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Posts
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Joined
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FrontEnd\Objective_loop.ogg - Mission objective object (blinky/glowie/glowy)
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It's true that Freebird is cheaper, but it isn't enough to justify taking such a slow, easily countered travel with no unsurpressed movement like Combat Jumping.
Also, you have to turn Fly off and retoggle it every minute or so to keep the stealth. As inconvenient as it sounds for Fly, it isn't a problem with SJ + CJ, since I can do it whenever without having to worry about falling.
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Actually, the Stealth IOs stay turned on for as long as you have the toggle active, and then two minutes afterward. No need to toggle the power off and on to "re-activate" the Stealth.
Highly inspiring guide; would read again and kill and stab afterward. -
My bad - I apparently didn't bother reading what you were looking for. Try these:
FrontEnd\OutofRange1.ogg
FrontEnd\OutofRange2.ogg -
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Looking for the sound it makes when activating a melee power but you're out of range of the target. I looked on nerdherd where the results of things found here are summarized but did not see anything that fit. TIA
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It's there:
FrontEnd\Recharge.ogg - Using or queuing a power that hasnt finished recharging yet -
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I'm still trying to figure out why, but wingdings will crash your game. I'm thinking it has something to do with it lacking certain characters...but I could be way off.
On another note, I'd also recommend Comic Sans MS...it just has this comic book feel to it.
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ACME Secret Agent FTW!
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Just downloaded it... FANTASTIC! -
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Any Spine/SR, esp. pvp oriented?
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Oddly enough, if you go back a page or so to the big list of guides, there's one for Spines/SR.
To change it for PvP, just replace SR with Regen or something. -
You could try silencing all the sounds in the Boombox directory. The Boombox has a whole bunch of different songs selectable from the Chat window.
BoomBox\Propaganda1.ogg
BoomBox\Propaganda1_loop.ogg
BoomBox\Track1_loop.ogg
BoomBox\Track10_loop.ogg
BoomBox\Track11_loop.ogg
BoomBox\Track12_loop.ogg
BoomBox\Track13_loop.ogg
BoomBox\Track14_loop.ogg
BoomBox\Track15_loop.ogg
BoomBox\Track16_loop.ogg
BoomBox\Track17_loop.ogg
BoomBox\Track18_loop.ogg
BoomBox\Track19_loop.ogg
BoomBox\Track2_loop.ogg
BoomBox\Track20_loop.ogg
BoomBox\Track21_loop.ogg
BoomBox\Track22_loop.ogg
BoomBox\Track23_loop.ogg
BoomBox\Track24_loop.ogg
BoomBox\Track25_loop.ogg
BoomBox\Track3_loop.ogg
BoomBox\Track4_loop.ogg
BoomBox\Track5_loop.ogg
BoomBox\Track6_loop.ogg
BoomBox\Track7_loop.ogg
BoomBox\Track8_loop.ogg
BoomBox\Track9_loop.ogg -
Great guide, great power suggestions. I'm moving from an all-human 'shade to Tri-Form, because the form powers work so much better solo than the human powers.
edit: Removed bug-specific form slotting suggestion, to conform with the guide.
I went with a different system for my binds, as such:
human:
[ QUOTE ]
f3 "powexec_toggleon Black Dwarf$$bind SHIFT+LBUTTON powexec_name Black Dwarf Step$$goto_tray 9$$bind_load_file f:\binds\dwarf.txt"
f2 "powexec_toggleon Dark Nova$$goto_tray 8$$bind_load_file f:\binds\nova.txt"
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dwarf:
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f1 "powexec_toggleoff Black Dwarf$$bind SHIFT+LBUTTON powexec_name Shadow Step$$goto_tray 1$$bind_load_file f:\binds\human.txt"
f2 "powexec_toggleoff Black Dwarf$$powexec_toggleon Dark Nova$$goto_tray 8$$bind_load_file f:\binds\nova.txt"
[/ QUOTE ]
nova:
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f3 "powexec_toggleoff Dark Nova$$goto_tray 9$$bind SHIFT+LBUTTON powexec_name Black Dwarf Step$$powexec_toggleon Black Dwarf$$bind_load_file f:\binds\dwarf.txt"
f1 "powexec_toggleoff Dark Nova$$goto_tray 1$$bind SHIFT+LBUTTON powexec_name Shadow Step$$bind_load_file f:\binds\human.txt"
[/ QUOTE ]
The way you have it, you press 'b' to switch to Dwarf, then 'b' to switch back to human, and 'v' to switch to Nova and back. Trouble for me was, I'd keep getting confused and press the wrong button and either switch to a form or human when I meant to do the other -- particularly when I was in Nova and got stunned and detoggled and knocked back into Human form.
With this set of binds, I press F1 for human, F2 for Nova, and F3 for Dwarf, no matter what form I'm in. Easy for me to remember. -
My DM/SR is lvl 45, and I created it for all the reasons you describe in the guide. Great fit of powers -- punches that debuff accuracy plus defensive ... uh, defense, self-heal in the primary, cool self-buffs, and the best Tier 9 of all the Scrapper secondaries.
Differences in my build:
I took Air Superiority at level 12 so I'd have three attacks: Shadow Punch, Smite, and Air Sup, and I took Flight for travel. Shadow Punch, Smite, and Air Superiority, in that order, recharge fast enough that they make a gapless chain. I pop off Shadow Maul when a few foes are lined up, or when I need to type a long sentence in chat.
And I took the Ghost Slaying Axe as my vet reward, to help with the negative-resistant dead things. It's fun to pop Soul Drain, bust out the Axe, and CHOP A GHOST RIGHT IN HALF!!!
I put off the passives until pretty late, figuring that the scaling resistance wouldn't make much difference until I had plenty of hit points to resist with.
I also discovered Soul Drain does as much damage as Air Superiority, and that mixing and matching IOs I could maximize its damage AND recharge, with good accuracy! Nothing is more fun than when it recharges in the middle of a big fight, popping it off, and seeing 3 or 4 random foes drop. Well, I suppose a nice slice of pie comes pretty close, but that's another thread.
And I skipped Evasion. Maybe I'll pick it up later if I see more AoE, but for now, I just pop Elude when the flamethrowers spew fiery death my direction.
And I discovered I really like Confront, because it not only stops runners, but gets them to turn around and come back!!! Man, I got so sick of chasing those chicken Earth Thorn Casters!
I am almost to this build, and am having a grand old time.
Hero Plan by Mids' Hero Designer 1.21
http://www.honourableunited.org.uk/mhd.php
Amasu: Level 50 Magic Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Super Reflexes
Power Pool: Flight
Power Pool: Fitness
Power Pool: Leaping
Ancillary Pool: Darkness Mastery
Hero Profile:
Level 1: Shadow Punch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(7), T'Death-Acc/Dmg/EndRdx(21), T'Death-Dmg/EndRdx/Rchg(34), T'Death-Dam%(48)
Level 1: Focused Fighting -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(15), GftotA-Def/EndRdx(27), GftotA-Def(27)
Level 2: Smite -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(7), Mako-Acc/EndRdx/Rchg(21), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Dam%(48)
Level 4: Shadow Maul -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(5), Sciroc-Dmg/Rchg(5), Sciroc-Acc/Rchg(31), Sciroc-Acc/Dmg/EndRdx(31), M'Strk-Dmg/EndRdx/Rchg(46)
Level 6: Touch of Fear -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(31), Abys-Acc/EndRdx(43), Abys-Acc/Fear/Rchg(43), Abys-Dam%(48)
Level 8: Siphon Life -- Acc-I(A), Mrcl-Heal/EndRdx(9), Mrcl-EndRdx/Rchg(9), Mrcl-Heal/Rchg(11), Mrcl-Heal/EndRdx/Rchg(17), Mrcl-Heal(17)
Level 10: Practiced Brawler -- RechRdx-I(A), RechRdx-I(11)
Level 12: Air Superiority -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(13), T'Death-Dmg/Rchg(13), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/EndRdx/Rchg(36), T'Death-Dam%(43)
Level 14: Fly -- HO:Micro(A), HO:Micro(46), Frbd-Stlth(46)
Level 16: Swift -- Run-I(A)
Level 18: Dark Consumption -- Acc-I(A), RechRdx-I(19), RechRdx-I(19), RechRdx-I(40), EndMod-I(40), EndMod-I(45)
Level 20: Health -- Heal-I(A), RgnTis-Regen+(36)
Level 22: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(23)
Level 24: Focused Senses -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(25), GftotA-Def(25), GftotA-Def/EndRdx(37)
Level 26: Quickness -- Run-I(A)
Level 28: Soul Drain -- Sciroc-Dmg/Rchg(A), M'Strk-Dmg/Rchg(29), C'ngBlow-Dmg/Rchg(29), Sciroc-Acc/Rchg(40), C'ngBlow-Acc/Rchg(42), M'Strk-Acc/Dmg(42)
Level 30: Lucky -- DefBuff-I(A), DefBuff-I(37), DefBuff-I(37)
Level 32: Midnight Grasp -- Mako-Dmg/EndRdx(A), Mako-Acc/Dmg(33), Mako-Dmg/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(33), Mako-Acc/EndRdx/Rchg(34), Mako-Dam%(39)
Level 35: Confront -- Acc-I(A), Taunt-I(36)
Level 38: Elude -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39)
Level 41: Dodge -- DefBuff-I(A), DefBuff-I(42)
Level 44: Agile -- DefBuff-I(A), DefBuff-I(45), DefBuff-I(45)
Level 47: Torrent -- Acc-I(A), KBDist-I(50)
Level 49: Combat Jumping -- GftotA-Def(A), GftotA-Def/EndRdx(50), ULeap-EndRdx(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]+11% DamageBuff[*]+6.25% Defense(Melee)[*]+7.5% Defense(Ranged)[*]+5% Defense(AoE)[*]+18% Enhancement(Accuracy)[*]+5% Enhancement(Heal)[*]+6.25% Enhancement(RechargeTime)[*]+2.75% Enhancement(Terrorized)[*]+117.5 (9.75%) HitPoints[*]+MezResist(Held) (Mag 12.1%)[*]+MezResist(Immobilize) (Mag 12.1%)[*]+MezResist(Sleep) (Mag 1.65%)[*]+9.5% Recovery[*]+40% Regeneration[*]+3.13% Resistance(Negative)[/list]
<font class="small">Code:[/color]<hr /><pre> | Copy & Paste this data chunk into Mids' Hero Designer to view the build |
|-----------------------------------------------------------------------------|
|MHDz;4340;1088;1452;|
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P7AQ.OLHB7T15]*\LRB3//M/?Q?W=XR$JZV89[9*X6<=%]/XNB_N[152\.4N92MFL:T"<E=RF\KLLF[
^RO2QD5C7/:;+;PZ^DRF19-M]D])YDNV;]+N6FP?T(.\NHK&3QX_Z.--V7V[SD=;QW\JVSD%&U;Q_C^
-/BL&M%&Q+XX"T+@79&`L*G/[/-:O,=>;3CL3'>*MXK;:QC>1-'6AJYUGCA:*U9=&S.!^SH\`M2W(XB
?/#F@394>8^?O/E6QV^XI=I+YTMT>$UET2[DUMC#?&9",<%6-*^C4=%\2;95QWO,X@325)ZI]72$F3?
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]FCA+_/'5$)8V`O2Y<DJ3(XQAW+63QD91V`5,::.5CS'X@:*@/FB)W1C-RD8H6:*J^')Q<L-:R@S%KQ
[).J\195T7R)D=*GU(3'==$QU41@A),D\-[*755O?XH2]LZX>MLN>/DTW'/,BH4W[-LF]2N?1&^,8]-
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N2>KUB&HQM!:U1WA_.?RT*QGOT68H$'UIPW&8$J M-'+?/ZO3`G=?JZ;Q>/Z1=:/;0-&]I]N[U9L],LZ
<<HL#@JUTF<9$#P3U%.\"U$11NU',AY6M2;-IUE<(!HG5)>'[AE'(7:@YCW:[J#!.A3:#6M:18F]Z@-
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$L3QH_DAE]`'CH?.4YO_U:<2BS7_9PC.5-HUJFJ!]^^R'FEDD79-J<O&P@B"L3_5VBT5A+`S'<0CU%&
[&!_P5G(U.4W,1I]<G+#YG>#HC79^(V/QIZ^KTQ`/+?:&&!#IL1+#2OD1U5F%=AAJUFACW85^`21E[=
[@_@0>3N*YX@=,LMJ1A^K!9D0F<6AJP-[#1@D$FG\#%)*Z]%IX:+$8B!BOMWT^+I%0AHQH.+;,"%6PV
L[<`_:;>`D?]D[WF=;:1&P?_\VLURZ7<8IV\45=+?;8M:1_09-(>W;36V85U](6?K]/^?N_XQPEYL+Y
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(WHE$6N$8T>@//B.(DWM_]#ZVTO6(`
|-----------------------------------------------------------------------------|</pre><hr /> -
Alternate method:
Level up to between 5 and 10.
Go to Kings Row and start running Circle of Thorns radio missions.
Sooner or later, the nice police officer will introduce you to one of the contacts mentioned above who will give you the Fortune Teller mission.
Use your slick jetpack you got in Step 2 to fly to the Fortune Teller's cave and win! -
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Increase Density: Power Level 16
Activation: 2.0
Endurance: 12.0
Duration: 60.0
Recharge: 3.0
Range: 70'
In-game Description: Increases an ally's mass, freeing him from any Disorient , Immobilization, or Hold effects and leaving him resistant to such effects for a while. Increase Density also protects the target from Knockback, Repel and enemy Teleportation, as well as Smashing and Energy damage. Because the target grows more dense, his movement speed is Slowed. Although the Damage Resistance and slowing effect will not stack with multiple applications, the rest of the effects of Increase Density will. You cannot use this power on yourself.
Evaluation: Increase Density is an invaluable tool for helping your teammates remain unmezzed in combat. Its Slow component is relatively minimal, making it a non-nuisance. Increase Density does not protect versus Disorient , Sleep, or Stun . Though it isn't absolutely necessary, Increase Density is a very useful power and you should seriously consider adding it to your repertoire.
Recommended Slotting: I recommend leaving only one slot in Increase Density and using it to place a Damage Resistance Enhancement.
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Just to clarify - ID actually does protect from disorient and stun, in addition to immobilization, knock back, and holds. The only status effect I'm aware of that it doesn't eliminate is sleep, and that funky Ghost Widow "floating in the air spinning" thing.
I like to use it during combat when a teammate pops a wakie... followed by Transfusion, Transference, and Speed boost. ID frees 'em from the wakie stun, and then they're back in the fight.
Nifty guide though!
Personal preference, I like putting at least two recharges in Spectral Terror, since it doesn't move, so I can resummon it every 30 seconds at new fights. -
Super guide, it's also given me ideas on how to slot up some of my other heroes with mixed sets.
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I run Cloak of Darkness 24/7 now in lieu of Acro (since I have the kb prot in it), so with that & CJ, I can't recall being rooted.
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Just in case any readers weren't aware, when a KB IO is slotted in a toggle, you don't need to have the power turned on to get the benefit. Some people take Maneuvers and slot the IO in there, and never even turn the power on. My controller has it in Hover and never turns it on, but still gets the benefit. -
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At the risk of disagreeing with another guide author, I believe a good way around the name problem is the use of a simple modifier. I don't think there is anything wrong with Dark Whatever or Lord Thingamajig, at least for those characters that are distinctively dark or lordly. Here's a smattering of possibilities that might go before a taken name to make a credible yet available name . . .
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Ahem, you called? -
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May be a simple syntax error, you use exactly what's up there? the correct syntax is "powexec_name powername", and "bind_load_file c:\~path\filename.txt".
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Technically, the system ignores underscores, so it sees "powexec_name" the same as "powexecname".
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I saved and cleared the bindfiles, and reloaded mine. I only use Notepad for bindfiles and I might mention this is the only bind that doesn't work properly. As you can see above there are no spaces in the bindfile path. The bind files above I copy and pasted from the files directly and I do not see any errors.
I'm really stumped at this point.
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Maybe you're implying it, but I'm asking just to make sure - are you pre-loading one of those bub# files to start the chain? I mean starting the game and then typing
<font class="small">Code:[/color]<hr /><pre> /bindloadfile C:\covbinds\bub1.txt </pre><hr />
Or is that what you mean in "and in my bindfile I have bub1 bound to equals." - your main bindfile starts up setting
equals "bindloadfile c:\covbinds\bub1.txt" -
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It really makes you think just how many people Care more about the leveling than the game content itself. It's also ironic how it's those extra people who complain most about wanting more content, whether it be more zones, new enemies, more powers, etc etc etc.
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I take issue with some of what you just said. Game content IS leveling in a lot of ways. There are so many mission that are the same time after time after time. To me, It is the level of difficulty, the new and different powers, teams and the next island (set of levels) that make it fun for me. All of that is game content!
Many people I play with are not real excited about starting a new toon and make the climb to where they can get a travel skill and not have to run everywhere. Level 14 make is where the fun really starts for me and if I could start all toons there I would do it. Low levels are really boring ( I hate snakes!). I know a number of people who complain about the long grind from 35 to 50. That is the beast time in my eyes where your toons skills really mesh well.
[/ QUOTE ]
Amen, brothah!!!
I didn't play any of the heroes I have at 30+, because they are in their prime. They have a good set of powers, interesting story arcs, and plenty to do. My highest lvl guy is almost at the end of the Malta arc, and that's sad because it's been so fun!
So Friday, I made a new Warshade, got to lvl 8 in an hour, came back that evening, and got to 14 a couple hours later. Then I got a scrapper from 28 to 30, then on Sunday took the Warshade to 20.
So that was the best part of Double-XP for me - now my new Hero is high enough to be interesting with a good set of powers to play with. If they made a Vet reward of double-xp for _x_ levels, or simply doubled the XP rate of low-level characters, I'd be overjoyed.
Overall, the weekend went well for me. I played on Victory, didn't have much lag at all, and Wentworth's was extremely fast for browsing, but slow for posting and seeing prices.
Had a really good time. -
[ QUOTE ]
Very nice, except I don't see the need to run 3 end reduction in the armor toggles (Dark Embrace, Murky Cloud, Obsidian Shield). The whole lot together costs less than Quills or Death Shroud. Lunge and Impale are fairly cheap attacks. I slot a bit more damage and try to kill stuff faster, plus a bit more end reduction in Dark Regen. It's an end-heavy build, but 3 end in a toggle costing 0.1 end per second seems like overkill.
Do you really slot 3 end reduction in Combat Jumping? Cost 0.03 end per second?
[/ QUOTE ]
Consider that those are all Hamidon enhancements, so the double-benefit is inherent. I don't know if there are defbuff/jump Hammies, but so defbuff/endredux in Combat Jumping makes sense, same with the shields. -
Wow, I had just made a dark/elec a few days ago!
It's a fun combo, but I was bummed to discover that Darkest Night doesn't debuff defense, unlike Radiation Infection. Still, I feel like a tank, standing in the middle of a big spawn, with nothing hitting me
I just wish Elec had one more fast-cycling single target attack. But Charged Bolts, with three recharges, should be up almost all the time.
And I had never even considered the Sithiness of the combo... that's all new levels of fun! Is there such a thing as a fallen Sith, that turns good? -
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7th: You are the proud new owner of the stupidest pet in the history of this game.
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Eh, I think the snow beasts are at least slightly more stupid. I use it whenever I see a group of foes and think, "I need a distraction. Something like Klinger in his dress, doing the chicken dance on a highwire... Ah, come 'ere, snowbeast!" -
Just noticed while playing a /kin - Siphon Power does not make a little icon appear up by all the other status effect icons. Upon activating the power, the Combat text would say it was activated, not say it missed, but the icon didn't appear. My damage increased, though.
-
Oh yeah, and when I alt-tab'ed away from the game, then alt-tab'ed back, my powers bar grew by a row. I had it set as one row, but it was two rows tall. Clicking the expand/up arrow on it once did nothing, twice made it three rows tall, and then a third click would shrink it back down to two rows.
doing another alt-tab brought it back to normal. -
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I would like to repeat the Invisible Graphics Effects complaint. The entire Frostfire mission, all of the ice is invisible.
[/ QUOTE ]
Happened to me last night, too. I just figured it was because of the crappy ATI video card in my laptop.
On the subject of the Contacts list - it'd be tremendously wonderful and helpful change if the contacts I am currently working for were floated to the top of the Contacts list.
What with how contacts send you far and wide and all the new Radio contacts popping up in every zone, I can't remember where my contact was, and when I select a waypoint to get to a new zone and then go to re-select the Contact, it getting so that it's taking a really long time to find the Contact in the list. -
[ QUOTE ]
I would no longer skip Crippling Axe Kick for PvP - A single power that does decent damage, slows, immobilizes, AND has a -fly component is pretty damn useful.
[/ QUOTE ]
Exactly my thoughts. After reading a bunch of guides over the months, I decided to test out all the powers for myself, just to see what they're like.
Crippling Axe Kick worried me, because the description says it does minor damage, but without any damage enhancements, it does as much damage as two-slotted Thunder Kick!
My new attack strategy will be to CAK a foe, then Cobra strike him, so he's stunned and cannot do the Drunken Run Away. -
[ QUOTE ]
Tactics isn't vital for pvp, although a lot of avid PvPers take it. For an AT that unlocks FA at 41, Tactics alone seems a poor power choice, considering it's two powers for Tactics, which is less effective than FA, which only requires one power choice.
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Except that Tactics is more effective in a group, because everyone benefits from it. And if multiple heroes are running it, the bonus stacks. Plus, it's available 27 levels earlier than FA. -
If you've never seen it, check out Mantid's Animated Emote Guide.
http://www.the-swarm.org/Emotes/EmoteGuide.htm