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Edit: I got myself turned around replying to this since the examples I usually work with start with the level of the IO and then talk about what Level you need to be in order for them to work, whereas the example above starts with the Exemplar level and then talks about the level of the IO.

But the info in the links below is correct.
http://paragonwiki.com/wiki/Ios
paragonwiki.com/wiki/Exemplar_Effects_on_Enhancements
http://paragonwiki.com/wiki/Table_of_Special_IOs -
He's Justin Sinclair's manservant.
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Quote:Flyer: It should patrol. It should be pull-able if someone attacks it and BREAKS LINE OF SIGHT. The Flyer has huge range and simply moving away to where you think it should start following isn't enough. It has always shot rockets. I've never seen it drop a bomb.Were there any changes made to the STF recently? I ran one this morning for my notice of the well, and although the team was on finished it successfully, we ran into some unusual things that none of us had ever seen before that made it more difficult. I'm not sure if these changes were intentional, or if they were simply bugs, or just unusual happenings that you won't usually see. Here's a list of the ones I remember.
The first time the flyer spawned, it was hovering directly above Recluse's head on the tower platform. We tried several times and could not get it to move from there.
The flier seemed to be summoning some sort of bomb that I don't remember ever seeing before. They looked like the crab spider's omega maneuver bomb.
The tank was having serious trouble keeping recluse's aggro. I know he was using taunt, because I saw the animation go off around recluse, but there were a few times that recluse simply ignored it and ran over to attack us at the tower.
When we got the 4th tower down and started attacking recluse, about 3 spawns worth of random arachnos came running over to attack us. I'm not sure where they came from since we had cleared out all the spawns close to the platform. They weren't the bane spiders that recluse summons either, it was just normal mixed arachnos enemies.
That's all I can remember.
Like I said, they may have just been coincidences, but I've run the STF a couple dozen times and I've never seen any of those things happen before, so I was just wondering if there had been some small changes made to it.
Tanker Agro: Got to hit LR for Taunt to be strong and LR has HUGE Defense at this point. If the Tanker is just Taunting, he's doing it wrong. An auto-hit aura is best. Also, the team on the towers need to let the Tanker establish agro before attacking the tower. Not rush in moments after the Tanker.
Spawns: Around the statue of LR are three spawns on the ground. If they are not eliminated before attack LR, they will come to attack you. That's the way it's always been. -
They should put the cows back in... maybe into the new Alignment missions, cause I always wanted to do a cow Tipping.
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Sometimes... a desk.
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Quote:This is not the case.Apart from the misleading 2.0 listed accuracy, there's another weird quirk with pets and IO sets - each enhancement only benefits any of the pet's powers that could slot that set type. So, for example, enhancements from cloud senses (an accurate tohit debuff set) shouldn't boost the tohit debuff in his aura, despite the fact that the set enhances tohit debuff, since his aura is an autohit power that doesn't accept accuracy sets. Similarly, an enhancement from an accurate healing set won't boost the accuracy of his tenebrous tentacles, since they don't heal.
Accuracy is Accuracy, regardless of which IO Set it comes from. Same with ToHit Debuff.
Any ToHit Debuff will increase all of Fluffy's -ToHit, even the auto-hit one (Darkest Night).
Any Accuracy will increase the overall ToHit of all of Fluffy's attacks.
Fluffy should be given enough Recharge to be Perma, which for a Defender is already Perma.
The rest should be -ToHit Debuffs under level 50.
At 50, add Hami-Os that buff "MezAcc", since that will buff Fluffy's Hold, and Immob. OR, go with an IO Set for the buffs. -
Quote:For the one out of four weeks the WTS is not level 50, you do know you can still do other content, right?February 22nd to February 28th - Clamor and Destruction (from Sister Psyche in Independence Port) / Pirates of the Skies (from Silver Mantis in Sharkhead Isle or your supergroup or villaingroup base's mission computer or oracle)
The above is posted...Doing the Sister Psyche in the 20's...Give me a break. Your Alpha slot won't work...not that it needs to just "facepalm".
We should be doing CONTENT that will generate SHARDS meaning lvl 50 opponents.
Extremely disappointed.
Also, if you're concerned that your level 50 is going to find a low level TF difficult, then, you're doing it wrong. -
No, you can't have inherent fitness and the legacy pool of fitness.
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They announcement it was ITF was up for a very, very short time and was pulled.
That should have been a clue it was not official.
So, they really didn't 'change' anything. We *really* didn't know what next week was going to be. -
That bug is still in? It was /bugged in Closed Beta - the Beta for the Issue in which the Alpha Slot did *not* come out.
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Those who lost the reward because of the rollback bug before the hotfix are flagged as having already done it and thus, any more runs this week won't award the special reward.
Use /petition in-game and then follow up with the email you will get. -
Time gating is an inelegant solution with regard to the satisfaction of hard core players.
Time gating is a very elegant solution from a Dev's point of view of braking hard core players, their satisfaction notwithstanding.
It's just a very, very easy way to stop hard core gamers from doing it all in one night leaving the rest of the player base behind and then complaining there's nothing left to do.
The XP and leveling system is supposed to do that, but certain hard core players find ways to level to 50 in a few days, if not just one.
This prevents certain players from having Very Rares on 20 level 50s the first night it is available, while others who don't get to play except maybe on weekends log on and see how far behind they are.
Yeah, it ticks off some players, but to keep a larger number being ticked off because they're left in the dust. -
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Quote:We have no idea what the other Incarnate Slots will do once they go Live, or where or how their powers will work.Do we know for a fact -- and not just speculation -- that we're looking at characters getting those kinds of level shifts?
Just because Incarnate "levels" give extra powers and bonuses doesn't mean that they'll all have level shifts built in. And I don't recall any authoritative source where anyone has come out and said that every Incarnate ability has a level shift.
Just reality-checking here... -
I'd prefer the 'hero' who doesn't bring down the downtown skyscrapers every week in collateral damage.
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Quote:One tonight for the 3rd tier, the Rare (presuming you already have 2nd Tier, the Uncommon and a bunch of Shards you've been saving up).You'll then need 2 more of those for the fourth tier of incarnate.
So, the soonest anyone will be level 3 incarnate is tonight, and the soonest they'll be level 4 is two weeks from tonight.
Crafting the 4th tier, the very Rare, requires consuming two Rares and two Notices. So, you need to do *3 more* WTSs after tonight's. So, very rare is 3 weeks away.
However the jump from 2nd Tier to 3rd is *huge* with the Level Shift. Jumping to 4th Tier is a little extra gravy. -
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Weapons with auras are entirely doable. And exist.
Swappable customization of the auras doesn't exist and would have to be coded into the Tailor Engine (and get behind Pool Power customization for that).
In the meantime, they'd have to add a hundred extra entries for each weapon: Axe, Axe on fire, Axe with electricity, etc...
What's stopping them? Time. Prioritization. Loathing for having too many Auras out at once which starts to hit fps.

