Gatecrasher

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  1. Quote:
    Originally Posted by Synapse View Post
    I do this exact thing myself. First row is healing, second is endurance, third is defense, fourth is damage fifth is 1 accuracy, 1 break free and 1 rez. I am super OCD about organizing it to the point it has gotten be defeated on nearly all of my characters on a fairly regular basis.

    Another OCD thing I do is to make sure I never have more than 1 of each type of uncommon piece of salvage at a time. After playing a game since beta you develop some pretty difficult habits to break...

    Synapse
    Egads man, we're practically like that original Trek episode with the two guys with the black & white faces!

    Col 1: 3 reds, 1 break free on top
    Col 2: 3 yellows, 1 bf
    Col 3: 3 purples and a wakie
    Col 4: 4 blues
    Col 5: 4 greens

    If you guys had really wanted me to keep & use oranges, you'd have introduced them to the game before my habits crystallized into OCD.

    Oh, another "I still:" I still haven't made a character with Air Superiority. Yes I'm sure it's awesome, I'm just not interested.

    -Gate
  2. Quote:
    Originally Posted by Mr_Right View Post
    Inspirations are organized in the tray based on color and size, with offensive to the left, defensive in the middle, and healing / awakens to the right. Larger Inspirations go at the top, so as to not accidentally use it. And for some reason, I would rather die then use a large Inspiration that may have saved my life. They tend to get saved for "that next big battle, which will be worse then this", even though a death now is just as bad as a death later. Only later I'll still have the Inspirations!

    Inspirations are my one true OCD experience in this game.
    Please leave my head now.

    -Gate
  3. I hang on to medium & large insps like they're somehow earning me interest.

    Similarly, when soloing my Doms I tend to save Domination "for the next fight, you know, just in case."

    -Gate
  4. Okay, that makes a lot more sense. Thanks!

    Later on,
    Gate
  5. Hey there,

    So I got a copy of the Force Feedback +Rchg proc the other day. I really felt the entry for this item on ParagonWiki could be clearer. Is this IO worth putting into a char who uses a lot of KB/KD, like an SS or Axe Tanker or Brute?

    Thanks.

    Later on,
    Gate
  6. Gatecrasher

    beta server?

    Quote:
    Originally Posted by Kevin_Schultz View Post
    ...or else the GM has to be constantly throwing Kryptonite at you. (Unfun for pretty much everyone involved.)
    To be fair, the guys with the Kryptonite probably have a freaking blast with this part.

    Later on,
    Gate
  7. Okay, thanks for the explanation!

    Gate
  8. Quote:
    Originally Posted by Scene_EU View Post
    Don't slot any heals as this does more harm than good
    That's a rather paradoxical-sounding statement; can I talk you into expanding on that thought?

    -Gate
  9. Hey there,

    Simply enough, is there a "consensus" slotting of Protector Bots, both in common IOs and Set pieces? The boys are currently at Acc/2*Heal/DefBuff/2*Dmg, but I haven't given this character any deep thought, since, well, if I'm being honest, probably COV beta.

    Later on,
    Gate
  10. I've got 6 characters I identified as my "core" Incarnates, with another 2 "flying standby," in the sense that I'd like to get them going if the rest are up to speed.

    The tally so far is 3 of those 6 with 1 Common boost each, and the standbys are most definitely standing by.

    Gonna be a while before "extra shards" enters my vocabulary...

    Later on,
    Gate
  11. Quote:
    Originally Posted by Marcian Tobay View Post
    I did this with my Mastermind. Defeated him in 6-7 mintues on my first try. Used 3 green small inspirations I picked up along the way. Not because I needed to, but because respawning pets is a pain.

    This whole "How do we destroy Superman?" council on Trapdoor is weird to me. Are Masterminds that much stronger?
    I suspect it's simply a function of Trappy doing something new/different. To the best of my recollection, no mob before this ever pulled that bifurcation trick.

    -Gate
  12. Quote:
    Originally Posted by Shubbie View Post
    The problem is the soloability of this can be dependant on as little as one power choice.

    In this case water spout completly and utterly nullified the Eb's.

    What in the heck is that? One power turns this from a painful slog to a joke.
    That "one power" could just as easily have been Unyielding, or Char, or Tesla Cage. Know what your strengths are, and play into them, and most anything makes the "painful slog > joke" transformation.

    Gate
  13. Gatecrasher

    So sad...

    Quote:
    Originally Posted by Sapphic_Neko View Post
    I'm in mourning...


    My favorite tip mission is destroyed and turned into the most boring one ever.

    Malta gunslinger action figure.

    The waves were spaced out over an eternity and half!
    They used to overlap so nicely, it used to be mad, crazy and stupid fun.
    Now it's just a boring snoozefest... They've respeccified it ><


    *sadface*
    Sorry, I'm in the other camp of this one. I'm all for "finding a way," but that mission missed the exit for "a little too much" quite a ways back up the road...

    -Gate
  14. Quote:
    Originally Posted by Bonyfinger View Post
    There are indeed some with that message, but clearly there are others that realize the rest of us are simply fools or idiots, or both.
    Willfully misinterpret the 2nd group as being part of the 1st one. The folks who really are in the first group, solicit their help.

    Also, welcome back to Paragon City.

    -Gate
  15. Quote:
    Originally Posted by Bonyfinger View Post
    All the elites here that have done this encounter four hundred times with new 50's zero IO can make sure to put me on your "no group" list, because I clearly suck and would hate to spoil your fun by ever grouping with someone as skilled as you are.
    The take-away message I would hope people are getting from the posts by folks who are saying they've done it is not, "Ha ha, I can do this and you can't," but rather, "This is doable. Don't give up the ship."

    -Gate
  16. I really dig the new snipe animation for Zapp, as well as the change to the two single-target blasts.

    Gate
  17. Quote:
    Originally Posted by Diellan_ View Post
    We're QAing right now, and once it passes, we'll release version 1.9 of Mids' - it should be ready before the end of the week. It won't have the Alpha Slot available yet, I'm afraid that'll have to wait for 1.9.1 which will take a couple more weeks.
    Thanks for the update, and thanks VERY much for the work you folks put into this.

    -Gate
  18. Clearly we need working phone booths.
  19. Also, I don't recall hearing this: will this release support Alpha enhancement?

    -Gate
  20. Quote:
    Originally Posted by Shubbie View Post
    Now if you are vulnerable to his weakness, not having mez protection, he shoots right through acro and breakfrees for whatever reason to hold you anyway, he is darn near impossible.
    My Elec Blaster was able to use breakfrees to great effect. Gotta stop using those made-in-China ones that are full of melamine.

    But seriously, I wonder what the difference was. I tend to use only the med & large ones so they last longer; do they also have more magnitude?

    Later on,
    Gate
  21. Assuming that drop rate holds up as the sample size grows, very good news indeed.

    Later on,
    Gate
  22. Man, that is eight different kinds of awesome to hear. Now I just need to put together a few new builds to take advantage of it.

    Later on,
    Gate
  23. Quote:
    Originally Posted by Steel_Shaman View Post
    Inconceivable!
    I do not think that word means what you think it means.
  24. Quote:
    Originally Posted by Iron_Specter View Post
    Man I miss reading reading the posts by a lot of the folks you mentioned. Thanks for staying around with us Arcanville.
    This.
  25. I had VS (aka Sparky) a million years ago on my elec blaster (I think my first-ever repsec was done for the purpose of ditching it). Back then I didn't appreciate how Sparky works. Now more than anything, it's a matter of not having room in my build for it.

    I19 opens up the power choices I used to spend on the Fitness pool, but I simply do not have the slots to give these new powers. What I'm wondering is, can Sparky function as a One-Slot Wonder? If I just throw an Expedient Acc/Dam into it, I know it's not going to be a world-beater, but is it at all worth doing?

    Later on,
    Gate