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Posts
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Joined
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Wasn't having any troubles over on Pinnacle in Praetoria. Certainly not an issue between Praetoria and Halloween or there would be a lot more people complaining about it.
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Quote:Praetoria goes to level 20. I suppose they could have just disabled tips in Praetoria altogether (although standard code rant applies) but I think that's at least part of the reason why.Also, is there a specific reason why tips start dropping at level 20, instead of 10 or 15? I wonder this every time I think of all the prestige my supergroup missed out on by my having to take a villain all the way to 22 or higher - when the toon fully crosses over, and can join the group. If there's a practical reason, then that's cool. If it was an arbitrary choice, I wish someone would consider lowering the level. Thanks, all.
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Hey look, I forgot I even posted here for a bit.
The build posted before my previous post should be fine for Master runs. It has a little higher defenses and resistances than my Tank, comparable net Recovery*, somewhat lower Regen. I have no trouble tanking the STF normally (unless buffs aren't kept on me while tanking GW, then I run into some trouble against that Mag 100 hold); I'm pretty sure he's done a Master STF at least once but I'm not 100% sure, I'd have to check if he has the badge. No purples, PvP IOs, or even Hami-Os in my build.
*Just realized, I'm looking at the numbers in Mids', which doesn't account for the Performance Shifter +End proc. So probably higher recovery on my toon. Despite that, I still tend to run with macros for combining inspirations into small, medium and large blues on the fly, along with a fourth macro for using a blue insp when needed. -
Each enemy in range. Sometimes it will hit several enemies, sometimes it will hit only one, sometimes none. Welcome to the world of (pseudo-)random probabilities. On average, it will hit one out of every 5 enemies.
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Buffing your henchmen with non-upgrades (i.e., buffs from your secondary) usually reverts them back to your control. This isn't a great solution since some Mastermind secondaries don't have such buffs, but for those that do it's a good patchwork solution in lieu of an actual bugfix.
Quote:I'm sorry, but really? Is it that difficult to resummon, or even just wait until after you reach your desired zone to summon your henchmen? It takes all of 30 seconds.It's extremely frustrating because I can't just go to any zone and participate in a zombie apocalypse or Rikti raid. Being a petless mastermind sucks. This bug has forced me to play other characters. -
Presumably WAI in order to stop players from defeating mobs as they exit the doors, but before they have a chance to attack.
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You're a Tanker, taking out enemies isn't your job; you have the luxury of taking your time to defeat a large group of enemies. You have Rage double-stacked and Foot Stomp has a relatively short recharge and is slotted out for damage. You're not really going to do any better than that.
Although I think that my Inv/SS *does* take down enemies fairly quickly under the same circumstances, but that of course depends on what difficulty you're running on, and how you define "fairly quickly". -
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Perpetual night is part of the Halloween Event. As Novapulse said, it ends when the event ends.
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You're two levels away from Rage. 3 levels away from having it perma (and double-stacked, if you have Hasten and +recharge set bonuses). Post-28 is a much happier experience. My Inv/SS has no trouble farming the wall in Cimerora, for instance.
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I'm not quite sure what you mean on the first point, but I think that's probably an engine limitation more than anything else.
As far as enhancing the teleport range of the charge powers (Shield Charge, Lightning Rod), you can enhance them with standard Range enhancements. -
Quote:They haven't even priced this one yet.Emotes(ok, in party pack) and FULL costume sets, and the powers like you said.
Also, either back to normal boosters, or lower the price to 5$, not 8$ or 10$.
I would also point out that you're not obligated to buy it at all, especially if it doesn't have much that you're interested in (and without a power like the other boosters, your character's gameplay performance gains exactly zero benefit from it). -
Quote:Apart from a single power in 4 of the 5 individual origin boosters (Self-Destruct, Ninja Leap, Mystic Fortune, Secondary Mutation), how were they any different from this new booster?(I WILL be buying the newest booster)
Honestly, I'm surprised you did a all cape/aura booster after how the party pack worked out.
So, the point is, get back to boosters like the science, or the magic boosters, maybe do another round since you've covered all the origins.
That is all. -
I was having similar trouble with other masterminds' henchmen the other day, which I thought was weird because yeah, they're supposed to be pushed out of the way, even if they're not yours.
Anyway, the Assault Bot is fairly large too -- not sure if it's on the scale of the Tier 3 Demon but it's probably close. As far as damage goes for Robotics:
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Quote:Come to think of it, I think I did actually do the one where Ravenstorm helps you. I suppose it depends on which version of the alignment mission you do, so maybe I keep always choosing the one where they don't help you.You must have had a run of bad luck then. I am frequently aided by the likes of Silent Blade, Frostfire, Ravenstorm, Doc Quantum (I always make him help me instead of lead him to the exit), Overdrive, and others I can't recall. In fact, Overdrive has become one of my favorite sidekicks, even if she engages in Fusionette caliber recklessness.
Of course, there are several missions where the rescuees are not combat hostages, but they do often tell you so in one way or another. -
But we don't even know if Incarnate abilities will apply to those or in what form, nor do we know what will be introduced to mitigate them (if anything).
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That seems to be the case for super-powered rescuees in alignment missions, I haven't had one help me yet. Some don't even stick around, they just leave.
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We already know that Incarnate abilities won't scale below level 50 so you lose them if you exemp down. Given this, there's a good chance that they won't even apply to existing content.
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I agree.
Look, them already came up with a fix for Mastermind pets blocking doorways by having you be able to walk through them (although last night I noticed that this seems to no longer be the case, which is weird; anyone else seen this?). If it's the whole "controlling a group of 6 pets" thing that's getting you, maybe you're playing the wrong Archetype. -
You're not actually required to take all of your pets. Problem solved.
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Quote:laffoJust wanted to give Lady Dee a big shout out for organizing this event and to the heroes that helped us spawn the signature heroes. Within 30 minutes, everyone had the badge. There was no way that I could have garnered that much support on my home server that shall remain nameless (and I'm not going to argue about PvP, either).
Got the seven badges and headed back to Freedom. Again, thanks. -
Quote:Correct. I admit my stupidity.Eh... Rogues get Duplicity, Vigilantes get Fear Incarnate, and Villains get Frenzy.
No matter what you do you get a temporary power. Whether YOU feel one power or another is "Better" is your own business. Personally I like the Rogue and Vigilante powers better, nine times out of ten, but use the hero and villain ones while I'm grinding A-Merits.
Faster recharge PBAoE control effect which takes ALL the minions out of a fight? Yes Please!
-Rachel-