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#1
General / Re: Attempt: Developing Web Mi...
Last post by Joshex - Today at 12:56 AM
I work on this periodically, so far I've made a sorta kinda summary of the information types displayed in the effects tab. though not all powers have effects info. and some powers may break the mold. I guess it's good as is and individual powers will set what they put where in that tab. sometimes I overthink things and get stuck trying to one-size-fits-all something that needs to be dynamic. posting about it can help me see my logical errors. right, rather than dwell on it, I'll just adjust the height of the table cells and move on to the next tab.

the goal is to have the tabs ready to go at some default state so I can have all the object  IDs so I can start programming what info to fill in where, and consequently start dictionarying the meat of the program in stats. that will be a major chore lol. I could probably get through one powerset a day, if I work on it every day, which I probably wont, I have alot of commitments I'm juggling atm many are time sensitive, I still plan time for projects, but haven't had much hero-time lately.
#2
Quote from: EDekar on Apr 21, 2025, 08:03 AMYou will genuinely have better DPA dropping the mace and using the rifle, except at that point you're not really a Bane Spider, are you?  Bah.
At that point you're a Huntsman (rifle only attacks).

As a (former) Arachnos Soldier on previous servers (crashes to desktop on redside are just WAY TOO RELIABLE for me on Rebirth), playing a HuntsBane is actually a remarkably poor symmetry as a build. The underlying strengths of the Bane are basically "to be a Stalker with better group buffs" ... which means Stealth/Hide/Placate and bonus damage when making melee attacks with your Mace. This is where the Bane plays catch up on DPA, through damage buffing on attacks from Hidden (just like a Stalker) ... and just like with Stalkers, it isn't enough when fighting in sustained combat, but works just fine in "bursty" quick combat. But none of those damage bonuses for being Hidden accrue to attacks made using the Arachnos Rifle. So a HuntsBane is this sort of weird hybrid of a blaster/defender who can stealth (which suppresses in combat).

To my mind, the primary and overriding reason to choose Bane is because you don't want to wear a Crab Backpack for the rest of your life. Bane gets a few options to augment the playstyle, but they're mostly oriented around melee combat (ala Stalker) using the Mace while being a better team buffbot.

Conversely, a HuntsCrab gets Pets to herd and a Dull Pain equivalent power for increased survivability, rather than angling for sneaky/stealthy/assassin-y type powers and playstyle like the Bane does.
#3
yea, the soldier classes but also warshade and the other flying thingy, whose name i have forgotten, definitely needed some more love. but even with the weapon change animation i can make a case for this class here, dubbing it a guardian-type of gameplay. no recasting of the teamstuff comes at the expense of tedious animations while dealing damage. I ve tested the damage back to back with my main and they are on par. take away the animations and you suddenly have a champ that outdamages a brute while having pretty solid team utility.
this way both classes have their reason of being.
#4
Known Issues / Windows Defender Blocking Rece...
Last post by The Doctor - Apr 21, 2025, 09:20 PM
Hey everyone,

We're aware of an issue where Windows Defender is incorrectly flagging our latest update as a potential threat. This has been reported by some players, and we're actively investigating the cause.

What you need to know:
  • This is a false positive triggered by Windows Defender. 
  • We're currently working to resolve the issue as quickly as possible. 
  • In the meantime, the game files are safe, and your security has *not* been compromised.

Workaround: 
If you experience the issue and want to continue playing immediately:
  • Open Windows Defender.
  • Navigate to Virus and Threat Protection, then click on Protection history.
  • Find the blocked item and choose Allow on device.

We'll post an update as soon as we have more info. Thanks for your patience and continued support!

The Rebirth Team
#5
Quotec) Bane Spider Training Secondary
The secondary has a rather good mixture of defense and resistance skills that allows for convenient slotting and also the Leadership skills that make this Archetype a good addition to any team. Since none of those skills need recasting you can concentrate purely on dealing damage and positioning.

Surveillance causes redraw if you are wielding a rifle.  Web Cocoon will also cause redraw unless you're wielding the Arachnos Mace.  Oh, Build Up in your primary will -also- cause redraw if not wielding the Arachnos Mace.  Don't you love redraw?  I don't.

Quote*everything else*

It sounds like you're able to have fun with Bane Spider otherwise, and for that I wish I could say the same!  I like the concept of Bane Spider, but the terrible kit design and extensive redraw issues absolutely kill the sub-AT for me.  That it also has fairly poor DPA on all of its attacks and even worse on the ranged mace attacks certainly isn't helping my perspective.  You will genuinely have better DPA dropping the mace and using the rifle, except at that point you're not really a Bane Spider, are you?  Bah.

As for limited costume choices... eh?  You have your stock Arachnos uniform, and then anything else you could ever want to make.  It's not like Crab where you have a prosthetic spider limb backpack glued to your spine, so I don't really understand this drawback.  Do you mean the general lack of customization available to Arachnos Mace?  Because yeah... VEATs kind of got the short stick with weapon customization.  Widows can't even use Claws customizations even though they're using knock-off claws!
#6
Morning!

My global handle is @Thilenium and my ingame characters start with or contain 'Thile' in their name - no exception. So far I have played and equipped about 20 characters. ten of which I took through the incarnate stuff. Others I 'swiped left'.
When I started on Rebirth I teamed up a couple with a guy playing an Arachnos Soldier. While I have his build I put my own spin on it. Arachnos soldiers are in my view somewhere in between Guardians and Corruptors providing the team with buffs while also being able to dish out some good damage. You have a huge number of damaging skills to select from but I am playing him as melee primarily (being able to sneak attack tipped the scale).
The build represents the current status of my gear and also my zillion hours of experience in improving and reviewing on character builds (tailored to my tastes - sure. and that is where we might not find common ground. but see for yourself).

all the best, Thilenium


Summary Arachnos Bane soldier (Mace Swingy - Bane Spider Training)
+ decent starting character
+ good defenses
+ good team synergies
+ can be played as melee and/or as ranged damage dealer
+ 'Blink Blitz'

- weapon change animations me not like
- limited costume choices (but we do not care about that, right?!)

Contents
a) The role of a Arachnos Bane Soldier
b) Mace Swingy as Primary
c) Bane Spider Training Secondary
d) 'Blink Blitz'
e) Genesis Incarnate Power

a) The role of a Arachnos Bane Soldier
Just being there and following a teammate already brings some great benefits to any party. Arachnos soldiers have their own and stronger version of the Leadership-Power Pool. Which you can combine with the Leadership-Power Pool. In this version you provide +17% defense, +15% to-hit, and +30% overall damage to everyone. Just for comparison: 'Reforge' gives that minus the defense and comes as a team-buff only in the Guardian version of it. Also: No recasting. There. Roll the credits.
Also also: good damage dealer
The specialization for Bane soldier comes at level 24, with a free respec thrown in. Before that as you like.

b) Mace Swingy as Primary
I do not like weapon change animations... that being said 'Venom Grenade' and 'Frag Grenade' are just too good to pass up. And since I want some area of effect and already doubled down on change animations I added 'Blink Blitz' and 'Ball Lightning'. One of the Mace attacks has some build in area of effect as well, combine it with 'Electrifying Fences' and that takes care of area of effect capabilities. As for single target damage: four skills are enough. You can use either 'Shatter' or 'Crowd Control' for sneak attacks too. If you prefer a bit more situational stuff, less area of effect, with even more debuffing and more damage on single targets, check out the second build.

c) Bane Spider Training Secondary
The secondary has a rather good mixture of defense and resistance skills that allows for convenient slotting and also the Leadership skills that make this Archetype a good addition to any team. Since none of those skills need recasting you can concentrate purely on dealing damage and positioning.

d) 'Blink Blitz'
Blink Blitz' is my goto-power for every melee build: lands you smack in the middle of an enemy group, taunts them (for Brutes or Tankers) and gives you defenses. All in one neat package. Follow it up with your other area of effect-skills and you have all the enemy's attention. Blink Blitz sometimes lands you in obstacles. With enough cooldown you can use it on a mob to get out of it again. Or you can use the command /stuck.

e) Genesis Incarnate Power and helpful keybinds and macros
Genesis Incarnate Power:
Socket Core Flawless Genesis
>> Choosing a Genesis power in Mid's messes with the build sheet, that is why i keep it unselected. This one increases the chances for Interface-procs, but more importantly: passively gives your champ 10% more hitpoints and endurance, increasing survivability and sustain. Any champ, any role - this is it!

Helpful macros and keybinds:
/bind g "target_enemy_near$$follow"
>> autofollow nearest enemy

/bind f "target_enemy_near$$face"
>> face the direction of the nearest enemy

/macro INC "windowtoggle Incarnate"
>> Open the Incarnate window

/macro M1 "powexec_name Pulverize$$follow$$powexec_auto Brawl$$powexec_auto Bash"
>> Uses those two skills in succession. follows the target.

/macro XX "powexec_name Shatter$$powexec_auto Brawl$$powexec_auto Return to Battle"
>> As a regular or as a sneak attack.

/macro M2 "powexec_name Crowd Control$$powexec_auto Brawl$$powexec_auto Electrifying Fences"
>> Uses those two skills in succession.

/macro TAoE1 "powexec_name Venom Grenade$$face$$powexec_auto Brawl$$powexec_auto Frag Grenade"
>> Uses those two skills in succession. faces the target.

/macro TAoE2 "powexec_name Blink Blitz$$powexec_auto Brawl$$powexec_auto Ball Lightning"
>> Uses those two skills in succession.

Using Mids import the following using Menu: Build Sharing/Import DataChunk
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2nd build: more debuffing and pets if you like to do big team stuff a lot.
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|A+|
#7
Patch Notes / Live Patch Notes - April 20, 2...
Last post by The Doctor - Apr 20, 2025, 10:29 PM
Bug Fix

Fixed a crash when acquiring a Warburg Lab Technician when a Genesis incarnate power is equipped.
#8
Tanker / Re: Tanker, the Burning Man (F...
Last post by EDekar - Apr 20, 2025, 08:48 AM
Ah, the classic Fire/Fire!  It's better than people think or give it credit to be, and I'm glad you found it fun enough to keep it, Thile.  Personal opinions (and they -are- opinions) aside, it's a very solid combo with its nearly always available self heal and very respectable defenses.  Its biggest weakness, in my opinion, is the psi and energy mitigation... but that's what the self heal is for, eh?  And if you burn 'em down before it becomes a problem then there's no hole, right?

What, you're curious about my opinions?  They really aren't important here, it's just subjective preference.  I've never liked the animations on Fiery Melee very much, so even though it's a good set that offers respectable damage, it doesn't 'feel' fun to me.  Moreover, I like to mechanically exploit sets, and there's nothing to exploit in any offensive fire set; their secondary effect is 'moar damage' and about the closest you can get to synergizing with that is -res, which largely doesn't exist natively (Sonic and Hellfire are pretty much it, and Sonic is... not great).

Thanks for sharing your experience, Thile!
#9
Tanker / Tanker, the Burning Man (Fiery...
Last post by thilenium - Apr 18, 2025, 06:26 AM
Morning!

My global handle is @Thilenium and my ingame characters start with or contain 'Thile' in their name - no exception. So far I have played and equipped about 20 characters. ten of which I took through the incarnate stuff. Others I 'swiped left'.
I made this build because Fiery Melee has a low damage area of effect ability named 'Combustion' available at level 4. That would be a great lead in into a tanking character, so i thought. Since i tested some of the other primaries already, i chose Fiery Aura. And for the possibility of a tanker on fire-meme. Although that Primary does not get a lot of defensive skills i was still somewhat surprised of how good the resists have gotten by the end. The build represents the current status of my gear and also my zillion hours of experience in improving and reviewing on character builds (tailored to my tastes - sure. and that is where we might not find common ground. but see for yourself).

all the best, Thilenium


Summary Tanker (Fiery Aura - Fiery Melee)
+ decent starting character
+ good resistances (just psionic slightly below 70%, before the proc from the tanker-set)
+ 3 build-in AoE-attacks, and 3 Single-target
+ 'Blink Blitz'

- at lower levels endurance drains can ruin your day

Contents
a) The role of a Tanker
b) Fiery Aura Primary
c) Fiery Melee Secondary
d) 'Blink Blitz'
e) Genesis Incarnate Power

a) The role of a Tanker
The Tankers role is to soak up and survive all the damage that otherwise squishy targets in your party would face. He does it by having enemy Npc's focus all their attention on him with a special mechanic called 'taunt' - basically coaxing a target into targetting you. Every skill that hits a target, even skills that do not do any damage to the target and just debuff it, taunt. Taunt has a duration and you can stack its intensity up by repeatedly attacking and/or using the Secondary's Taunt-skill (which may vary in name) to make very sure that you are and stay the target. Using the Taunt-skill on a ranged enemy also reduces their attack range, forcing them to enter melee range.

b) Fiery Aura as Primary
Just three defensive abilities are included in this primary, which is a pretty low number, but it works. With 'Healing Flames' you have a 'oh shit'-buttons which also buffs Toxic Resists. With set-boni and some special IO's you can fix a lot of the resists and the low health. This primary comes with its own point blank area of effect (similar to Shield Defense), which I use while clearing or facing off a single target. Fiery Aura still gives me some anxiety, for whatever reason, and I do not feel like a walking walnut like i do with my DA-Tanker. But for what its worth it still far exceeded my expectations.

c) Fiery Melee Secondary
As I mentioned at the beginning the whole idea for this build started around the skill 'Combustion'. I like area of effect-skills with a 15 ft radius. And this one is available at level 4 (and only available to the Tankers version of Fiery Melee). The second area of effect 'Fire Sword Circle' has a decent area with 10 ft still. I wish some other Secondaries had similar. Starting with 'Blink Blitz', those two in succesion will hit a group of mobs while they move in, doing actually quite a bit of damage too. Add 'Burn' to it and you have pretty amazing clear for a tanker. There is a tradeoff as those powers do not have any secondary effects like i.e. knock-ups and the activation times are long too. It takes three seconds to activate either 'Combustion' or 'Burn'.
A lot of the skills in this Primary have damage over time-components, so the damage does not look massive on hit, but it will add up.
This Secondary looks underappreciated, i can not think of any tanker in the late game running it. I may try to use it for a Radiation Armor-Tanker, a project i have been postponing because that Primary is represented a lot and for good reason.

d) 'Blink Blitz'
Blink Blitz' is my goto-power for every melee build: lands you smack in the middle of an enemy group, taunts them (for Brutes or Tankers) and gives you defenses. All in one neat package. Follow it up with your other area of effect-skills and you have all the enemy's attention. Blink Blitz sometimes lands you in obstacles. With enough cooldown you can use it on a mob to get out of it again. Or you can use the command /stuck.

e) Genesis Incarnate Power and helpful keybinds and macros
Genesis Incarnate Power:
Socket Core Flawless Genesis
>> Choosing a Genesis power in Mid's messes with the build sheet, that is why i keep it unselected. This one increases the chances for Interface-procs, but more importantly: passively gives your champ 10% more hitpoints and endurance, increasing survivability and sustain. Any champ, any role - this is it!

Helpful macros and keybinds:
/bind g "target_enemy_near$$follow"
>> autofollow nearest enemy

/bind f "target_enemy_near$$face"
>> face the direction of the nearest enemy

/macro INC "windowtoggle Incarnate"
>> Open the Incarnate window

5 buttons (taunting ability) is all you need to run this build:
/macro M1 "powexec_name Scorch$$follow$$powexec_auto Brawl$$powexec_auto Greater Fire Sword"
>> Uses those two skills in succession. Follows the target.

/macro M2 "powexec_name Incinerate$$powexec_auto Brawl$$powexec_auto Burn"
>> Uses those two skills in succession.

/macro PbAoE "powexec_name Combustion$$powexec_auto Brawl$$powexec_auto Fire Sword Circle"
>> Uses those two skills in succession.

/macro TAoE "powexec_name Blink Blitz$$powexec_auto Brawl$$powexec_auto Scorch"
>> Uses those two skills in succession.

Using Mids import the following using Menu: Build Sharing/Import DataChunk
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#10
Off-topic / Re: Joshexs Dreamtime
Last post by Joshex - Apr 12, 2025, 01:04 AM
I've been having some interesting dream travels, but I can't talk much about the content here, though I remember it. however. there has been a take away;

so, the weather irl did a spring rollercoaster ride the past few weeks. It was cool, then got warm, then hot, then warm, and for the past few nights cold temps but not freezing. because of the hot weather I was forced to remove a duvet/comforter and blanket I had on during winter to stay warm, but when it went cold the past few nights, I have to report something strange: I was oblivious and didn't feel cold at all in my dreams. Only when I began to wake up normally did I start to feel the cold and it's been too cold to get back to sleep (so I'll be puting on another layer tonight).

this is strange because my senses are heightenned while asleep, or at least hearing is. but it's like feeling/touch and light responsivity and smell are not active at all, it's like they shutdown for me until I wake up. this includes feeling temperatures.

Even during the hot weather when I had 3 warm covers, I didn't feel I was too hot nor hot at all until I woke up, then I was too hot to get back to sleep.

hot nor cold register to me while asleep. but in dreams temperatures do register, as does every other sense.

when I wake up my body temp is normal until I come back to reality then I feel it change from normal to hot or cold based on the temp around me. meaning it's not just a mind thing, it's like my body is somehow maintainiing whatever temp I had when I went to sleep even in the face of the temp in reality changing.

come to think of it the reverse is also true, if for example it's a hot day and I have dreams where I'm in some frigid place I'll wake up unnaturally cold and have to warm up.

the body's ability to regulate temperatures can't be that intense can it? if it were like that then being hot or cold would be all in our minds, but we know that's not the case, temp is temp, when it's hot we get hot, when it's cold we get cold it's not something we can dodge or avoid. so why doesn't it seem to work while I'm asleep?