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I did notice a while back that No Mind seems to have undergone a Rocky-style montage. First few times I encountered him, he looked like a bit of a lardball. And I assumed his medical teleporter most likely took him to the nearest buffet instead of the hospital.
However, lately he seems to have really put himself in shape and at least looks formidable now. My villains still mop up the floor with him though. -
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I think the reason nobody talks about it is because it happened in 1833. <_<
It's like somebody on the street suddenly saying, "woah, what about... any of this stuff". Most of the people you meet weren't even born yet, nor their parents or great-grandparents.
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That makes sense. Heck. It hasn't been 30 years since Mt. St Helens blew here in the real world. And even here in the Northwest, that is rarely ever a topic of discussion. Yet there are still obviously plenty of people alive who were around when that happened. -
If this was the suggestions forum, I would suggest making the patron arcs available via flashback (but without awarding the badges associated with them, since the four patron badges are exclusive to each other.)
Otherwise, if you really really want to experience the content from the other patrons...well...that is probably as good a motivation as any to level up more villains anyway. -
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Shes a bad scrapper, and you should have spanked her
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Spank a female scrapper?
Whatever happened to flirting and first dates?
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Nope nope. We will have none of that. It's much too perilous.
Save that for the yet to be unveiled Castle Anthrax Task Force. -
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I'd prefer just changing them to be numbered 1-5, rather than 0-4.
[/ QUOTE ]But I'm a programmer! Everything needs to be 0-indexed! x_o
*twitch*
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And that would be a big slap in the face to my hero...Zero (Yes, he's such a funny hero). -
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My favorite Veteran Reward hasn't been awarded yet: the Rune of Warding!
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No need to make that a vet reward. If you get the Archeologist accolade from getting the Midnighter and Mortician day jobs, you get the Rune of Purification. It seems identical to the Rune of Warding, including the graphical effect.
http://paragonwiki.com/wiki/Archaeologist_Badge -
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Assuming the mission allows the quickest way to deal with an EB is to drop the mission.
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Yeah. I considered that option, but chose not to bring it up since it was too obvious (same with letting the mission age a couple levels).
In fact, I now frequently drop the Council Vamp mission from Vendetti on my villains, especially if it is with a character that would have trouble taking such an EB down at that low level. By that point, I usually just want to get the blasted arc over and done with, get the Stone Cold badge mission, and move on to bigger and better things in Cap au Diable. -
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As for your missions, unless you have your difficulty up very high you shouldn't need Shivans except for certain EBs that might be rough for a level 16 (like Arbiter Sands or Dr. V)
[/ QUOTE ]And even against those EBs, a tray full of inspirations is a quicker and easier way to deal with the problem
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That depends on the AT and powers. Since at that level, you only have room for 10 inspirations at the time, some heroes will completely run out while there is still plenty of EB left. And if the character is low damage, then that means constantly letting the EB defeat you and then restocking at the base or a contact on the way back and going back in for another round (repeating until frustration sets in or the EB is dead.) That of course is bad design.
I suppose an alternative is to use tier 2 or tier 3 inspirations instead of all tier 1. A full tray of the larger ones will last longer than a tray of tier 1 insps. -
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i need shivans because i have missions i cant complete without them.
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Let me guess...
Faultline (Kurse and Nocturne), the Zombie Cooties arc (where you can no longer complete it without defeating Doc. V), and possibly the Hollows?
Or are you having trouble with one of the Kheld arcs (which shouldn't require any special powers)?
If you are having trouble with any of the EBs you face at that level, then an alternative to Shivans is the Hammer/Slammer/Blammer temp power trio (St. Louis Slammer, Gabriel's Hammer, and Revolver). -
It's only the Pinto models that blow up when you hit them.
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This. If you're only going to give Stamina 3 slots, then make it 2X Level 50 EndMod and one Performance Shifter +End.
If you can spare a fourth slot, go with the Performance Shifter set and pick up IO bonuses.
Stamina unslotted: 25% Recovery
Stamina +1 lev50 EndMod IO: 35.6% Recovery
Stamina +2 lev50 EndMod IO: 45.8% Recovery
Stamina +3 lev50 EndMod IO: 49.8% Recovery
Stamina +4 lev50 EndMod IO: 51.4% Recovery
The first two EndMods increased Recovery by 10%, the third by only 4%, and the fourth by less than 2%.
The +End proc in Stamina is the equivalent, on average, of 12% extra recovery, so it's just slightly better than the first two level 50 IO and a lot better than the third.
The Perfomance Shifter Set:
EndMod
EndMod/Rech
EndMod/Acc
Chance for +End
gives 47.9% Recovery + the average 12% from the Proc for just about 60% Recovery. Plus you get the IO bonus of another 2.5% Recovery plus 1.87% HP plus 5% movement speed increase.
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As someone else pointed out, if going three or four slots in Stamina, one of those may as well be the plain Performance Shifter: Endurance Mod instead of just a generic Endurance Mod. A level 50 PS-END-M is 42.4% (and I think that may bypass ED as well. On top of that, you would then have a 5% speed bonus for all your movement powers due to having 2 Performance Shifters slotted. -
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Oh, I did not realize this. Thank you.
Why do Performance Shifters not go for higher prices on the market then? Last I checked a Chance for +End was going for 5000 or less. You would think it would cost more if it was so effective.
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Are you talking raw recipe or crafted enhancement? I'm not in game right now, so can't check prices.
However, if it is the recipes going for 5000 or less, it could be due to the fact that the higher level procs (26 and up) will require either a Deific Weapon or Pangean Soil. which would most likely add a couple million or more to the crafting cost.
If it is the crafted enhancements going for 5000 or less, then whoever is selling them that cheap is simply throwing away perfectly good inf that could be used for other things (whether they need to purchase the rare salvage or they have it on hand already. If the latter, they would obviously be better off selling the salvage outright instead of sinking that value into something that will sell for far less.) -
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To figure out which is which, it can be tough. The description may make it obvious or it may not. Best resource is the wiki that others have discussed on this thread.
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In many of the arcs, the missions associated with them now have the arc title above it, in the format of (Mission Title - Part whatever)
I don't think all of the arcs have been updated like this yet though. -
I would recommend adding a slot. Stamina is most effective with a full three slots of Endurance Modification.
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The new meow is all sapper missions. Don't let out that I told you guys
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I thought it was all Renegade Longbow missions. -
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Do you have more than one power tray open?
As an example, some of my trays, here.
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Here's a couple of my layouts I use...
Sonnenblume has implemented a 5th tray due to her temp powers, Day Job accolades and various props she accumulated during her rise to 50 (made it about a week ago).
Never-Moore has not needed the 5th tray just yet. He will get there though.
Generally, I use the first tray for primary attacks, second for secondaries (if the character is mostly ranged, then ranged attacks go in the first tray and melee goes in the second. Reverse that for melee characters.
The Hammer/Slammer/Blammer temp power trio usually goes in the right side of the first tray (Aim and Build Up if applicable occupy slots 9 and 10 of tray 1.
Control powers typically occupy some of try 2, and summoning and assorted miscellaneous tools go in tray 3 (that includes stuff that gets used infrequently) Heals and buffs may also go into tray 2, and will often supplant the secondary attacks. That is, if there are not many secondary attacks anyway, those will either go up to tray 3, or go into the beginning of tray 1.
Lastly, there is the Travel Tray. All travel powers (including temp powers) go there.
These aren't real hard and fast rules though. Trays 1 through 3 will always have a lot of variation depending on AT and powers (duh). -
I've noticed that with Nemesis Warhulks too. Most of the time when you defeat them, the Kaboomite they are boobytrapped with goes off big time. But sometimes they just plain instantly disintegrate without a messy explosion. However, the big boom, with them seems to be much more frequent than what a 50% random chance would be.
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Siphon power is still quite useful alongside FC. Remember. For the most efficient benefit from Fulcrum Shift, you need to be near "ground zero, aka in melee range of the target, or close to melee range. Invariably, you will have Blasters on the team who absolutely refuse to close in to get the buffs (or heals, or blue bar refill). For those, you can stand next to them and pop off a Siphon Power as a consolation prize.
Additionally, Siphon Power is a good power to have until you get Fulcrum Shift, unless you fancy waiting 38 levels before being able to put out some decent damage. -
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B_I, I'm a big fan of building your(general) characters however you want, regardless of whatever "bad" choices people can make. But, IMO, there is no point in playing a kin if you don't have Fulcrum Shift. The power is that good.
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Makes me wonder when FS will get the nerf it so richly deserves.
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How does FS deserve to be nerfed???
Uh... no.
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60 second base recharge time, in a set that has a self-Recharge buff, for a nuke-level effect. You don't see the problem with capping an entire team's damage basically non-stop?
Compare with the next closest power, Heat Loss.
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Fulcrum Shift as it is, is the big payoff for slogging through over 30 levels of mediocrity. Not having that to look forward to could easily kill off any remaining motivation to play a /kin Controller ever again. -
Quick question. What Origin did you make your Fire/Kin?
If Magic, then Accuracy SOs from Yin's shop in Faultline will help you hit significantly. If you went with Tech, then this is your lucky day, because Tech Origin heroes get Endurance Reductions from Yin's shop. -
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The only way I found is to join a team of the appropriate level and get exemplared down to their level. Try broadcasting your desired on your server Badge Channel.
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You don't even have to be exemplared. Just have the lowbie start the mission with you on the team. Then you can go in, one-shot the Villain, find the exploration badge, do all the side missions (and get the temp power if you get to the clickie first). Everyone who hasn't gotten the special reward will get it upon mission completion. Of course, no xp or prestige, but you'll get the other rewards and badges.
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If you get the weapons deal side mission, be sure to exemp down and wait about a minute before clicking on the glowie. Otherwise you don't get the temp power for the side mission. (Oh, and make sure the mission owner doesn't mind you doing the click, since only the person who clicks the glowie gets the temp power). -
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Except you can now take super jump and skip combat jumping ... Why not take SJ instead of IR? SJ doesn't wear off.
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Perhaps the person you are asking that has not been around anywhere near long enough to get that particular vet reward? -
Siphon Speed (when it doesn't miss) makes the pre-travel power levels much more bearable for getting around. It's a great way to prepare yourself for super speed (I've actually had a lot of fun zooming around Atlas, KR, and the Hollows with Siphon Speed going). And it also makes flight with the Raptor Pack bearable as well.
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The Raptor pack also works well in conjunction with Siphon Speed, not just as a backup. Even one zap from SS will have you cruising pretty fast through the air. And you can really book with the Raptor Pack if you manage to get Siphon Speed triple stacked.
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the goldbricker pack is the first two missions of marshall brass' arc. you might not get those if you hit him after lv 15 (i think)
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You can get through all of his missions anywhere from levels 15 through 19. Once you hit 20, that's it. So if you are on his second arc, and for some reason, he still hasn't given you the Rocket Pack mission, and you are getting close to hitting 20, then turn off experience until you are finished with him.