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One little error on the VEATs not getting the "Jail Bird" badge; they can flash back to get the exploration badge in Pilgrim's Ouroboros introductory arc, not Tesseract's arc.
Otherwise, it looks pretty tight.
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Oops, you're right. Tessaract gives you the mission in Pilgrim's Arc. -
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Hey, you never know...
You know the movie Hancock starring Will Smith hits next week as well. It would be interesting to have a CoH plug in the movie, or a trailer before the movie, or have some sort of tie-in with the movie.
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I think you're on to something there.
Perhaps CoH commercials will be placed with Hancock and Hellboy. -
Hmm, just noticed the discussion is shuttled to the mult-media forum.
What does that say?
Edit: Wasn't there supposed to have been a contest that was delayed? -
Goggles on?
Aha! 3D glasses! CoH/V will now be availbale in 3D! -
"I purposely died and self-rezzed to clear a debuff!"
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To be clear:
The first mission has an ambush on top of the temple hill as you are rescuing Sister Solaris.
It's an all-Kheldian boss + Cimeroran ambush. And it happens at least twice.
It was present in Closed Beta, but disappeared when they made the final AV encounter much more difficult (and enjoyable, IMO).
It's baaaaack. -
Villainside you only have 7 zones to teleport to, so, you need 4 Telepads.
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Sorry, where are the notes?
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Here.
But the live notes, when they appear tomorrow, may have additions. -
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using the tower trick with rom and the 4 nictus, how did you keep the healing nictus from healing rom? is the tower trick only viable with a certain team makeup??
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You break Line of Sight using a corner.
Position the players (P) like so depending on whether they are ranged or melee. Keep Romulus (R) at the corner tip and the Nictus (N) trailing behind him out of view. If you don't get this positioning on the first try, simply have the tanker drag him around the next corner.
P ____________
..|XXXXXXXXXX|
..|XXXXXXXXXX|
P|[u]XXXXXXXXXX[u]|
R....NNN
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oh...so the team is out of LOS of the nictus, while Rom is in LOS w/the nictus. is this correct? so the only way the healing nictus can heal Rom is using targeted AOE on the teammates??
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Correct, if the Healing Essence can't 'see' any of your teammates or their pets, it has no target to heal off of, even though you all me be within 80 feet of it (typical 'Dark' mechanics). Teammates and tanks need to be careful of not hitting/taunting the Healing Essence which will encourage it to chase someone around that corner and get you all in its Line of Sight. -
It's the job of the debuffer/controller to take care of the summoned mires, they're only minion level. Any AoE debuff or (soft) control puts them out of action. I cast my Dark Servant into them and forget about them: "Fluffy, go play with the balls!"
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Of course, the problem with Dark's uber -ACC is that it's resisted...
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Any positional defenses should be included in the chart.
Any debuffs of ice should be excluded in a straight Def/Res comparison, otherwise, if you include debuffs, then add Dark Miasma to the chart because with all of Dark's debuffs, you just might have a defense winner there. -
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What is RMT????[/color]
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Real Money Trader.
They'll sell you (and you buy with real world cash) infamy, or a leveled up toon/account, or Power Level you in game.
They're the ones spamming their services in the game. And they're the reason trial accounts have restrictions. This way, RMTers can't use free accounts to spam their wares. -
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I'm thinking that ambush was there before, IIRC. I know that on my last run of the ITF, the leader warned us that there would be some Khelds waiting there, but there weren't that time. Might be a buggy spawn that some see and others don't?
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I saw it last night. It was just like the Kheldian ambush that was in Closed Beta but they took out when they beefed up the final AV fight.
Back or not? Intended or buggy?
I dunno. -
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<ul type="square">[*] Trial Accounts may not level past 13[/list]
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Why 13? Don't you want trail users to experience Flight, Super speed etc? Thats one of the best reasons to play the game!
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Don't you read the loading screen tips? You can get a temp Flight power at level 5 and a temp SuperJump power at level 10 by doing the Mayhem/Safeguard missions.
And sooner or later, someone's going to give you a drive by Speed Boost.
Trial accounts have ample access to try out travel powers in the game. Certainly be able to see them and want them enough to pay for them. -
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Had reported last week on the test server that the Mini 2 and Mini 3 skirts have the slits on the front and back now instead of the sides so that the character's underwear is clearly visible. Checked today's update and sure enough now the same issue is happening on the live server. Don't know if there are any other clothes items this happens on. I have bugged it on both servers. FYI
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Thanks for the report. We looked into it here and have not been able to reproduce it. PM me with the server and character name of a character affected by this and we'll try and track it down.
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You might want to check with Nivienne about this. It's supposedly a known bug. -
If you leave Infernal up while you click the altars and then run back to the mission door, then Infernal will do you the favor of destroying the three waves of lava creatures. The lava creatures will do you the favor of clearing out all the Legacy Chain leaving Infernal by himself.
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All my TFs, including the many ITFs I've done have always been PuGs! Very few fail, and when they do, it's because of players giving up and dropping before the end.
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I know what the bug is and it's a doozy.
For those affected by it, they would be very, very mad at what it does to their characters.
Additionally, it can be exploited by RMTers!
And it's not something that would be caught on the Test server or QA due to the nature of those testing environments.
The fix is relatively simple to code (meaning it should be fixed within a day or two). Indded a hotfix is being tested on Test as I type. So, patience. -
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Frankenslotting is the practice of putting Invention enhancements from different sets in the same power. I'm a bit fuzzy on the details of what the benefits are, but I imagine one of the reasons is if you had a power that does damage and inflicts a stun, you could put a few pieces from a damage set, and a few pieces from a stun set, and get bonuses from both sets out of the same power. Or if one set has pieces that enhance aspects of a power you're not interested in or aspects the power doesn't have, you could use parts from a different set that enhance the aspects you need. Is that right?
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Sniper powers is a good example of something you might want to Frakenslot because there are so many aspects that you want to enhance: ACC, DAM, Interrupt Reduction, Range, Recharge, and even some Endurance Reductions. But the Sniper sets don't cover it all (at least, not as much as I want it to). And so, if you use the triple aspect IOs from different sets, you give up you Set Bonuses, but you gain *a lot* of enhancing.
E.g., my Dark Defender has the snipe power, Moombeam slotted, <ul type="square">[*]Extreme Measures: ACC/Interrupt/Range[*]Extreme Measures: ACC/Range/Recharge[*]Executioner's Contract: Damage/Range[*]Executioner's Contract: Damage/Recharge[*]Sting of the Manticore: ACC/Interrupt/Range[*]Sting of the Manticore: DAM/Interrupt/Range[/list]
This gives:<ul type="square">[*]ACC: 63.6%[*]DAM: 73.7% (pre-ED 74.2)[*]Interrupt: 76.4%[*]Range: 52% (pre-ED 54%)[*]Recharge: 69%[/list]
That's 334.7% worth of enhancement.
Six IOs (ACC, DAM, Recharge, Range, 2xInterrupt) would have only been 252% worth of enhancements.
Sting of the Manticore would have been 293% worth of of enhancements looking like this:<ul type="square">[*]ACC: 47.7%[*]DAM: 91.78% (pre-ED 95.4%)[*]Interrupt: 50.9%[*]Range: 12.75% [*]Recharge: 42.4%[*]End Redux: 42.4%[/list]
Which is a lot less Range, Recharge, and Interrupt Redux that I wanted (with a lot of Interrupt Redux, a snipe can be used often in battle rather than just a lead-off shot).
Besides, my Frankenslotting still gives me the bonuses of: 1.5% Recovery; 2% Recovery; and, 12% Regeneration. That extra Recovery is worth not slotting for End Redux. -
They have no resistance to TP Foe.... surgeons!
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The first people to do the TF didn't have guides either. But they figured it out after a few tries (and defeats). That's the fun of not having guides, the real chance for defeat, learning from mistakes, and figuring it out for yourself.
If you don't like that, read a guide or do the TF with an experienced team.
WRT TAUNT: You don't need it. Anyone beating up on the Healing Essence can get its attention and draw it away from Rommie. And as long as the others are beating on Rommie, he won't follow.
Now, if the other players are using AoE attacks, then they get the aggro of all four AVs and then it becomes difficult for someone without Taunt to pull the Healing Essence. But let me make this perfectly clear: I, as a Dark/Dark Defender, was able to pull off the Healing Essence from Rommie while the others were attacking Rommie and pull it out of range so it stopped healing Rommie.
Taunt is not *needed*.
The key to pulling the Healing Essence is getting in close and attacking and then backing away. Long range snipes do nothing to pull. Breaking LoS can really make it run after you once you've got its attention.
And if you're having trouble pulling the Healing Essence, then have someone melee it (or immob it... AVs are weak to immob) and then pull Rommie. Rommie really likes to move around and will oblige in following you while the Healing Essence is preoccupied.
Or, as Turbo_Ski points out, pull Rommie around the tip of a corner with the Essences following behind and everyone stay in front of Rommie and don't AoE. If you don't aggro the Essences, they'll stay behind the corner and if the Healing Essence can't see you, it can't heal off of you.
There are a lot of tactics that work, you just need to adjust to the one your team is capable of. I was on a team last night with an unusual mix (no Tank, and Dark Defender was the only source of healing). After two team wipes with the AVs, we figured out a way to do it and then Rommie went down four times in quick succession. It was frustrating and gratifying. And I loved it. -
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Special Cases: Bosses and ArchVillains/Heroes
AVs will always remain AVs in normal missions when the mission holder's Notoriety (Difficulty) Setting is #5 (the highest, which means the AV will spawn at +2 level, to boot!) -- even while soloing.
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CORRECTION: A soloist on the highest difficulty level will spawn an AV that is the base level of the mission, not +2.
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Task/Strike Force Levels and Trial Levels
There was recently an official redname post on this, and, I can't find it. Probably made in a scrolling forum. Anyway, I think it went that:
Task Force foes spawn to the max level of the Task Force range. The leader's difficulty level can increase the foes' levels and spawn size, and larger team sizes will increase the number of foes.
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New exceptions to the rule: The new Task/Strike Force of the RWZ and Cimerora scale to the highest person on the team (like Trials do). If a high level teammate was exemplared/malefactored and then un-exemplared/un-malefactored, then the next time foes are spawned, they will jump in level to the new level of that player.
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Anyway, it's a good idea for everyone on a Force or Trial to set themselves to Notoriety Level #1. You never know when a disconnect, mapserve, or a temporary log out will change the leadership of the Force/Trial to someone else. Better be safe than sorry.
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Some players have reported that the notoriety of the first person to enter the mission is used for that mission (or just for that first spawned groups?). Some have noted that only happens if they're the only ones in the zone when they enter the mission. -
All VEATs get Brute versions of each of the Patron Power Pools.
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The other villains probably didn't need to log off, then. Just as long as it wasn't a mixed team.
"K, you four heroes log off, I need to go to Ouroboros to buy wakies."