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Posts
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Joined
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Re: Archmage accolade
Where's the best place to quickly amass Tsoo Sorc defeats (for the Tracer badge)? I'm pretty familiar with most blueside territories, but a lot has changed/been added since I stopped playing three years ago, so for all I know there may be a place where Tsoo Sorcs hang out in large numbers, the way Warwolves and Vampyri hang out on Striga Isle? -
Yes, thank you for pointing that out! I was able to take the Hydra Dimension mission, enter and then immediately leave the zone, and get the Multidimensional badge. Now it's just a matter of getting at the other 8 Praetorian villains I still haven't taken down yet. Oh Maria Jenkins, please be my friend!
Speaking of which, paragonwiki says that Mother Mayhem was added as a requirement for Dimensional Warder as of Issue 18. Did she replace someone, or is she in addition to the others? I don't recall how many were on the list back when I played before (prior to Issue 11), but it is 14 now... -
Is there any way to find out which of these AVs I already have credit for?
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Some of the most fun characters I have are the least original.
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Yes, you are right, I am getting my needed-for-Portal-Jockey badges all mixed up.
I will have to look for "Hydra Dimension" in the flashback system; I swear I tried to find that a few days ago but failed. Hmm. -
Quote:Oops, sorry, I was thinking of Maria's "Defeat <boss> and his cronies" mission which also grants Multidimensional (it's not a Hydra mission).First off it isn't Maria that gives the Hydra Mission, it is Unai Kemen. Second, it is possible to get that mission via flashback.
So you're saying the Unai Kemen mission is available via Flashback? -
Isn't it also possible to never get either of the two Hydra missions (one from Tina Macintyre, the other from Maria Jenkins) that awards the Multidimensional badge (required for the Portal Jockey Accolade)? You aren't guaranteed to get either of those two missions just because they become a contact, are you? As far as I can tell, neither mission is available in the Flashback list.
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But I don't understand how or why this affects the team UI window. While we were playing (Hero tips) in Atlas Park, teammates were going gray who were doing nothing but heading back to Ms. Liberty to train up before joining us for the next mission. Why would they go gray while training up (or shopping at a vendor)?
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That's what I thought too. But the behavior seems inconsistent if it is based on distance. And what would be the point of this? The whole idea behind Recall Friend is to be able to teleport teammates as long as they are within the 10,000 yd range of the power, but I get "Invalid Target" if they are gray, even if they are only 600 yds away.
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I've noticed that teammate entries sometimes turn solid gray in the new Team UI window. I can't Recall Friend them when in this state. Does anyone know what causes this?
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I've noticed that there are no P.Shifter +End proc recipes up for sale at Wentworth's, but plenty of folks bidding on them. I find it somewhat amusing that the L21 recipe sells for in excess of 100mil, while a L22 sells for about 1/4th that amount.
Which leads me to ask this: is there any way to specify a lower level recipe "purchase" from the Fort Trident box using Hero Merits? It only seems to offer current_level+3 recipes. -
I presume the only reason to slot up Stamina for four P.Shifters is to get the 2.5% Recovery set bonus? The Rech and Acc portions of two of those IOs is otherwise worthless in Stamina. Is that 2.5% really worth burning an extra slot in Stamina for?
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Is there any in-game benefit to having all three Haunted House trial badges?
I guess this is also a question about badges in general. Aside from the Accolades that provide concrete benefits (+5% HP, +5 End, etc.) which require you to collect certain other badges, what is the benefit of having any particular set (or number of) badges? I'm trying to understand the point of collecting badges other than to obtain the Accolade benefits/powers. -
Okay, I've been playing around with Mids to see the effect of the Performance Shift +End proc set IO vs. a generic L50 End Mod IO. Each generic IO that I slot into most of the auto powers that take End Mod only seem to add about 0.075 end/sec to the Recovery rate. But if my math is right, the P.Shift proc adds, on average, 0.2 end/sec (20% chance to gain 10 end each 10-second proc cycle = 0.2 x 10 end / 10 sec = 0.2 end/sec).
If this is right, then it seems that the best thing to do is to put the P.Shift proccer in one slot of each and every auto/toggle that takes an End Mod enhancement since its 0.2 end/sec is quite a bit better than what any single L50 generic IO adds.
Do I have that right?
Oh, and is there any reason to craft or buy anything other than the L21 version of the P.Shift End proccer? It's benefits are the same regardless of the IO's level, right?
I guess this question also applies to any of the set IOs that provide a global proc (like Karma -KB or LoTG +Rech). Any reason not to get the lowest level version of these as well? -
Is there some place that describes these three badges from the Haunted House trial?
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Yes, you are quite right. Making room for a tips mission certainly seems to be the answer; and given that you lose any you have upon reinforcing alignment, there's no point in keeping them anyway. We tried that last night and within a minute we had the morality mission.
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So I'm still not sure if we've figured out what the gating factor is. Is it because we both had three alignment tips sitting in our contact list, or because all five of our fame slots were full? Or maybe either can be a gating factor. The paragonwiki has this to say about alignment tips:
As long as a character already has three Alignment Tips or has reached their max for the 'day', no more will be dropped by defeated enemies.
But this is explicitly under the section on alignment tips. The section on morality tips has nothing to say on the matter. I suppose the implication is that they are subject to the same gating factors, but I'm pretty sure I've done morality missions shortly after finishing my tenth alignment tip in the past.
I'm beginning to think that at least one "tip slot" (out of the three possible) must be open in order for a morality tip to drop. -
So a friend and I were running Hero tips missions last night and we both hit 10/10 after completing five for the night. We spent another 45 mins or so doing ordinary missions trying to get the morality mission tip to drop, but it never did for either of us. We must have taken out hundreds of enemies during those 45 mins.
Why didn't the morality mission drop? I know that tips mission drops are random like any other mob drop, but this seemed to defy statistical probability. It seems far more likely that something else was gating the morality mission drop. What would that be? -
So if frankenslotting means putting in set IOs from different sets together in the same power (the only way to double or triple up on IOs that provide the exact same enhancement signature, e.g., Acc/Dmg), then doesn't that dilute the set bonuses you'll get since you won't ever have more than 2 or 3 from the same set in a power?
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Quote:And for those of us with access to all the old veteran reward attack powers and GR pre-order enhancements, a newly minted level 2 toon has as much firepower as any F2P toon in its teens. Add in the XP boosters, Patrol XP, the DFB trial, and the abundance of high-level tips teams graciously taking on lowbies, and leveling to 20+ has never been easier or faster!You might just be getting better, too. I've found that cutting through spawns and missions faster, and/or playing up even one difficulty (in either level or spawn size) both make a huge difference in xp per mission. Also, it may seem obvious, but a scrapper or brute is going to level faster than a defender or tank (or -- for me -- a blaster, because I keep freakin' dying). Powersets, too... ones that get AoE's early in their career are going to hack through more bad guys than those that don't.
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Quote:The advice that I was accustomed to hearing even in the early days of CoH was to put an End Reduc in every toggle and major attack, and to slot up Stamina. This goes a long way towards makng any toon more endurance efficient. But it will never totally overcome situational dangers like Sappers, Juicers, and Carnies.The Endurance reduction you have slotted in your toggles will serve you better in your attacks...
Case in point, my Street Justice/Shield scrapper was an endurance nightmare until I had 3 slotted stamina with Performance Shifter +End proc, Numina and Miracle +End procs, and at least ~30% endurance reduction in EACH attack. Levels 10-27 on that character were some of the most tedious and frustrating levels I've ever experienced*.
Hope that helps!
*IMO this is evidence of some underlying bad game design issues that will probably never be addressed at this point, so we are left with only the workarounds.
I don't think the inability to completely conquer one's endurance woes is a design flaw in the game. A lot of people don't realize that we are not meant to be running all our defensive toggles at the same time all the time. We are meant to be turning them on and off situationally. Why else do you suppose they take recharge rate enhancements? Trust me, it's not because they can be knocked off by mez attacks (a rare event for any melee toon) or because of End crashes or basic End depletion. But we treat every toggle like an Auto and then call the game design flawed because toggles aren't autos? Well, I'm not prepared to jump on that particular bandwagon. -
Well, for some of us who are returning after a long absence, leveling is definitely faster. Super Sidekicking has had a profound impact for one thing. Back in the day it used to be quite a bit harder to get on teams of 50s while a toon was in its lower levels; if you were a L44 or L45 "bridge" you were in high demand, but if you were a L12 lowbie desperately trying to get your travel power you were probably out of luck. Nowadays teams of 50s are routinely inviting people of any level to join tips and AE missions because they just want to max out the spawn sizes and you don't have to manage sidekick/exemplar pairings anymore. Leveling up on these teams is almost as effortless as the DFB trial.
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Quote:Thanks for that little history lesson. It is exactly what I was looking for as an explanation.If they had not changed the building method for the second 4 Incarnate ability, there would have been people with T4s in all of the powers as soon as they could get the IXP to unlock the slot. On the first day. Probably without having to even run the trials.
It seems to me, however, that the devs could just have gone with components as the single type of ingredient (along with IXP for unlocking slots). All they would have had to do was create new components to go with new slots and they would solve the stockpiling problem. They could also have had more than just two kinds of IXP. A dedicated IXP "type" for each slot, for instance, rather than just splitting everything into physical and psychic branches.
Instead we have this rather bizarre Incarnate construction pyramid that makes sense to those who have been using it from the beginning, but which is really confusing for n00bs like me. And it is only going to get more confusing each time the devs create yet another strata of ingredients just to avoid players stockpiling the existing ones for future slots. -
Street Justice/Willpower Brutes seem to be an awfully common combination right now. My new main that I'm leveling is one of these. It's great!
However, I'd love to hear why the powerset gurus out there feel Willpower is so great. It is working out pretty well on this new toon of mine, but it is like a multi-function printer. Being a mixture of Invuln, Super Reflexes, and Regen, it is supplying a little of each but is great at none of them. As such, the DEF, Res, and regen/recovery rates all look rather weak when compared to their dedicated counterparts (obviously). Is there a reason why having a little of all three is better than having a lot from just one (like Invulnerability)?