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Quote:To me, this is not a simple yes/no question -- it really depends on the existing set you'd be swapping out (as it compares to the ATO set) as well as the overall structure and philosophy of your build.As for ATOs, is it worth respeccing a completely set IO'd character to get a set in? Either orange or purple?
It really has to be answered on a specific case by case basis, so posting specifics into the appropriate AT forum would probably yield the best information. -
Quote:He's referring to ANOTHER character (who HAS done Incarnate content) paying Astrals to send an unlock voucher to the 50 in question that unlocks the Alpha slot.While all of this is true, if he's never done any incarnate content, he won't have astrals to spend, I don't think.
If I'm wrong, he maybe able to hit 50, and then run the SSA stories and select the Astral Merit reward that way. I can't test this myself, because as soon as an alt hit's 50, I run the Mender Ramiel Arc. I am pretty sure you can have Astrals before you have an slot unlocked, as a result of running 1 iTrial, but I can't test this theory out either. I guess you could run iTrials and get Astrals and then spend them to unlock the Alpha, but I suspect you'd be very close to having the Alpha unlocked by the time you earned the 5 Astrals in an iTrial. Again, I can't test any of this, though, so it's all speculation. -
Unfortunately not. You can currently only receive an Enhancement Catalyst by either having one drop from a Super Pack, or as a random very rare drop during Incarnate content, as you mention -- but not from any Merit Vendors as far as I can see either in-game or via the wiki (perhaps you're thinking of Enhancement Converters there).
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I prefer the "chance for hold" proc myself.
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Quote:Temps (such as the ones you're asking about) aren't available in Incarnate trials.Hi,
thanks for all above info and grats on the run
What about the use/value of our "Old Style" temps such as the 3 Warburg Nukes and Shivans and Heavies et cetera? Envenomed Dagger?
Have they any place in this trial and if so when strategically would be best to pop them? Would you drop them all together or on a rolling basis (looking at the 3 Nukes here)?
Any thoughts will be muchly appreciated.
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Quote:First - it can be annoying from an aesthetic perspective, as well as just a personal one.I can't think of any time where it would matter. What type of situation would make you want to actively avoid the extra stealth?
The only thing I can think of is if you wanted to avoid the 120s of stealth when leading a hostage, but that doesn't apply any more.
Also, there are some hostages that I can lead (at least to some extent) with SS on, but if you add in the +Stealth effect, it won't happen. I believe that issue is what caused me to rethink SS+Stealth IO in the first place (now I use SS for full or partial Blessing of the Zephyr sets, so that's now another reason I don't want to use that "extra" slot for a +Stealth IO). -
Quote:See OV_ohms' post (#14) above in this very thread. Yes, at least he has it (and he's verified it to remove all doubt, IIRC).Do I understand correctly, that some few lucky folks have actually had their eight year badge award? If so, that's really an untenable situation that deserves attention one way or another. Several suggestions have already been made on this thread, but ignoring the problem shouldn't be one of them. Bug Hunter and Passport are already significant badge irritants, I'd prefer a third not get added to that list.
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Quote:Not a bad thing, but the reason I use SS + a Stealth IO placed into Sprint instead is that if you ever want SS WITHOUT the extra stealth levels, you can't get it if the situation calls for it.Another option would be putting the Celerity: Stealth IO in Super Speed. This will give the same 65' stealth as Sprint+IO+Stealth, Super Speed also has the -Threat Level, and you aren't OAS. The Endurance cost is similar, but you'll have to be moving at high speed all the time, which is an issue for some people.
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The official word: http://boards.cityofheroes.com/showt...63#post4260963
Magisterium Mechanics
Hello all,
I hope you're enjoying the Magisterium! I wanted to pop in to clarify some mechanics of the final fight:
1.) Your deaths have no effect on Tyrant at all. He has no mechanics that trigger on player death
2.) There is currently a bug where only 16 players/pets will receive the level shift from destroying Light of the Well. Well be fixing this in an upcoming patch as quickly as possible I checked the fix in as soon as the issue was discovered.
3.) Tyrant does not have a self heal. He does have a self-buff power which consumes his Olympian Guards, killing them, and providing him with bonus ToHit and Smashing Damage for each guard consumed in this way. This has a visual effect which looks a bit like a heal, but is meant instead to connote Powering up off dark energy.
4.) There is no direct negative effect to Being in the hospital. I have seen several people postulate that Tyrant heals or grows in power when people are in the hospital, but the only effect hosping has on him is that youre dead and not DPSing, and therefore his regeneration is healing him better.
I hope this information helps you, and good luck in your endeavours to bring Tyrant down!
-Arbiter Hawk -
Probably not -- Magi is for 12-24 players.
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In the interest of equal time: http://www.badge-hunter.com/
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Agreed. I understand that States filled the "Superman"-esque role, but he just never seemed a very interesting or engaging character to be front and center. I think the post-States era will be much more interesting from a story standpoint.
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Hunh, I'm surprised we've never had an official response to this issue (other than the aforementioned "canned" Support responses, which aren't much of a response at all).
I sat next to Posi during dinner at the Pummit, and asked him specifically about this exact issue. He said that the vet "year" badges are completely and irrevocably dead, kaput, and that's that. Apparently the figuring up of paid time and awarding of badges is somehow involved with a 3rd party (vendor) of theirs and he indicated that there's simply no way to fix the code involved (he was QUITE emphatic about this issue being dead, which is why I'd expect that they would just post up something about it at some point and be done with it).
I'm fairly shocked to hear that at least one person claims to have been awarded one recently, given Posi's black and white response to my question...guess they don't understand even how the code is broken. -
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Quote:If I get the chance, I think I will ask about these badges during the Pummit next month. I REALLY would like to hear what their thoughts are about getting this issue finally addressed.Like I said it's long past the time the Devs need to start looking "outside the box" for some kind of solution to this problem. Clearly they have some kind of convoluted account database problem that they've either been unable or unwilling to deal with. One really has to question whether it even makes sense to try to maintain that series of badges in their current form.
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Same here. In fact, I've found it nearly impossible NOT to do, because Madame Bellerose spawns (in the first mission) right on top of a required glowie. Same for the Detective, who spawns (in the first mission) right beyond a required mob.