-
Posts
54 -
Joined
-
You already have the one of the requirements for the farm - having a second account. The other requirement is not have the owner of the mission (the alt account) enter the mission.
The way the farm goes, you do the set of paper missions to unlock the mayhem from the broker. Once unlocked, you can enter the mission, but do NOT let the owner of the mission enter. As previously stated, yes, you can farm mayhem, but you can not repeat side missions. By not having the owner of the mission enter, you can repeat all the side missions. After you kill the mob that hold the key to the arson, do the arson. On your way out, destroy some boxes and cars, then exit - so timer goes back above 15 minutes. Once you're out of the mission, select another mission then reselect the mayhem. Rinse and repeat. Mind you, you can accumulate to over an hour of Mayhem time on mission navgiation outside the mayhem, but, once inside, the timer shows up as if you've never ran the mayhem at all (back to 15 minutes). It is important you reset the mission only after the person farming is fully out of the mission - not while mid-load
Ideally, yes Peregrine Island Mayhem is ideal since it guarantees every side missions. Personally, I've farmed the Atlas Park Mayhem because of faster kills. I get lucky sometimes with having the arson on the first try, but I do get bad luck where I don't even get the arson till the 4th AP mayhem.
This strategy basically avoids you running 30-50 paper missions just to unlock a Mayhem to do the arson. -
thought it was just me.
-
If you want the badge, just piggy back with a non-VEAT who are doing the 3 introductory arcs that lead to the arc that evenutally gives it because you can't start it. From personal experience, you would need to do the badge arc yourself and not through another player starting the arc for you to get the badge. By then, you wouldn't need to piggy back.
-
I was on the successful Master Of Lambda Trial. There were a few things I wanted to point out when I formed the teams.
My belief was that, since Marauder had an insane amount of resistance, I didn't want to overdo on resistance debuff, as many players might think when looking at his stats. Not looking at the statistics that Police Woman was able to provide, I formed the teams with the main idea that they'd be able to constanly output DPS (ie sleet, caltrops, burn, blazing aura, ice storm, rain of fire, hot feet, etc). Reasoning for this is, since the dude has a ridiculous amount of resistance while enraged, the strongest damage that one can output, like Greater Fire Sword, will be reduced to a single digit number. Why constantly spam a slow activating attack like Greater Fire Sword, when you can spam an attack like Burn when ONE of the ticks does nearly the same damage at a rapid rate? I also had anyone with a damage aura (ie blazing aura and hot feet) stand next to him while spamming whatever attacks they wanted to spam.
The fact that people were level shifted helped too, but I know there were 2 players on that roster who were just plain level 50.
Knowing that Marauder pops Unstoppable around 20% HP left, I knew that standard Unstoppable gave high resistance to all damage,except psionic damage. We had 3 Fortunatas, and 2 other psionic blast toons (rad/psi def and kin/psi def). One of the team members suggested to spawn Seers pets when Marauder hit Unstoppable.
When Marauder hit 50% HP left around 11-12 minutes, I knew we were doing great on time. You have to remember that Unstoppable lasts for a long time and you have to give it about 3 minutes by itself. In other words, when you look at the starting time of 17-18 minutes, deduct 3 minutes off that just for Unstoppable because, during that point, it'll just be a stalemate.
I broke my thought process down into separate points that way it doesn't look like a wall of words.* -
I've been done with 3 toons with all dayjobs. I keep track of all my toons from the server I belong to with an excel file I use.
As far as frustration from not using my main, although it takes an extra slot in the server, I've made an exact duplicate of my main badger. I've made this back in i6 because of failed respecs after respecs. This replica became my live server prototype for new content. While my main was dayjob farming, I've used the replica to play around, so when I had to jump back to do badge missions and master of content, I had no problem getting reacquainted -
Quote:Just wondering, did you even buy Going Rogue pack for that account?I've now run the midnighter ard and spoken to imperious and run the 1st daedalus arc and cleared missions and all Rameil still says to me is "There is much to do,but i fear it is not yet time for you and i to begin our journey.I shall let you know when the time comes
-
I know you've solved your problem, but having too many open arcs can be the main cause as to why Ramiel won't talk to you.
-
Yea, we know that. There's a 15 minute ITF somewhere out there. I've never said this was the fastest ITF. 18 minutes and 10 seconds - you figure a group of players can push the extra 3-4 minutes and get the record. This is a challenge that will give you inf if you do succeed first on this server.
-
Host: @Retodd
Challenge: Finish the Imperious Taskforce/Strikeforce faster than 18 minutes and 10 seconds.
Reward: 2 billion inf. divided among the team. If done by a full team, each member would receive 250 million inf.
The first team to succeed in the challenge will be the sole recipient of the reward. Proof must be posted in the same format as the picture above - time must be displayed and indication that the contact was Imperious. The host would like the participants to be from the Liberty server and not be members of that team posted above. The challenge ends at midnight (PST) on Thanksgiving. -
-
-
Several players have been comlaining on friday and saturday (6/18 to 6/19) about miscellaneous lag on Liberty server. I thought the lag would be associated with certain powers, but all the powers would slow down as if it was the lag hill on ITF or Hami raid. FPS shows 60 fps. Netgraph shows a nice green smooth patch with no yellow or red spikes. I'm running on an i7 quadcore with 6 GB of RAM and 1 GB video card with the latest drivers. I've never had issues before but this "power lag" would show up here and then. I've read other posts about lag, but they were issues associated with driver, network, or hardware problems.
This lag also affected load time when zoning inside a mission. I can specify three instances: 2nd mission of a LRSF, 2nd mission of an ITF, and a random mission from a contact in grandville. The load was so slow, I was able to load a 2nd instance of a game to boot the current one if in case I really did crash. I checked whether or not if it was a RAM leak issue and it showed 1.1 GB, which is about average most of the time. /unloadgfx or /reloadgfx cleared some of the RAM, but when zoning in, it does that automatically also. -
I don't know if this was on another thread, but vengeance can no longer be stacked when the dead ally is teleported within the vicinity of 2+ players with the power. I'm almost positive this wasn't written on the patch notes. Players had a feeling it would get nerfed, but how can they nerf stacking when NPCs can do it. They need to fix Nemesis lieuts so they can only do 1 veng stack.
-
Quote:We did a standard run tonight and the Green Mitos were much easier. With the Hamidon by itself, sure it would be an easy time killing it. You should just run another one and reiterate to the team that you don't have the badge and you want it.Just completed a successful Master Run on Protector after the patch. The greens were fixed because our 2 Doms held them in about 3 seconds. Somehow we managed to take out all Mitos without aggroing hammi and had an easy time with him at the end all by himself. Is this normal?
In any case, it was an amazing team (2 doms, 2 corruptors, 1 tank, 1 scrapper, 1 brute, and me a Warshade) that went slow and put up with my paranoid warnings every 10 seconds. Although one corruptor nearly managed to give me a heart attack by dying on purpose after final TF complete. He knew we all had the Master badge, but I didn't! -
Prior to the patch, I did a gladiator match just the day before. Flight from the user may have been "as intended", but it was not like that yesterday before the patch. As soon as the servers were available, I tried 2 gladiator matches on 2 different maps (warehouse and cage). Both accounts experienced similar results. The fact that I was flying was news to me, since I did not fly the day before, nor the week before for that matter. The "only affecting self", whether that's intended or not, won't allow me to control my pets - follow, go to, defensive, aggressive, passive, stay. I know I'm supposed to be immobile and "phased" within the countdown timer, but I'm pretty sure that, even after, I'm supposed to be out of phase in order to control my gladiator pets.
I just tried again. Settings were "no observers", "not rated", kill stock 10, cargo map, gladiator match, invites only. Mind you, I've done this exact setting the day and week before. When the image of my toon loads, I am immobilized with a countdown timer. As soon as the timer runs out, I start "flying" (as intended, as some pointed out) and my gladiators appear. All the gladiators are on aggressive mode and on follow. I can not change this setting because I am "only affecting self" and message invalid command pops up saying "Pet command failed, you cannot command pets in your current state." -
When a user enters a gladiator match, the user becomes Only Affecting Self even after the timer has expired. Not only that, the user is also in flight mode. While under OAS, the user can't control the pets either.
-
WOW! That is MOST excellent WIN for everyone across the servers for showing resilience in Mastering the Lady Grey Task Force with the current "broken" setting on the Green Mitos. 8-person team is great, but 4-person is amazing! Well done all, Masters!
-
This is the latest Master of Lady Grey challenge on Liberty server. We finished the challenge in 34 min and 8 seconds. We could have cut corners, but I think we did excellent. I was truly thinking the fix would be implemented Thursday or this morning's (Friday) impromptu Maintenance. Since the fix has not been patched, we decide for another go and go as fast as we could.
-
We just did another one. We could have gone much faster but had to call a GM on the third mission. One of the NPCs was stuck on the wall. Props to GM_Sven for helping out even after he disconnected lol! We also had a hiccup on first mission. Despite all the delays, we still managed to do it in under an hour - 56 min 18 sec.
-
Congratulations!!! I think we only have a few days left until the fix is implemented. I'm guessing it will be on Thursday. Because of that, we're going to try again.
-
Cry me a river. Troll some more. That is something I didn't know. You make it seem like my intent was to screw others by clicking the link. Go ahead, cry some more.
-
"These badges were a lot harder to get because the requirements were much higher. http://paragonwiki.com/wiki/Immortal_Badge [Edited]. If the page was updated by the time you read this, to even get Immortal, you needed 1 billion points damage taken, not 100 million as it is now."
Before you call me out on using an incorrect website, read further along, please. My intent with the link was to show the old requirements of the damage badges before its current status.