.
    The key to being a Huntsman is (granted) a Style Point first and foremost. But alongside that Style choice there's also the fact that a Huntsman is just so much FASTER when it comes to animating attacks, that it really FEELS different in actual gameplay. A Huntsman can animate 6 complete attack powers in the time it takes a Crab to animate (the corresponding) 5 attack powers. This makes a Huntsman feel "lighter" and more responsive to your controls and commands, simply because the animations aren't as long. Your "reaction speed" is much quicker with a Huntsman, and your playstyle is more "active" simply because you're using faster animating attacks and powers. Sure, a Crab is doing Energy Damage instead of Lethal ... but you're cranking out the attacks FASTER with a Huntsman, so the difference *really* isn't that much in favor of the Crab (or at least, not as much as you might otherwise expect).

    Plus there's something to be said for standing ankle deep in brass when it's time to move on to the next spawn group (and then you get to do it all over again).





    "Is the Huntsman stronger?"

    "No, no ... no. Quicker. Easier. More seductive. The Arachnos Soldiers are they! A Huntsman uses their Endurance for Damage and Attack, never for wasteful Animations."

    "But how will I know the Bane from the Crab?"

    "You will KNOW ... when you are at peace, steamrolling through spawns, calmly lead poisoning all who appear before you. You will feel it, in the bullets that stream from the muzzle of your weapon, in the smell of gunpowder from your rifle, and the tinkling of the brass as it showers down beside you. Natural Origin are We, not this crude Mutation! You must FEEL THE ORANGE NUMBERS smoking off your Foes around you! Between you, your $Targets, the Destructible Objects ... EVERYWHERE! Yes! Even between your Reinforcements, and your Mission Complete."
  6. Quote:
    Originally Posted by newchemicals View Post
    I know redlynne was talking with the devs about Peacebringers. It was suggested to Arbiter Hawk to come to the Kheldian forums to talk with us.
    Before ANY of the panels even started, I "cornered" Arbiter Hawk and laid the concerns of the Peacebringer Community concerning KnockBACK in Melee Powers and PBAoE Powers in front of him the way a kitten does with a birdie. I wanted to engage him and find out *exactly* where he was coming "from" in his (and presumably, the Powers Team's) notion that keeping ALL of the KnockBACK on Peacebringers the way it's been since Issue 3 was "a good idea" or somehow "best for the Archetype" so as to get a better handle on his (and their) perspectives. Trotted out the KnockBACK vs KnockDOWN vs KnockUP options and opinions that have been expressed here and in the Beta Forums (which Arbiter Hawk seemed to not be *fully* up to date on, which is no ding on him, since that would require a LOT of reading!), along with an appeal to make even some relatively minor modifications to the KnockABOUT coding to make it somewhat more reliable/dependable/predictable so that you're not quite *as* at mercy of the Random Number Generator.

    Then I got into it with him on how the most recent round of changes have "devalued" the Peacebringer's Nova and Dwarf forms, relative to the Human Only option(s) we now have. Brought him up to speed on the notion of dumping the Nova's +45% Damage Buff in favor of baking that into the raw damage of the Nova Powers directly, and how that would (in effect) raise the damage cap for Nova Powers. Arbiter Hawk seemed to be peripherally aware of the implications, once explained, but apparently hadn't been thinking along those lines previously. Pointed out the ... deficiencies ... of Peacebringer Dwarf relative to Warshade Dwarf in terms of being able to run an attack chain with only 2 single target attacks, instead of 3, and how that "hurts" Peacebringers in comparison (never mind Mire!).

    I trotted out my old idea of re-jiggering Photon Seekers into being something akin to a Mobile Trip Mine (see Devices or Traps powersets) that you can just crank out and which follow you around. The idea being that you can just cast and cast and cast, but they've only got a 60 second lifespan, so there's a limit to how many Photon "Mines" (and I'm only using this term here for clarity of attribution to avoid confusion) you can have out simultaneously. If you want a Big Nuke out of them, then you need to "pause" your game (for about a minute) and prep for a Big Hit with lots of them as an alpha strike. If you're steamrolling, you can just dump them out (one at a time) as part of an attack chain and they'll just go find something to blow up on.

    I also got into it with Arbiter Hawk how Pulsar is both "too weak" and doesn't have anything else to stack/synergize with ... unlike Warshades with their multitude (by comparison) of Stun Powers. I think I managed to "talk him around" to the notion that Pulsar needs to be Mag 3 with a chance to proc +1 Mag ... rather than Mag 2 with a chance to proc +1 Mag. This then led to discussions about how for a Warshade, there are some pretty legitimate reasons to go Tri-form, simply because the different forms each give access to powers and functionalities that aren't present in the other forms ... and how this sort of mutually reinforcing synergies condition is NOT (as) true for Peacebringers. Stacking Stuns was merely one example of that. Warshades "need" Nova Form if they want to Fly ... while Peacebringers "don't" because they can Fly just fine in Human form. Also mentioned how the Flight and Teleport Pools are Locked Out for Kheldians, meaning no access to Air Superiority (which would be AWESOME for Peacebringers!).

    And as advertised ... YES ... I did invite Arbiter Hawk to come to the Kheldian Forum and start a dialogue with us on Kheldian Issues (with a definite skew towards Peacebringer Issues, since Warshades are MFing Fine). Arbiter Hawk *did* say he was an avid Lurker of the forums, and so often wanted to post in threads where people have said "I'll bet the Devs never read this!" just to prove them wrong. However, as Zwillinger pointed out (later, in a different context), time the Devs spend reading (and posting) on the Forums is time they're NOT spending on MAKING COOL STUFF™ that we all want to play with.

    But yes ... I personally invited Arbiter Hawk to come over here and engage in a conversation with Us (the Kheldian Community), since I alone can't adequately represent EVERYONE'S opinions, thoughts, ideas and concerns (or at least, can't without being biased to favor my own). I think it would be WONDERFUL if we could all have a constructive discussion on Where To Go From Here with Peacebringers that Arbiter Hawk could participate in, and share his views and the concerns of the Powers Team.



    Anyone else like that idea?
  7. Oh, one thing that I *did* ask for during the Powers Panel was if it would be possible to "rearrange" the Stalker Dual Blades Combos to NOT use Assassin Strike and Placate, because of what that does to the opportunities to use the combos that rely on those powers. If memory serves, Positron himself said that rearranging the combo mix for Stalker Dual Blades Combos should be possible so as to avoid relying on Assassin Strike and Placate as components of those combos. The body language of the rest of the Powers Team at that point pretty much involved a "heads down to write note to self" sort of behavior, which makes me think that rearranging the powers to combo in Stalker Dual Blades might actually happen down the road.

    One of the reasons why something like this would be so feasible is simply because it doesn't involve breaking the cottage rule on the individual powers themselves (ie. replacing entire powers, shuffling power tiers, etc.). It basically just means changing out the sequencing of the powers to build combos with, which is a fairly simple proposition.

    Sorry for not posting this sooner, but I just now remembered asking that (and the response to the question).
  8. Quote:
    Originally Posted by newchemicals View Post
    I was there too, I saw Redlynne there talking with the devs.

    I did speak to the devs about pvp and stalkers (and yes Peacebringers) sounds like they got some real powergamers working on Stalkers for us.
    I walked into the Powersets panel (which was in the NOT to be broadcast room) and snagged a front row seat. I then had the pleasure of telling no less than Black Pebble that the room was full and he'd have to leave(!) when the panel was about to start (which nearly faceplanted every Redname on the panel!).

    I went into the panel ready to "UNhide Stalker Issues" for the Devs ... and got totally pre-empted by an entire slide of changes in the powerpoint, which addressed maybe 80% of the problems that Stalkers have as an AT. They then freely admitted that Stalker Performance wasn't where they wanted it to be and that the Issue 22 changes promised are effectively (and this is my paraphrasing) "a down payment" on bringing the AT up to where it needs to be ... specifically in terms of Damage Output. Without even needing to be prompted, more than one of the Devs on the Powers Team admitted that Stalker Damage wasn't where it needed to be and was actively being scrutinized going into Issue 22, and would continue to be monitored during and quite possibly beyond Issue 22 so as to get Stalkers to "where they need to be" as an AT.

    After that ... I really didn't have all that much to say about Stalkers during the panel. The Devs kinda sorta pre-empted everything that *really* needed to be said (during the panel).

    I did button-hole Synapse and Arbiter Hawk after the panel for a quick discussion of my notion of better leveraging Hide in and during combat as a way to bring the Hide Power to greater prominence other than just avoiding combat and delivering big alpha strikes. There were some murmurs of (and I'm paraphrasing again) "well that's ... interesting ... and ... different" and nods that it might be (stress on MIGHT BE!) something to look into ... but we couldn't really get too deeply into it since we had to clear the room for the next panel.

    But just going by a reading of facial expressions I get the feeling that they weren't dismissing the notion out of hand, so that's something at least. And for the record, this is the first opportunity I've had to sit down and post ANYTHING since the end of the summit.
  9. Quote:
    Originally Posted by Jibikao View Post
    I ask this because I know my Martial Arts usually starts with BU + Balls of Lightning on a large mob (large to full team situation) and it would be nice if I can build Focus using patron. That's all. :P
    Quote:
    Originally Posted by Synapse View Post
    This is definitely possible. I'll look at what beta feedback is like before deciding on whether or not to do this.
    Synapse, if you're working from an assumption that Stalker Primary attack powers have a chance to proc Assassin's Focus, then it should be a fairly simple matter to allow Patron/Epic Pool attack powers to operate on a reduced but non-zero chance to proc Assassin's Focus. That way you keep the (*ahem*) ... focus ... of the opportunities to build Assassin's Focus on the Stalker Primary attack powers, while also allowing limited opportunities for the endgame pools to contribute as well (more as a "you got lucky!" bonus than as a reliable way to stack Focus).

    How about something like that?
  10. Will be departing with @ChiaoFeng for the airport here in the next 30 minutes or so. Looking forward to seeing everyone in ... ah fork it ... TOMORROW!
  11. Quote:
    Originally Posted by Redlynne View Post
    @ChiaoFeng and I (@Redlynne) will be arriving in San Jose City Airport on Southwest Airlines Flight 1453 at 900pm on friday. We will be arriving with our recovery debuffed, our endurance drained and everything detoggled (coming from Central Time Zone).
    I'll also being showing up wearing this shirt just in case there's anyone there to meet us.

    And yes, it's 330am-ish PST right now, and I'm having to get ready to go do a full 8 hours of being "at work" before I can leave to go catch a plane to California!
  12. @ChiaoFeng and I (@Redlynne) will be arriving in San Jose City Airport on Southwest Airlines Flight 1453 at 900pm on friday. We will be arriving with our recovery debuffed, our endurance drained and everything detoggled (coming from Central Time Zone).

    The two of us need to be back at SJC airport in time to take our 145pm flight on sunday to get back home.
  13. 1. Assassin Strike becomes an Inherent Power. 1 Power dropped from Primary Powerset(s) to make room for Assassin Strike is restored to each Powerset.

    2. Hide becomes an Inherent Power. 1 Power dropped from Secondary Powerset(s) to make room for Hide is restored to each Powerset.

    3. Change Stalker Criticals. When NOT Hidden, a Critical Hit does NOT do double damage! Instead, the Critical Hit will Placate (all) affected Target(s) for 3 seconds AND instantly return the Stalker to Hidden state. This makes the NEXT attack the Stalker does an automatic Critical Hit (for double damage) from Hidden status.
  14. Quote:
    Originally Posted by New Dawn View Post
    TL : DR version; yes completion of any TF is plausible with any team make up.
    Except for Barracuda ...
  15. Quote:
    Originally Posted by Scarlet Shocker View Post
    Is that WAI
    As intended.

    Quote:
    Originally Posted by Scarlet Shocker View Post
    and if I took any crab powers am I condemned to having the spider arms?
    You have to have a grand total of ZERO Crab Powers on ANY of your (alternate) builds on your character so as to avoid wearing the backpack on ALL of your costumes.
  16. I *really* don't want Sister Psyche to die ... because I *really* want to see her in a Brain Cells Grudge Match, Woman(o)-a-Woman(o), against Mother Mayhem. That battle would be so totally awesome!

    Statesman I WANT TO KILL PERSONALLY.
    I'm not only hoping it'll be Statesman, but actively gunning for him to BITE IT ... so as to leave a Power Vacuum within Primal Earth that can only be filled by (you guessed it), TENS OF THOUSANDS of Players! I'm banking on the Primal Well of the Furies breaking with the patterns seen in the alternate dimensions (pick one Uber-hero/villain and power them exclusively) so as to take the "shotgun approach" of creating a Weenie Horde of pint-sized Incarnates who collectively, and through diversity can be far stronger and more survivable than the Single Point Of Failure choice(s) that the Well has been making in other dimensions (Tyrant, Reichsman, etc.).
  17. I am too ... although it looks like I'm going to have to be late to the first round of touring. Have some unavoidable stuff to do tomorrow that will make me late to the tours.
  18. Just wanted to let everyone know that I rolled up Golden Blond on Virtue yesterday and spent the day (and some of sunday morning) doing all of the story arcs in Nova Praetoria before unlocking XP and proceeding on into Imperial City (currently Level 11, as of this post). Now I know that early behavior is not a strong indicator of future performance ... but so far, even with just Level 10 common IOs, the build strategy I'm using "feels" fairly strong (relatively speaking) and hasn't been giving me any real "issues" other than the Random Number Generator deciding to take a dump on me and ruin my day (5 out of 6 of my attacks MISS when facing a LT and two Minions, while ALL of their attacks HIT "just because"). Let me tell you, there's nothing like lining up three Foes within the Cone of Sands of Mu ... and whiffing all three of them simply because it's Amateur Hour.

    Now I'm already into the Tier 8 Veteran Rewards, so I've got access to (pick 3 of 4) Ghost Slaying Axe, Sands of Mu, Blackwand Staff and Nemesis Staff to keep my attack chain "chugging" with Things To Do as early as Level 4. I personally prefer to pick Sands of Mu (melee bonus power) and Blackwand Staff (ranged bonus power), then pick up the Nemesis Staff as my "extra" bonus power. The reason for this is that when picking either Blackwand or Nemesis on the "extra" bonus power, you don't get the additional damage based on Origin modifier. Since I'm playing as a Natural Origin, I can go either way on choosing either the Blackwand or the Nemesis Staff as my "boosted by Origin" ranged damage attack power.

    And this is where I noticed something about the Veteran Reward powers which I haven't seen anyone else notice (or make much noise about). The Nemesis Staff tends to "draw aggro" when used ... most likely because of the Knockback it applies. Even on static Destroy This Object targets, the Nemesis Staff will draw the attention of any Foes around the $Target. Not so with the Blackwand Staff! To my surprise, I could (poor man's) "snipe" with the Blackwand Staff on static objects without drawing aggro for attacking them. Likewise, by Natural Origin power of Throwing Knives was fully capable of inflicting (token) damage ... while not drawing aggro. Mind you, when the static object was dropped to 0 HP and exploded, the explosion was capable of "announcing" my presence to any Foes nearby ... but if the Foes weren't close enough to take any damage from the object destruct, then I was able to Destroy static objects (particularly Mission Objectives) without drawing aggro onto myself until it was either too late for any guard NPCs to stop me, or without drawing any aggro to myself AT ALL!

    Attacking mobile NPCs of course drew aggro like you'd expect.

    For this reason, I recommend taking the Blackwand Staff as your "main" Ranged Veteran Reward Power if your Origin is Mutant, Magic or Natural, so as take advantage of the damage bonus on a power that recharges faster(!) than the Nemesis Staff and which doesn't necessarily draw aggro from guardian NPCs when trying to detonate/destroy mission objects. Likewise, I still recommend taking the Nemesis Staff as the "extra" bonus power since the 1-2 combo of Blackwand+Nemesis can result in Quick Kills of NPC Foes who are a discreet distance (or otherwise separated) from the rest of their spawn group, while still in positions that you wouldn't want to be melee-ing from/at. Likewise, I recommend Sands of Mu over Ghost Slaying Axe for the Cone vs Single Target rationale, where as a Stalker being able to unload AoE damage can be VERY VALUABLE in the early levels for dealing with massed packs of hostiles (and it makes a great opener from Hidden against Hostage Guards where you can line things up before you alpha!).

    Anyway ... just figured I ought to report in as to what the game play experience for this build of mine has been like in the early going (Levels 1-11 in Praetoria). Mind you, I very deliberately designed my build with Praetoria in mind for the Early Game, with the intent of doing ALL of the Praetorian story arcs in Nova, Imperial and Neutropolis before moving on (which I guess could be thought of as "anti-power leveling"). The most important thing, so far, is that I'm *REALLY* enjoying playing this Stalker ... far more than I'd been anticipating ... and I haven't slotted any Set IOs other than the Winter's Gift Slow Resistance in Recall Friend yet.

    And best of all ... I only need to custom tint TWO POWERS (Hide and Disrupt) out of all of Kinetic Melee and Energy Aura to "fit" my chosen signature color scheme for the character! Because if your character name is Golden Blond your powers had better be Gold(en) Colored. To my delight, the Kinetic Melee powers all are ... and the Energy Aura powers "mostly" are too.
  19. I don't even "try" make my Reinforcement Spiders a major contributor to Damage. Instead, I've got them set up as primarily adding to Control (ie. their Hold(s)). With the slotting I'm using, their Hold Power(s) have about a 50% uptime thanks to the enhanced hold duration. This means that if both Spiders target the same Boss, insta-Hold for around 30 seconds (which is more than enough time to "Finish Them!"). I've also more than once seen the additional Hold Mag help lock down an AV during the LRSF, so the Control potential of your Reinforcements is nothing to sneeze at.
  20. If you want to have your ninjas survive beyond the first attack of an AV, there's really only one secondary that will give you that ... Force Field. That's because To Hit Debuffing isn't all that effective against AVs.
  21. Based on Errant's observation that Tactics was (heavily) overslotted in the build you can see in the OP, I decided to take his(?) advice and find a new home for those 4 (extra) slots that didn't need to be there. The "problem" with this Embarrassment Of Riches was figuring out what to do with it? There were actually quite a few options, making it really hard to settle on any one choice as being the "best" possible. I tried all sorts of things, including swapping out Long Range Teleport with Stealth (of all things), but nothing made "quite enough" difference in terms of adding enough +DEF from Set Bonuses (although 3-slot Aegis in Kinetic Dampening was QUITE tempting!) to be decisive.

    In the end I decided to "go sideways" and 5-slot Disrupt with Stupefy (omitting the Proc), for both the Stun duration enhancement (enough to perma-Stun +3 Foes, but not quite enough for +4 Foes) as well as replacing the lost +Max HP set bonus that Gaussian's in Tactics had been providing (thus maintaining parity there to keep the absolute HP/sec of Regeneration metric high). 4-slotting Stupefy also offers a *small* global set bonus to Stun durations, which impacts 4 of the 9 Kinetic Melee powers (or 4 of 7 if you discount Placate and Build Up). But 5-slotting Stupefy brings in yet another global recharge bonus ... which I couldn't exactly turn my nose up at upon seeing what it did for longer recharge powers like Build Up, Energy Drain, Concentrated Strike, Placate and Energize. So although it seems decidedly "strange" to invest in Disrupt ... I figure that spending so many slots in Disrupt and combining it with both Kinetic Melee (which natively procs Stuns) and a bunch of Pounding Slugfest Procs (which Stun), this ought to be a case of "the sum is greater than the parts" since it will make a Scrapper-ish DPS role much more viable than it otherwise might be, so that I don't have to (only) rely on being a Burst Damage Specialist.

    TL;DR version ... NOT a One Trick Pony



    Following on the heels of that, Supernumiphone was kind enough to provide a link documenting additional information concerning Exemplar Rules for Set IOs which I was not previously (entirely) aware of, which ... changed some assumptions I had. Consequently, the slotting of Kinetic Dampening, Concentrated Strike, Energize and Maneuvers have had their Set IO Levels adjusted to take into account this new understanding of how the underlying game mechanics "work" when in Exemplar/Malefactor situations.

    One additional change made on top of that was to shift the Gaussian's Set in Build Up from being Level 22 to Level 27 (except for the Proc) so as to improve its "on the Enhancements" value for Recharge Reduction. This change shaves off 1.82 seconds of Recharge Time from Build Up (in the context of the overall build), bringing it down to 40.41 seconds (from 90) ... which is "pretty decent" for a build which (still) doesn't have Hasten in it. The original reason for using Level 22 IOs for Gaussian's in Build Up was the simple fact that the difference in +To Hit "throughput" on the power (+29.17% @ 22 vs +30.58% @ 27) was simply "not enough of a reason" to delay the Set Bonuses for an extra 5 Levels, from 19 to 24, with the 6-slot Bonus being the entire reason for putting Gaussian's into Build Up at all (especially after cannibalizing Tactics for enhancement slots). However, upon further reflection, I decided that it made remarkably less sense than usual (compared to other builds I've made) to keep Gaussian's at Level 22 in the context of the holistic Set Bonus structure of this specific build ... so I've gone ahead and raised it up to Level 27.

    Consequently, this entire build basically "begins life at 24" when its Set Bonuses start to really kick in (almost all at once!) and receives a slight uptick in power at (exemplar) Level 28 due to the Set Bonus Levels. It becomes a real powerhouse though at (exemplar) Levels 30 and 33 though, with access to Energize and Maneuvers. This yields a very broad range of Levels and Content where "the whole is far greater than the sum of its parts" in which overall performance is kept "fairly strong" from the late-Early Game (ie. mid-20s) all the way on up through the Mid Game (30s and early 40s) and on into the End Game (50 and Incarnate). This makes me happy.



    So here's a Long Forum reposting, including the changes made versus the previous version thanks to feedback from Errant and Supernumiphone in this thread.

    Oh and I also finally picked a name for my character on Virtue who will be using this build.

    ==========

    Villain Plan by Mids' Villain Designer 1.952
    http://www.cohplanner.com/

    Golden Blond : Level 50 Natural Stalker
    Primary Power Set: Kinetic Melee
    Secondary Power Set: Energy Aura
    Power Pool: Teleportation
    Power Pool: Leadership

    Villain Profile:

    Level 1: Quick Strike
    • (A) Pounding Slugfest - Accuracy/Damage: Level 27
    • (7) Pounding Slugfest - Disorient Bonus: Level 15
    • (11) Kinetic Combat - Accuracy/Damage: Level 27
    • (13) Kinetic Combat - Damage/Endurance: Level 27
    • (15) Kinetic Combat - Damage/Endurance/Recharge: Level 27
    • (17) Kinetic Combat - Knockdown Bonus: Level 20
    Level 1: Hide
    • (A) Luck of the Gambler - Defense/Endurance: Level 27
    • (50) Luck of the Gambler - Defense/Recharge: Level 27
    • (50) Luck of the Gambler - Defense: Level 27
    • (50) Luck of the Gambler - Recharge Speed: Level 25
    Level 2: Kinetic Shield
    • (A) Luck of the Gambler - Defense/Endurance: Level 27
    • (5) Luck of the Gambler - Defense/Recharge: Level 27
    • (5) Luck of the Gambler - Defense: Level 27
    • (7) Luck of the Gambler - Recharge Speed: Level 25
    Level 4: Body Blow
    • (A) Pounding Slugfest - Accuracy/Damage: Level 27
    • (13) Pounding Slugfest - Disorient Bonus: Level 15
    • (15) Kinetic Combat - Accuracy/Damage: Level 27
    • (17) Kinetic Combat - Damage/Endurance: Level 27
    • (19) Kinetic Combat - Damage/Endurance/Recharge: Level 27
    • (19) Kinetic Combat - Knockdown Bonus: Level 20
    Level 6: Recall Friend
    • (A) Winter's Gift - Slow Resistance (20%): Level 10
    Level 8: Power Shield
    • (A) Luck of the Gambler - Defense/Endurance: Level 27
    • (9) Luck of the Gambler - Defense/Recharge: Level 27
    • (9) Luck of the Gambler - Defense: Level 27
    • (11) Luck of the Gambler - Recharge Speed: Level 25
    Level 10: Entropy Shield
    • (A) Endurance Reduction IO: Level 50
    Level 12: Smashing Blow
    • (A) Pounding Slugfest - Accuracy/Damage: Level 27
    • (21) Pounding Slugfest - Disorient Bonus: Level 15
    • (21) Kinetic Combat - Accuracy/Damage: Level 27
    • (23) Kinetic Combat - Damage/Endurance: Level 27
    • (23) Kinetic Combat - Damage/Endurance/Recharge: Level 27
    • (25) Kinetic Combat - Knockdown Bonus: Level 20
    Level 14: Teleport
    • (A) Time & Space Manipulation - +Stealth: Level 15
    Level 16: Kinetic Dampening
    • (A) Steadfast Protection - Resistance/+Def 3%: Level 10
    Level 18: Assassin's Strike
    • (A) Pounding Slugfest - Accuracy/Damage: Level 27
    • (25) Pounding Slugfest - Disorient Bonus: Level 15
    • (27) Kinetic Combat - Accuracy/Damage: Level 27
    • (27) Kinetic Combat - Damage/Endurance: Level 27
    • (29) Kinetic Combat - Damage/Endurance/Recharge: Level 27
    • (34) Kinetic Combat - Knockdown Bonus: Level 20
    Level 20: Build Up
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 27
    • (37) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 27
    • (39) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 27
    • (39) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 27
    • (39) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 27
    • (40) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 21
    Level 22: Placate
    • (A) Recharge Reduction IO: Level 50
    Level 24: Burst
    • (A) Eradication - Damage: Level 27
    • (40) Eradication - Accuracy/Recharge: Level 27
    • (40) Eradication - Damage/Recharge: Level 27
    • (42) Eradication - Accuracy/Damage/Recharge: Level 27
    • (42) Eradication - Accuracy/Damage/Endurance/Recharge: Level 27
    • (42) Eradication - Chance for Energy Damage: Level 10
    Level 26: Disrupt
    • (A) Stupefy - Accuracy/Recharge: Level 27
    • (46) Stupefy - Endurance/Stun: Level 27
    • (48) Stupefy - Accuracy/Endurance: Level 27
    • (48) Stupefy - Stun/Range: Level 27
    • (48) Stupefy - Accuracy/Stun/Recharge: Level 27
    Level 28: Energy Drain
    • (A) Efficacy Adaptor - EndMod/Recharge: Level 27
    • (29) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 27
    Level 30: Focused Burst
    • (A) Thunderstrike - Accuracy/Damage/Recharge: Level 31
    • (43) Thunderstrike - Accuracy/Damage/Endurance: Level 31
    • (43) Thunderstrike - Damage/Endurance/Recharge: Level 31
    • (43) Devastation - Accuracy/Damage/Recharge: Level 31
    • (45) Devastation - Accuracy/Damage/Endurance/Recharge: Level 31
    • (45) Devastation - Chance of Hold: Level 30
    Level 32: Concentrated Strike
    • (A) Pounding Slugfest - Accuracy/Damage: Level 27
    • (33) Pounding Slugfest - Disorient Bonus: Level 15
    • (33) Kinetic Combat - Accuracy/Damage: Level 27
    • (33) Kinetic Combat - Damage/Endurance: Level 27
    • (34) Kinetic Combat - Damage/Endurance/Recharge: Level 27
    • (34) Kinetic Combat - Knockdown Bonus: Level 20
    Level 35: Energize
    • (A) Numina's Convalescence - Heal/Endurance: Level 31
    • (36) Numina's Convalescence - Endurance/Recharge: Level 31
    • (36) Numina's Convalescence - Heal/Recharge: Level 31
    • (36) Numina's Convalescence - Heal/Endurance/Recharge: Level 31
    • (37) Numina's Convalescence - Heal: Level 31
    • (37) Numina's Convalescence - +Regeneration/+Recovery: Level 30
    Level 38: Maneuvers
    • (A) Luck of the Gambler - Defense/Endurance: Level 27
    • (45) Luck of the Gambler - Defense/Endurance/Recharge: Level 27
    • (46) Luck of the Gambler - Defense: Level 27
    • (46) Luck of the Gambler - Recharge Speed: Level 25
    Level 41: Tactics
    • (A) Adjusted Targeting - To Hit Buff/Endurance: Level 50
    Level 44: Assault
    • (A) Endurance Reduction IO: Level 50
    Level 47: Vengeance
    • (A) Luck of the Gambler - Recharge Speed: Level 25
    Level 49: Long Range Teleport
    • (A) Recharge Reduction IO: Level 50
    ------------

    Level 1: Assassination
    Level 1: Brawl
    • (A) Accuracy IO: Level 50
    Level 1: Sprint
    • (A) Run Speed IO: Level 50
    Level 2: Rest
    • (A) Recharge Reduction IO: Level 50
    Level 2: Swift
    • (A) Run Speed IO: Level 50
    Level 2: Hurdle
    • (A) Jumping IO: Level 50
    Level 2: Health
    • (A) Regenerative Tissue - +Regeneration: Level 10
    • (31) Numina's Convalescence - Heal/Endurance: Level 31
    • (31) Numina's Convalescence - Heal/Recharge: Level 31
    • (31) Numina's Convalescence - Heal: Level 31
    Level 2: Stamina
    • (A) Performance Shifter - EndMod: Level 27
    • (3) Performance Shifter - EndMod/Recharge: Level 27
    • (3) Performance Shifter - Chance for +End: Level 21
    Level 4: Ninja Run

    ------------

    Set Bonus Totals:
    • 2.5% DamageBuff(Smashing)
    • 2.5% DamageBuff(Lethal)
    • 2.5% DamageBuff(Fire)
    • 2.5% DamageBuff(Cold)
    • 2.5% DamageBuff(Energy)
    • 2.5% DamageBuff(Negative)
    • 2.5% DamageBuff(Toxic)
    • 2.5% DamageBuff(Psionic)
    • 23% Defense(Smashing)
    • 23% Defense(Lethal)
    • 5.81% Defense(Fire)
    • 5.81% Defense(Cold)
    • 11.75% Defense(Energy)
    • 11.75% Defense(Negative)
    • 3% Defense(Psionic)
    • 14.88% Defense(Melee)
    • 12.06% Defense(Ranged)
    • 8.63% Defense(AoE)
    • 1.8% Max End
    • 6% Enhancement(Heal)
    • 3% Enhancement(Stun)
    • 36% Enhancement(Accuracy)
    • 43.75% Enhancement(RechargeTime)
    • 10% FlySpeed
    • 325.3 HP (27.02%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • MezResist(Held) 3.3%
    • MezResist(Immobilize) 13.75%
    • 7% (0.12 End/sec) Recovery
    • 116% (5.82 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 10% RunSpeed
    • 2% XPDebtProtection
    ------------

    Set Bonuses:

    Pounding Slugfest
    (Quick Strike)
    • 8% (0.4 HP/sec) Regeneration
    Kinetic Combat
    (Quick Strike)
    • MezResist(Immobilize) 2.75%
    • 18.07 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
    Luck of the Gambler
    (Hide)
    • 10% (0.5 HP/sec) Regeneration
    • 13.55 HP (1.13%) HitPoints
    • 9% Enhancement(Accuracy)
    • 7.5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Kinetic Shield)
    • 10% (0.5 HP/sec) Regeneration
    • 13.55 HP (1.13%) HitPoints
    • 9% Enhancement(Accuracy)
    • 7.5% Enhancement(RechargeTime)
    Pounding Slugfest
    (Body Blow)
    • 8% (0.4 HP/sec) Regeneration
    Kinetic Combat
    (Body Blow)
    • MezResist(Immobilize) 2.75%
    • 18.07 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
    Winter's Gift
    (Recall Friend)
    • 20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)
    Luck of the Gambler
    (Power Shield)
    • 10% (0.5 HP/sec) Regeneration
    • 13.55 HP (1.13%) HitPoints
    • 9% Enhancement(Accuracy)
    • 7.5% Enhancement(RechargeTime)
    Pounding Slugfest
    (Smashing Blow)
    • 8% (0.4 HP/sec) Regeneration
    Kinetic Combat
    (Smashing Blow)
    • MezResist(Immobilize) 2.75%
    • 18.07 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
    Steadfast Protection
    (Kinetic Dampening)
    • 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
    Pounding Slugfest
    (Assassin's Strike)
    • 8% (0.4 HP/sec) Regeneration
    Kinetic Combat
    (Assassin's Strike)
    • MezResist(Immobilize) 2.75%
    • 18.07 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
    Gaussian's Synchronized Fire-Control
    (Build Up)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 22.59 HP (1.88%) HitPoints
    • 2.5% (0.04 End/sec) Recovery
    • 2.5% DamageBuff(All)
    • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
    Eradication
    (Burst)
    • 1.8% Max End
    • 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
    • 27.11 HP (2.25%) HitPoints
    • 2% XPDebtProtection
    • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
    Stupefy
    (Disrupt)
    • 2.5% (0.04 End/sec) Recovery
    • 22.59 HP (1.88%) HitPoints
    • 3% Enhancement(Stun)
    • 6.25% Enhancement(RechargeTime)
    Efficacy Adaptor
    (Energy Drain)
    • 13.55 HP (1.13%) HitPoints
    Thunderstrike
    (Focused Burst)
    • 2% (0.03 End/sec) Recovery
    • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
    Devastation
    (Focused Burst)
    • 12% (0.6 HP/sec) Regeneration
    • 27.11 HP (2.25%) HitPoints
    Pounding Slugfest
    (Concentrated Strike)
    • 8% (0.4 HP/sec) Regeneration
    Kinetic Combat
    (Concentrated Strike)
    • MezResist(Immobilize) 2.75%
    • 18.07 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
    Numina's Convalescence
    (Energize)
    • 12% (0.6 HP/sec) Regeneration
    • 22.59 HP (1.88%) HitPoints
    • 6% Enhancement(Heal)
    • MezResist(Held) 3.3%
    • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
    Luck of the Gambler
    (Maneuvers)
    • 10% (0.5 HP/sec) Regeneration
    • 13.55 HP (1.13%) HitPoints
    • 9% Enhancement(Accuracy)
    • 7.5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Vengeance)
    • 7.5% Enhancement(RechargeTime)
    Numina's Convalescence
    (Health)
    • 12% (0.6 HP/sec) Regeneration
    • 22.59 HP (1.88%) HitPoints
    Performance Shifter
    (Stamina)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 22.59 HP (1.88%) HitPoints

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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  22. /em point
    /em click
    /em read

    Oh .... oh really ...? Hmmm ... well that ... changes a few things ... it wasn't like that "way back when" (ie. years ago) when I started looking at building for Exemplar, rather than End Game. Okay. Guess that means that I'm wrong about losing set bonuses in powers you don't have access to because of the Level +5 limit. Hmmm. That's going to make for a bit of interesting adjustments on more than just a few of my builds I'm using ...

    Hmmm ... and upon deeper reflection, this means that it's possible to get benefit of Level 25 LotG +Recharge at Levels 22+, regardless of the Level at which the Power was taken. That means that putting a Level 25 LotG +Recharge into Vengeance at 47 (or 49) is still "a good idea" in the grand scheme of things. It also means that using a Steadfast Protection +DEF at Level 10 is "best" for a build like this one (for Exemplar down to Level 7), even though the Power it is slotted into can't be taken until Level 16 (ie. outside the Level +5 boundary). That also means that the "ideal" breakpoints for Exemplar Friendly slotting are going to be:
    • Minimum Level Available for Globals (like Karma's KB protection, Kismet's +To Hit and LotG's +Recharge) where the global buff is "baked into" the Enhancement itself
    • Enhancement Levels 22, 27 and 31 for dual/triple/quad Set IOs so as to "activate" their set bonuses at Exemplar/Malefactor Level 19 (upper boundary for many Flashback Arcs), Level 24 (another upper boundary for many Flashback Arcs), and Level 28 (upper boundary for the Moonfire TF, and one level below the upper boundary for another set of Flashback Arcs).
    • Procs (such as Pounding Slugfest's Disorient, Kinetic Combat's Knockdown and Time & Space Manipulation's +Stealth) can be slotted at "any Level" and still function, so long as the Power itself is available under the Level +5 Exemplar Rule. But if the Proc is being "used" to add up to completing a Set Bonus, then that Proc will "need" to be the same Level (or lower) than all the other Set IOs used in that Set, with the simplest solution being to choose such Procs as being the Minimum Level Available for the Set that they come in (so as to maximize "portability" if they ever get pulled out in a Respec for use in other characters or other builds).
    Okay. That's Good Information™ to know then, which I didn't. Thanks for providing the link which explained that.
  23. Quote:
    Originally Posted by Errant View Post
    Numi and Miracle have the exact same 3-slot bonus. ^_^
    Oh yeah ...

    Quote:
    Originally Posted by Errant View Post
    Either way, you've captured my imagination with this one, and I whipped together something quick... It's a little different, and doesn't hit your wickets the way you'd want, but it should be more than capable (Soft-Cap S/L/E by level 30, gets almost there on Negative by level 43 [would hit it if I slotted the Glad]).
    Had a quickie look at your take, and yeah ... it's interesting how just a FEW changes make things add up quite differently.

    Quote:
    Originally Posted by Errant View Post
    Anyhow, enough typing for me, time to expose my version of the Stalktroller! (also, looks like the wife and I might be rolling this as a twin KM/EA Duo on Exalted) Thanks for the inspiration!


    /em speechless ...



    Um ...



    ... wow ...



    A husband and wife ... duo ... of KM/EA Stalkrollers ... based on ... uh ...



    Okay. I have a new "highest compliment" given for a build I've made.