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Posts
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Quote:There's a lady in each building who gives you tips and tricks. But here:I'm sorry if this is listed somewhere else, but I just can't find it.
How do I put dialogue in MA arcs I create that have (your character's name) (Him/her) (He/she) etc?
In fact, a full list of commands you can put into MA would be nice, and this thread could be a good spot for them.
$name
$himher $heshe $hisher (you can also put the first letter in CAPS to make it capitalized in-text)
$archetype
$origin
There's a few more i can't recall off the top of my head. Also, i think the little [?] boxes above the text fields will also give you hints, and right-clicking inside the text box gives you other options as well. -
Quote:Well we saw the room with three cysts and i told the team not to hit the crystals. They listened, and we got the cysts by themselves, got them to low health, then hit them for their last few HPs... though the scrappers killed their cyst first, and, yeah =/Yeah I kinda figured those 3 cyst rooms might cause a problem. If one melee person kills one crystal, gets damaged, then the spawn appears *in* the room instead of running in from outside that's bad news. I saw it happen a few times from dry runs.
Also like you said Emp, lag causes a problem, and how do you take down all three at the same time unless there is good communication? -
I almost had it, but i made the TERRIBLE call to go "hey, lets blow up all three cysts at once and exit!" One of the cysts blew early, a squishy lagged, and died between hitting "exit" and actually zoning out.
Had a darn good team though... but that was after a false-start of a less-than steller make up of my Mind/Kin, a Fire/Therm Cor, a Broot, 3 blasters and 2 scrappers. Apparently "debuffing hit points" isn't a good way to keep people alive >_> -
I'm trying to have a Boss be stand alone, as in, no minions around him. I did this before, but now, the option to make the "surrounding enemy difficulty" SINGLE doesn't exist!
I tried using "EMPTY" under "enemy group", but it still spawns him with a map-default critter.
And now one of my old published arcs is broken because of this change >_>
Any way around this? Is this going to be reverted soon?
Btw, the reason I want the boss by himself: I want him to fight the enemies on the map as well as the player. Totally breaks immersion to have a map-default enemy helping him >_> -
Hey where can i get the Mids update w/o Dling the whole thing? Mine won't Dl the latest version =(
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Actually, the Devs have wised up and are moving away from badges that are "Do this X times". I mean sure, if you get a new enemy group, make a badge for defeating a few of thier bosses or a special critter type... but again, they're trying to get away from farming badges, so really the only thing left to reward is strategic thinking and ability.
And of course, when they make badges that ARE difficult to obtain (ski badges, anyone?), people complain. So really, what's left? -
Quote:Well, the new ones yes, but STF and LRSF are still tasks that some teams STILL have problems completing, even without "Master" limitations. So I wouldn't call the entire line a joke =)The entire Master Of line of badges is a joke. It's just a lame way to avoid adding new badges.
When the devs introduce the "elite" content in GR or I17 or whenever it is, and give THOSE master badges, maybe then the concept won't seem to be as much of a joke =) -
Good news, The Khan TF isn't as bugged as we thought; just did it tonight (default difficulty settigns) and it went off without a hitch. So it should be all good for master saturday =)
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Quote:While it is true that "to each their own" is the best philosophy in this case, people who submit purely to a Pavlov's Dog-like mentality over virtual goods do seem as if their entertainment priorities are skewed. Though the same behavior that drives farming (doing something easy over and over again) is the same behavior that drives badging, and not many people have bad things to say about badgers (snakes, on the other hand...). Then again, badgers don't drive up prices at the market (quite conversely, they cause prices to plummet), and after the AE badges were reworked, they stopped clogging up the AE arc interface with their badge farm missionsNobody is doing it wrong. Unless they're saying someone else is doing it wrong. The person who sits under Atlas all day has just as much right to play as the guy superteaming against Hamidon each night.
Of course, it also seems that the majority of the people who are most worried about the drop rates are people who would only sell their goods anyway; so it's not as if they need the specific rewards for their character, they just want the fake play money to fuel their sense of accomplishment and virtual self-worth. And then they can take that extra money, buy a LotG: recharge, and then sell it for 1.5x what they bought it for in an attempt to get even more fake money.
It all just seems counter-intuitive when the whole point of playing games is to have fun, and -most- games don't have a market pvp minigame, which means that unless all these "ebil marketers" and farmers never played a game before CoH I9, they're being disingenuous when they say that's the main thing they find fun in this game.
But hey, that's just my perspective. To each their own =) -
Quote:Standard Code Rant disclaimer HERE.Thanks, Niviene!
Also, why is the Tailor STILL changing our costumnes when we log in?
I had a toon literally lose hiss shirt, as well as have his boots, gloves, and helmet all changed completely, all of which I had to pay for.
This happens almost all the time when logging in at the tailor and, frankly, it's getting really annoying.
Just curious when this bug will be hunted down and squashed.
Again, thanks for the tokens!
Dasher
Besides that, here's my theory:
Whenever they release new costume options, sometimes things get shuffled around. Your jacket used to be item 005, but now item 005 is a blazer, so that -and all the things that the "new" jacket 005 affects- are over-written when you access the tailor.
Again, just an idea *shrug* -
I feel like a dumb noob becasue i can't figure out how to (re)join any channels. There's no option for it =(
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On Virtue, there were 2 instances of PI at many points. That hasn't happened since before AE went live.
The only announcements for AE teams I've heard seem to have been jokes. -
Get well soon, Posi! We need ya!
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Oh HELL NAW
*shoots web fluid at your feet* You're stayin' right there missy! Hey wait, how are you moving?! This stuff is supposed to be as strong as titani-
... Oh wait, this is silly string =(
... =.
>=)
*Sprays forum with silly string!* -
Quote:They're not talking about changing the EFFECTS of the power (yet), but just the LOOK. And if they were going to justify the "new" armor slowing you down and reducing your damage, they better make it pretty effin huge.Bah, I don't like were this thread is going
If Babs removes the slow, bulky feel of the granite I have no need for it anymore. Might aswell play my invul then.
I know my brother would be hearth broken too if you killed off his main.
So i don't think you;d have to worry about it =) -
I've respeced since making my post: i had to drop build up and conserve power from my old build, but since shes built partially for recovery, she's very efficient. And this is without any purples. There IS some expensive stuff in here, though.
All defense except psi is 31.7% with one foe in melee. Psi is at 24%. S/L resist is 89.2, all other non psi resist is 29.9 (aw come on game, throw me a bone and make it an even 30!), while psi resist itself is 26.8. Got 270% regen and 187% (3.58/s) recovery and only 1.02 end/s with 5 toggles running. I only turn on Focused Accuracy if i think I need it; I only took it for the extra set bonuses. Overall, I think it's a solid teaming build. Solo it may have a problem over an extended period, but hey, there's tanking for ya.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
DX-3: Level 50 Science Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Energy Melee
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Resist Physical Damage -- ImpArm-ResPsi(A), ImpArm-ResDam(3), ImpArm-ResDam/EndRdx(3), Aegis-Psi/Status(5)
Level 1: Barrage -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(7), C'ngImp-Dmg/Rchg(7), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(9), C'ngImp-Dmg/EndRdx/Rchg(11)
Level 2: Temp Invulnerability -- ImpArm-ResPsi(A), S'fstPrt-ResDam/Def+(5), ImpArm-ResDam(11), ImpArm-ResDam/EndRdx(13)
Level 4: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(13), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(15), Dct'dW-Heal(17), Dct'dW-Rchg(17)
Level 6: Resist Elements -- ImpArm-ResPsi(A), ImpArm-ResDam(19), ImpArm-ResDam/EndRdx(39)
Level 8: Unyielding -- ImpArm-ResPsi(A), ImpArm-ResDam(21), ImpArm-ResDam/EndRdx(21), ImpArm-ResDam/EndRdx/Rchg(23)
Level 10: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rng(23), Zinger-Taunt/Rchg/Rng(25), Zinger-Acc/Rchg(25)
Level 12: Resist Energies -- ImpArm-ResPsi(A), ImpArm-ResDam(27), ImpArm-ResDam/EndRdx(27)
Level 14: Bone Smasher -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(29), C'ngImp-Dmg/Rchg(29), C'ngImp-Acc/Dmg/Rchg(31), C'ngImp-Acc/Dmg/EndRdx(31), C'ngImp-Dmg/EndRdx/Rchg(31)
Level 16: Whirling Hands -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Acc-I(40)
Level 18: Invincibility -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(19), GftotA-Def(34), GftotA-Def/EndRdx(43)
Level 20: Hurdle -- Jump-I(A)
Level 22: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(34), Mrcl-Rcvry+(36), Mrcl-Heal(40)
Level 24: Stamina -- EndMod-I(A), EndMod-I(40)
Level 26: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(37)
Level 28: Boxing -- C'ngImp-Acc/Dmg/Rchg(A)
Level 30: Tough -- ResDam-I(A), Aegis-ResDam/EndRdx(37), TtmC'tng-ResDam/EndRdx(37)
Level 32: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(39), GftotA-Def/EndRdx(42), GftotA-Def(42)
Level 35: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(36)
Level 38: Super Jump -- Jump-I(A)
Level 41: Focused Accuracy -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(42), AdjTgt-ToHit/EndRdx/Rchg(43), AdjTgt-ToHit/EndRdx(43), AdjTgt-EndRdx/Rchg(46)
Level 44: Total Focus -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(45), C'ngImp-Dmg/Rchg(45), C'ngImp-Acc/Dmg/Rchg(45), C'ngImp-Acc/Dmg/EndRdx(46), C'ngImp-Dmg/EndRdx/Rchg(46)
Level 47: Laser Beam Eyes -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(48), Decim-Dmg/Rchg(48), Decim-Acc/EndRdx/Rchg(48), Decim-Acc/Dmg/Rchg(50)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
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Set Bonus Totals:- 5% DamageBuff(Smashing)
- 5% DamageBuff(Lethal)
- 5% DamageBuff(Fire)
- 5% DamageBuff(Cold)
- 5% DamageBuff(Energy)
- 5% DamageBuff(Negative)
- 5% DamageBuff(Toxic)
- 5% DamageBuff(Psionic)
- 3% Defense(Smashing)
- 3% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 3% Defense(Energy)
- 3% Defense(Negative)
- 12.4% Defense(Psionic)
- 3% Defense(Melee)
- 3% Defense(Ranged)
- 3% Defense(AoE)
- 4.5% Max End
- 4% Enhancement(Heal)
- 39% Enhancement(Accuracy)
- 61.3% Enhancement(RechargeTime)
- 105.4 HP (5.63%) HitPoints
- MezResist(Immobilize) 9.35%
- MezResist(Stun) 2.2%
- MezResist(Terrorized) 4.95%
- 16.5% (0.28 End/sec) Recovery
- 62% (4.85 HP/sec) Regeneration
- 1.26% Resistance(Fire)
- 1.26% Resistance(Cold)
- 1.26% Resistance(Energy)
- 1.26% Resistance(Negative)
- 1.26% Resistance(Toxic)
- 26.8% Resistance(Psionic)
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Quote:Jordan: With the towers up, LR basically has 500% chance to hit and does over 9000 damage. I'm exaggerating, but he's made so that he can even make a granite tank work to survive. The best thing to do is have a buffer of some sort helping you (if it's a kin or dark, make sure you stand near a tower so they can use it to heal you), and pop large orange and purple inspirations until the Red tower is down.It's been a month or so, but the last time I did the STF, I was tanking with my purple-slotted stone/fire tank. In granite and with a dark defender assisting using Darkest Night on Recluse, I died in 2.5 hits. Because I couldn't tank Recluse, we had no chance of even dealing with the weird repairman issues.
But more worriesome is how Recluse tore through my tank that way. Did I do something wrong in the build? The only other enemy that has ever given me trouble was large groups of Cimerorans due to their -defense powers.
A Dark can do it. Heck, i think a dark tank lead my first successful MoSTF attempt. I've seen Fire Tanks do it. You just need to come prepared, be able to think on your feet, and have a bit of luck. -
Didn't that get phased out in the alpha or first beta build?
Ah well, but yeah, that woulda sucked hardcore. -
Gonna do the PvP zones here in a new post =)
The level range is such: Players can Enter starting at A, but all players are Sk'd/Exemped to level B. So if the level range is 15/25, that means you must be 15 to enter, and all players are auto'd to 25.
Bloody Bay 15/25
WARNING: This is a PvP Zone. You... may... probably.. get attacked by other players.
Accessible via a helicopter parked in Skyway City, Bloody Bay is actually part of the Rogue Isles (i think?), and is a -mostly- abandoned, small island where several radioactive meteors struck not long ago. As if that wasn't bad enough, the dead began to rise from their graves, covered in large amounts of ectoplasm, becoming the creatures known as Shivans.
This time, you are not in direct conflict with the forces of Arachnos, however, both sides are sent on the same mission, and invariably, conflict will ensue: Collect meteor samples from each of the landing sites, then take them to an armed base whose defenses must be destroyed to analyze the samples. Doing this successfully will earn you the Shivan shard, a power that lets you summon one of the fierce Shivans to fight by your side for five minutes, and has five uses. Be careful! If a player defeats you while you have samples, one or more may be taken away, robbing you of your progress! However, even on Virtue, it's rare to find another player there, and if you do, they're more than likely just after a Shivan Shard and will give you no trouble.
This zone is home to Freakshow, Circle of Thorns, Banished Pantheon, pirate ghosts (?), and of course, Shivans.
Siren's Call 20/30
WARNING: This is a PvP zone! You WILL be attacked by other players!
Accessible via Steel Canyon, Siren's Call is a section of the City that's been sealed off after a tragic accident; a radioactive hero's powers went berserk, destroying half the neighborhood, the war wall, and killing the hero himself. Arachnos has used this as an opportunity to infiltrate Paragon City. They've set up a small base just off the coast, and from there they send villains to fight heroes so that Arachnos forces may make their way into Paragon.
The zone has two main mini games: Hotspots and Bounties. Hotspots are areas where Longbow and Arachnos forces are about to clash. When one side wins (either with or without player assistance), then heroes or villains gain better control of the zone, and the players who belong to the controlling faction can buy special items from a vendor in their base.
Bounties are called on players who have been successful at defeating other Players. A message will appear, and a marker will appear on the map with that player's last known location. The more bounty you collect, the more inspirations you can buy from the main zone contact.
The zone has a unique feel and look, and would probably be a much more popular zone if not for the forced PvP (or the anti PvP sentiment among the playerbase, take your pick). Tsoo, Warriors, and a few Sky Raiders can also be found here.
WARBURG 30/38
WARNING: Free-Fire PvP Zone! You WILL be attacked by other players... even other heroes!
Hopping aboard the Helicopter atop Police HQ in Kings Row will take you to this hotly contested area. Here, Nuclear powered orbital weapon delivery systems are fought over. So dangerous this technology is that even those you fight along side may not trust you to own it! (Anyone NOT on your team will be an enemy, unless you're on the boat)
That's not all. This island was part of the Rogue Isles until they ceded, and they've "acquired" some help in the form of Malta Titans, which con as +3 bosses to you. There's also the Arachnids who scamper around in the underground warhead production facility who've taken scientists hostage. If you free a scientist and take them back to their bunker, they'll give you part of a launch code. Collect three launch codes, and you'll be able to procure the launch key for one of three "nukes": A straight up damage nuke, a debuff nuke, or a team buff nuke. Collect all three and impress your friends!
Watch yourself. This is one of the more popular PvP zones, so it's best to try and procure the nukes during off-peak hours.
Recluses Victory 40/50
PvP warning, blah blah...
THE high level PvP zone. The background of this zone is such: the future of Atlas Park is in quantum flux, and so Heroes and Villains must fight and secure temporal "pillboxes" so that "their" future comes to pass. But you can forget about that; unlike Warburg and Bloody Bay, people come here to fight. The prize for "winning" takes either a long time or a concerted effort to win many, many fights, so most people don't bother (The prize, FYI, is a giant Longbow mech which can only be used once.)
There's no extra foes in this zone, just Longbow and Arachnos and other players. Unless you count the pillbox defense systems. The way here is via a portal in City Hall's basement via an elevator in DATA's office. -
Leo?
The OPs suggestion is OPTIONAL.
It won't kill YOU if player B puts Anti-KB IOs in his powers. And so as long as it doesn't affect YOU, why are you against it?
Yeah, ok, a foe can stand up 1 second faster. You know what? That's better than me running after them for two seconds trying to get an attack in. It's better than my kin heal missing and my ally (or me) dying because suddenly my target is 30 feet away.
That said, I don't think KB should be reduceable to KD, but how about being able to knock a foe 5 feet away instead of 50? At least that way they're still in melee range. -
PM me with the screenshot, too, I wanna see what this was all about...
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Tickets are better for things like common salvage. I can get more salvage from one AE mission than I can in an entire normal arc. And with certain salvage (fortunes, ceramic armor plates) hitting high prices, I'll still hit AE once in a while to get what i desire.
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You see where the guy is aiming and duck out of the way befoe he pulls the trigger.
=)