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Quote:I think it's probably third after FF and Traps. The native defense values of those sets provide more average mitigation than Sonic's resistances. Additionally both sets have more options for soft control which helps to reduce incoming damage.Sonic Dispersion + AoE click Sonic Barrier/Haven + Bodyguard = Best Tankermind?
Still, Sonic should be pretty effective as a Tankermind set, particularly if it's combined with Bots or Thugs to provide defensive buffs for their pets to get layered defenses and of course going up against heave defense debuffs the resistances will win out over Traps/FF. -
It depends a lot on your preferences and style. My Crab has all three pets and I've got enough recharge (plus Hasten) to keep them out permanently (unless they get killed). The combination of pet resistance/defense aura IOs and Rebirth Destiny helps me keep them alive in most non-Incarnate content. They do die more in Incarnate content but I still find them useful for drawing aggro and a bit of extra damage.
Now if your main concern is being as personally powerful as possible in Incarnate content I'd say drop the pets and take the Fighting pool.
Personally I would never drop them, having a small army of robot spiders (including Arachnos Lore) is what makes my Crab Spider fun to play. -
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Quote:No. If you want to use a "free" slot on a EAT/MM/Controller you need to buy access to them (or have it granted through vet status).Here's something that's not quite clear to me... I know that premium players will get two default character slots if their subscription goes down (plus additional earned slots.) Can any of those character slots be used on eats/MM's/controllers that have already been created?
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Quote:That is correct. However, per Positron having a certain veteran status will automatically unlock MMs/Controllers for free (exactly how much is not yet known).In the same vein I've heard that should an elite go premie, their masterminds and controllers will be locked up and won't be able to be used until said premie buys the "rights" to the archetype again. Can anyone verify this?
Quote:While I understand and encourage this practice for new players, I can only see it as completely inexcusable for those now-paying customers, who have paid for the rights to the archetypes ALREADY through their purchasing of the full games at retail, to lose the rights to play their characters and have demands set on them that they have to pay for the rights to the archetype a second time. There has to be a grandfathering issue here, and I hope that if they are currently using this plan, they consider the ramifications of such a decision greatly.
Unlocking all of those to anyone who has paid even a single month of subscription time eliminates a large part of the reason for locking them in the first place. Requiring a certain veteran status to keep them at Premium (as is being done with Controllers/MMs) serves as an effective compromise. -
That's wrong. I recently had a character start as a villain and move to hero. While I was a Rogue I was able to do Radio Missions in Paragon City. This was a new character who had never been a Hero, I was simply given a radio upon becoming a Rogue.
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Quote:As a general point, one thing to keep in mind when comparing different MM sets is that the different tiers do not always have the same role within different sets.Oh my, the two lieut demon pets are so good! One has awesome resistance shield and heal and one has so much resistance debuffs. Both of them have aoe attacks.
What does Spec-Ops have? A mini version of Snipe that does 3x less damage than a true snipe and two aoe control powers that are used randomly and ZERO aoe damage.
Yes, the Demon Lts have a lot AoE powers and some decent heals/debuffs and are, on a per pet basis a LOT better than the Spec Ops. However, the reason for this is that the Demon Prince is relatively low damage for a Boss pet being mostly focused on control as opposed to damage (i.e. he's closer to the Lich than the Commando).
When comparing pets sets I find it best to compare Lts + Boss rather than comparing individual tiers (the minion pets are similar enough that I'm ok comparing them individually). In the Mercs versus Demons comparison the Spec Ops should really be compared to the Demon Prince while the Commando gets compared to the Demon Lts.
Now I think that Mercenaries still come off worse in that comparison, but I think it's a more valid comparison. -
Quote:Components made with Incarnate Shards are the same as the ones you can get for completing some level 50 TFs and are only usable to make Alpha Slot Abilities. Components made with Incarnate Threads are the same as the ones yyou get from completing the Trials and can be used for any of the currently available slots (including the Alpha Slot).What's the difference between Incarnate shards and threads? Do I make different things with them?
Quote:Is it worth it to convert the Astral and Empyrean merits to threads (I think that's correct) which I can then convert to the components I need for Incarnate abilities? Or are they better off saved for something else, and I just run the trials to get the components?
Personally I trade most of my Astrals for Threads and save my Emps for purchasing Rare Incarnate Components. However, if you run the trials a lot and want the costume pieces that you can buy with Astrals/Emps you might be better off spending them on those and using component drops for building abilities.
Quote:What about converting components, like downgrading uncommons, is that a wise thing to do?
Quote:Also, I'm thinking of the Alpha: Cardiac and Judgement: Void abilities. For Interface, I'm considering either Diamagnetic or Paralytic. Are those choices good? This is for my Dark/Dark scrapper btw
Interface is a little trickier, of the two you mentioned I'd probably go with Diamagnetic (take the Core path) however there is a solid argument for taking Reactive, especially if you solo a lot. -
Quote:I think it's original purpose was less about stopping people from instantly building giant bases and more about forcing a Raid-Focused SG to participate in PvE in order to build up and maintain their base.Retire prestige. It's original purpose, keeping people from having a massive base on day 1 of Issue 6, has been satisfied. Now it's just a legacy mechanic, that keeps people who want to express some creativity from doing so without engaging the mechanic.
In either case I agree with the sentiment, it's not a particularly useful mechanic. Forcing PvPers to participate in PvE in order to get the funds to PvP never struck me as a particularly good idea in the first place. -
Is there a way to change what powers are displayed on the teammate window other than the basic "Hide Autopowers" option? I seem to recall reading once that there is a slash command that would apply additional filters but I cannot find it. Am I misremembering? Does anyone know what I'm talking about?
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Quote:It depends on how they want to do it. One thing to keep in mind is that the current crop of EATs have, for custom content, one story arc every 5 levels. It would be perfectly reasonable to do the same with a Praetorian EAT with the custom content taking place in Primal Earth.I agree that they should be unlocked at level 20, but the content for that particular aspect of the game (i.e. Praetoria) should be available to level 50 before EATs become available for it. Otherwise, what would really be the point? The new EAT spends 20-30 levels working for/against the Tyrant, and then heads off to Prime? No, it really needs to be expanded first.
Change the mission where you become a Hero/Villain to be a bit more story oriented explaining that you are going to Primal Earth to spy for Cole/The Resistance and use that as the basis for the higher level PEAT stories. -
Quote:Sometimes a cigar is just a cigarNot an unfair question. But I'm only suggesting that a Google search for women smoking cigars might produce images of the type they might seek to avoid.
I'm being non-committal and just bringing up ideas. I personally see no problem with it, and certainly no greater problem than much of the existing female attire..
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Or better yet, ditch the Forum update and put it in game somehow.
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Quote:Looking at the numbers I think what's happening is a single team's worth of iXP is being divided amongst the league. Either that or the previous iXP rates were bugged as to high.I'm hoping that this is a bug with League xp sharing, as it didn't use to be this way.
In either case I guess I'll be trading threads for iXP for now. -
I pretty much agree. I find the BAF somewhat boring compared to Lambda and Keyes. It's a lot like the ITF, it's less interesting than the equivalent level content but it's enjoyable enough and offers good rewards/time so people run it a lot.
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Quote:I'm surprised to hear that. I ran a couple of Keyes on my MM and didn't have any real problem getting my pets up the ramps. I did occasionally run into an issue with them leaping off to chase an enemy but in most cases I spotted it in time to call them back.Just did a successful Keyes run with 2 MMs in the league. There were 3 reactors, none of the pets make it to the second level of each of them. They just could not follow. I saw a few made it to the first level on reactor 1. That was it. The remaining 2, those MMs were petless MMs once the ground level objectives were completed
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Yes and no. If you play through content (especially on teams) you will generally out-level it before you complete every mission offered in a particular level range.
However, there are ways around this. One option is to turn of gaining XP every so often (it's in options somewhere). Content in the game is (mostly) broken into groups of 5 levels (i.e. 1-4, 5-9, 10-14 etc.) turning off XP when you're at the top of each level range will potentially allow you to run through every possible mission in that range (for convenience I recommend turning it off when you've gained 90% of the XP needed to hit the next level bracket simply to reduce the amount of time you'll need to spend running radio missions after finishing the real missions).
The other option is to use Flashbacks. Once you get to level 24 you can gain access to Ourborus which will allow you to go "back in time" and redo missions that you missed the first time around, reducing your effective level to the range suitable for the mission. However, this doesn't allow you to access all missions in the game. It allows you to run all Story Arcs and all Badge missions (except for Safeguard/Mayhem missions) but doesn't allow you to access all of the stand-alone missions contacts have.
The third option is to level up one character and then when he's done start a new character and run different contacts. That way you can run all the contacts and experience a wider selection of powers.
Now personally I'd recommend the second option, level up by doing missions and when you get to higher levels use Ourborus to go back and do the story arcs that you missed. You don't see all of the standalone missions but honestly it's not a huge loss. The majority of them are just fill in the blank style missions so you aren't really missing anything plot-wise. -
Quote:Ok, I think I see where you're coming from now. The problem is that I don't think there is a better solution than the one that the devs have adopted. At a fundamental level the existence of the Trials is the reason for the Incarnate system and not the other way around. The devs decided that they wanted to add "raid-style" content (even if it bears only a superficial resemblance to raids in other games) and the Incarnate system is the reward system to make the trials worth running. The devs could potentially have created the Incarnate system without the trials but they couldn't have created the trials without the Incarnate system and at the end of the day the Trials are what is really important.I'm not saying it has to be "complete." It does have to be "comfortable." An MMO will never ship with all of its eventual content available from the beginning, but it does have to ship with enough to keep systems functional.
My point is only that if you don't have the resources to build more than a few trials in the course of a year, that is a reason not to make the entire system lean on trials. So I agree with you about a new trial coming out not being a bad thing. The aside was that the system's design shouldn't be set up to rely on something that can only be delivered on such a limited schedule. -
Quote:Just because people don't call it, that doesn't mean they aren't focusing on using it to buff their teammates. I've never been a fan of "gather for buffs" in most situations and the AoEs on the destiny buffs are large enough that it's reasonably easy to hit the entire team without needing to make everyone else stop.My experience is that people pick the incarnate abilities that are best for them and not for their teams - people rarely buff anyone but themselves (except by accident) with the destiny abilities, for example; I've never heard "gather for clarion" or anything.
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Quote:Well one of the biggest complaints we saw about I20 was that there were only two trials and people wanted more variety. Now the argument there comes down to what sort of variety should the devs provide. They are opting for expanding the content instead of expanding the types of content. As with every decision they make this will please some people and annoy others. For people who enjoy running the trials more variety is a good thing and they are going to always want more trials.Yes, but see the point I make at the end of the post.
Quote:Variety is nice, but four trials for the same four Incarnate slots we've had since the trials started just isn't necessary at this time, especially at the expense giving players a solo tract.
Rather than giving players four trials to divide their time between, they could have given us two trials and viable solo options; that's variety too.
Now you say they aren't "necessary" I agree, they aren't necessary but then neither is soloable incarnate content. As long as there is some method of getting the Incarnate powers then it is not "necessary" to add more methods. Now obviously from a player point of view adding more incarnate content is a good thing, more variety keeps players from burning out and losing interest.
Now you can argue that you would prefer the devs to focus less on team content and more on solo content for Incarnates, there's nothing wrong with that. But that doesn't make adding more trials is somehow worthless. It is providing concrete value in improved play experience to those of us who enjoy the trials.
Quote:I am, however, rather frustrated by this system overall in that I feel it is incumbent on developers to build systems based on the resources they have available. If you don't have the resources to build the content necessary to move the system forward, the system needs to be moved forward in another way. You don't build and open Disneyland and only then start thinking about where to place the line queues.
When it comes down to it the J/I/L/D slots are basically a new level range with almost no content at all (the Alpha slot is a bit different since it straddles two level ranges). The devs opted to release the new range when they had it working and had enough content to allow people to play through it. In the same way Issue 1 released the 40-50 level range but by no means all of the content that we currently have available for that range. -
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Like others have mentioned I'll be going with Arachnos for theme reasons. Fear my Arachnos Assault Squad.
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Quote:See I like this. It's nice to have an expanding list of trials without feeling like we're on a treadmill running constantly just to stay in one place.More troubling to me is that Incarnate (trial) content has outpaced Incarnate rewards. Content shouldn't exceed the rate at which they can give us new carrots to chase. By i21 we're going to have another trial, but no new Incarnate slots to go with it. Like Keyes, I see no real reason to run it. I've been sitting at T4s on the characters I care about for quite some time. By the time they get back to adding more slots, we'll be sick of all four trials.
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Quote:Or a contact you can call (Prometheus perhaps?) who gives you the current and next weeks WST.This is one of my pet peeves. A player shouldn't have to resort to the forums for this information. It's an important in game activity and the info needs to be IN THE GAME. How about making it part of the Message of the Day upon logging in?
Example:
Greetings $HeroName I have searched the strands of fate and it is my belief that Manticore's activities in routing Crey out of Brickstown represent a critical juncture in the timeline. You will find it to your benefit to aid him in this endeavor/Your assistance in this endeavor was much appreciated (depending on if you've done the WST yet).
However, the strands of fate are always in motion. The Lady Grey's efforts to repulse the Rikti in the Rikti War Zone have met with some success and she will need your help to continue her mission but the time is not yet right...