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Launcher consistently fails to update the new patch. Status bar clears to about 70% then gives:
"Cannot create a file when that file already exists."
I click the REPAIR button then:
"Access to the path is denied."
I can provide Logs or Screenies if needed. Please help if possible. -
I second forming your own team if your wanting to do non AE content like the sewers, zone radio missions, etc. Here's a few obvious but important reasons for doing so:
- You get to pick the team build. This means that you can form a balanced team and not have to rely on someone else to know what they're doing.
- You get to pick the level range you're recruiting for as well as the missions that are being ran. This is pretty significant as you can build a team that maximizes your own XP gain. For example, if you're a lvl 19 character you can recruit members 2-3 levels above you instead of under and run the highest teammates mission. I sort of consider this the payback for taking the time and effort to form and maintain a team as otherwise, it's pretty thankless. Team leaders get little to no credit but most if not all the blame if things go bad.
- You avoid situations like the OP mentioned where you just sit around with your fingers crossed hoping for that invite.
When I'm building a PUG I usually:- Pay attention to broadcast to see if there's any "looking for team" spam.
- Do a lvl range search by using the "/search" slash command.
- Make a tell bind that sends a tell to people on the search list that I might want.
(/bind numpad7 tell $Target, Hey there, interested in teaming?) That way you can issue out quick tells without causing you a lot of work.
- Send out a zone broadcast with the details. (Lvl 19-22 team looking for more. 5 spots left.) Bonus points if you crack a joke. Levity helps lighten the mood and keep people interested although that's admittedly a personal preference.
Follow this advice, as well as some of the other good advice in this thread and you'll be rolling in no time. - You get to pick the team build. This means that you can form a balanced team and not have to rely on someone else to know what they're doing.
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Does Thunder and Storm kick each get alternate animations?
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Martial Arts Vid: Comic Con 2009
It's hard to tell from the vid but I think Thunder Kick get's Gut Punch. Not sure on Storm Kick. -
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Man, the best new animation is that uppercut. Wish it had gone to Crane Kick, I can envision that causing knockback.
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Exactly. I really hope the dev's shuffle some of these around in closed Beta.
Also, why no animation for Dragon's Tail? A spinning lariat ala Zangief and Haggar would've been PERFECT here...trimmed for appropriate animation time of course.
I mean three of the most distinguishing moves from the MA set are Crane Kick, Dragon's Tail, and Eagle's Claw and only one gets a new animation (which is arguably lame)? -
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in so far as stun and Crane animate in the same time, personally, i was hoping to palm strike someone across the room, but... oh well.
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Yeah seriously. Crane Kick, one of the most useful and potent attacks of the set, gets ZERO animation love while Cobra Strike gets a nice uppercut animation? What gives? -
I said it in another thread but Eagle's Claw got the shaft and the uppercut is wasted on cobra strike. Disappointing since Super Strength's variations look good.
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Two thoughts:
<ul type="square">[*]The uppercut on cobra strike is a nice variation but seriously, why use it there instead of an actual damaging power?
[*]The baseball windup punch for Eagle's Claw doesn't look so hot. A windup uppercut similar to a shoryuken super combo from the Street Fighter series (a sort of twisting spin into an uppercut) would look much better.[/list] -
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My best guess is we'll likely see hordling minions, behemoth Lt's, and a succubus boss. What I'd rather have is behemoth minions, hellfrost Lt's and a succubus boss.
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They'll probably come up with unique demons for the set.
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I hope so, but I wouldn't be surprised if they didn't...
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Demon Summoning will definitely be Mastermind unique demons and exist apart from anything else in the game. Just look at the distinction in other MM Primaries. Take Necromancy for example, while zombies exist in different flavors across the game (Banished, Halloween event, Apocalypse Event) the Necro zombies look and perform in a way that's unique to MM's.
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so we are getting a whip power in demon set, nice!
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How about a customizable Hellfire Whip?
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The only bummer about this is that MM's still suffer from such a low base damage modifier for their own personal attacks that the Whip would go along the ways of Thugs Dual Pistols (anyone else remember the deluge of all of those petless "concept" Thugs MM's? Ugh). Flashy and aesthetically pleasing but with little to no use.
If the whip was given some significant control utility it would likely be more useful and not just eye candy. -
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1. Lots of fast attacks+scourge procs means a scary spike of damage output. Worries me when you see a Corruptor possibly gunning something down in a matter of seconds via a blizzard of bullets like that.
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As pointed out earlier the Scourge inherent isn't the same as Critical Hit. The chance to Scourge proc is based off of the targets base HP and doesn't start until the target is below 50%.
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2. Without proper AND extensive testing and balance, this could end up overpowered really fast. Anyone who's played Warhammer Online and World of Warcraft has experienced such incidents, ones that I fear for.
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Right...that's why they have closed/open Beta and internal Alpha testing. People cried about Psychic Blast being overpowered too.
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3. Dante/Arucard(from Hellsing)/Brandon Heat(from Gungrave) clones cropping up like bad weeds are another fear of mine, as are a huge crop of flavor of the month builds. I realize the greatest form of flattery is imitation, though. And I've been guilty of it in past MMOs as well.
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Again, people said this with addition of Trench Coats, Dual Blades, etc. Sure you might see an influx of the powerset...it's a new toy after all, and you'll probably see "homage" characters. Trust me though, the game won't become "City of Dual Pistols".
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4. I am discussing this thread, identifying the topic, and voicing my opinion. If you don't like it, that is your choice, but please don't take it personally.
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No one's taking it personally.
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5. I gave an suggestion as an option for those who have had their hearts set on having this power set, in possibly adding a new NPC under the Spider Head Honcho, that sports a pair of these weapons, and will train you in the use of them, if you do his storyline path.
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The Dev's have already stated that they don't want to do anymore lvl restricted/locked AT's or Powersets after the Epics since it excludes players. Making a highly desired set (it was a top set on a "most desired powerset" survey issued out a while back) locked out to players is just a bad idea.
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I gave my thoughts on this. No more, no less. No, I had no idea "thousands" of people have been praying for years to acquire this option for Corruptors(I've had the game for less than a month). Either way, with the upcoming issue, the point is moot for now.
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First of all Red or Blue side?
Can't remember what missions blue side have overseer's
know technician naylor mid 30s has one red side as well as Pither late 40s
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Sorry Sabre should've indicated which side originally. I was looking for Hero Side. -
Sorry if this has been posted elsewhere but my search through the badge forum and player question forum didn't turn up much.
I'm wanting to know if there's a way for a lowbie character (< lvl 40) to be able to earn the Overseer badge to unlock Rularuu weapons. Thanks for any feedback. -
Thanks KatZ. I zoned a few times and that seems to have fixed it.
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I logged this in-game as well. The Talsorian Bow is animating layered over top the default legacy bow. The effect is two stacking drawn animated bows.
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My quick tip would involve learning how to maximize scourge on your attack chains. How this plays out of course varies on your primary blast set but getting a feel for knowing when to que up another attack versus using another heavier attack can make your more endurance efficient and survivable. Maximising DoT attacks in your chain is an example of this.
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it needs to be considered one of the best if not the best primary. what's the point of bringing out these new sets if it's hard to justify rolling them?
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Best in terms of what exactly?
In this game, the primary blasts tend to excel in certain areas (Single Target, AoE, Cone, etc.) while also maintaining a secondary effect of some kind to add some flavor.
Chances are that Dual Pistols is going to predominantly be doing Lethal damage so, it's going to run into the problems that any Lethal set would have. -
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No thanks to DP for corruptors. Especially w/ the scourge procs Keep it w/ masterminds, and maybe give to Dominators. We've got assault rifles and magic. Do we really need to have dual-pistols for corruptors, to copy Dante/Arucard/Brandon Heat(Gungrave)/whoever else like that? Thirty_Seven has a good mentality for this as well. Rolling out a fresh new powerset/spec/ability lineup and making it super powerful(uber/unbalanced/broken) is the exact reason I left Warhammer Online to join this game. Not to mention, I'd rather not see the servers go to red status with the zones choked to the gills with nothing but DP wielders. I would say if you absolutely had to, put in another high profile NPC that'll give you the access to it, like the Big 4(Ghost Widow, Captain Mako, Black Scorpion, and the other dude) once you reach a certain level, and only a few powers. You want to be a frosty corruptor that blasts someone w/ ice, then pulls out that pair of M1911 Colt .45s whilst they're frozen, you gotta work for it.
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What the hell are you talking about? -
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I'd be fine with a fast cast time/fast recharging letahl set. I think a combo system would be better, but I'd be happy with both. I see no epic letdown that you speak of.
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Well I mean I expect it to be Lethal and/or Smashing, possibly with some random damage type thrown in for balance on a certain power like Flamethrower. I was speaking more on how the actual powers were designed and how they perform.
In other words...at this point in the game's life, I don't want to see a Katana -> Broadsword treatment. Dual Pistols have been salivated over for years now and they deserve some distinct flavor...not just an AR knockoff. -
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You say it's solid, but would something else be better in your opinion?
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Better in laying down massive AoE carnage? If that's what you looking for you can always pair it with a heavy Debuffing or Buffing set like /Dark, /Storm, /Rad, or /Kin. You really have a lot of options with Fire/.
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That guide is good, but he doesn't seem to like caltrops. From what I remember caltrops were great for holding mobs in place for damage, has that changed?
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Caltrops cause enemy slowdown as well as that " AI foe fear scatter" response similar to rain powers, burn patches, etc. It could certainly be helpful early on but, as you'd lvl, you'd likely be better served with something else.
Another bummer for the corruptor version of Caltrops is that it only accepts 2 possible Damage Proc's as oppossed to the Mastermind's 3.
I've got a 50 Fire/Dark/Mu Corr and a 35 AR/Traps Corr. Both are a lot of fun, high AoE damaging characters but play entirely different. -
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Final point to reiterate, because this is getting too drawn out. You're assuming you'll always be hitting max targets in your calculations. I doubt this happens more than 10% of the time in real life unless you're exclusively playing on large teams. If I'm on a big team, it's either usually a pretty fast moving, high DPS one where a 3 sec animation will be largely wasted, or a PUG where I'm not going to be very safe standing in the middle of 16 mobs for those 3 sec, rooted. Your experiences are different, obviously.
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I disagree about the animations either being too slow to be useful or too slow for safety. Worse case scenario is that you need a wait a few seconds for the Tank to grab aggro before you rush in. Just a matter of playstyle strategy.
One thing that hasn't been highlighted is that Electricity/ makes for a Blapper friendly build/platsyle. My first and only lvl 50 Hero was a E^3 and was a hell of a lot of fun to play. -
(QR) Not to be a jerk Brasston but, there's a gigantic stickied thread just a few spots up on the forum devoted to MM Primary suggestions.
And yes, a lawyer primary would rock. -
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Well, I'd imagine it would include the 3 attacks masterminds get with thugs, and a full auto clone too since the enforcers get burst and full auto as dual wielders.
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God I hope not. Dual Pistols will be an epic letdown if it's just a quicker recharging Assault Rifle. -
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Do you think when MMs go Rogue, they will get PPD bots instead of the same Villain side bots?
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No.
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This.
Side note: I'd rather have the PPD Hardsuits as a costume option. -
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I'd be nice if the pack only was toggled as ON if your using a build that has crab powers.
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Indeed it would. On the surface that seems like it'd be an easy thing to code in. The game can already register which build you're using so a simple search algorithim could seek out Crab powers.
But things that seem easy when you're playing the game suddenly become difficult when you start coding the game
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Yeah I was disappointed in this too but I expect if it was an easy fix, Castle(or whoever is responsible) would probably hook it up. -
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I was looking at Fire/Traps, traps seems to have some nice utility. How do you think that would work? Thanks for the info. so far.
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Fire/Traps is solid. Trap's takes some getting used to though if you've never given it a go before. An important note is that Poison Trap got changed a little while back and isn't as effective at holding compared to it's previous version. Depending on when you left and came back though you might not even notice.
Here's a Fire/Traps guide for reference. -
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Well I would suggest Ninjas/Poison, but it's a very frustrating build in the early to mid levels.
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Nin/Psn is a powerful combo thanks to the burst damage capability from Nin and the insane debuffing from Psn. The only problem though is that a Nin/Psn is mostly a ST beast and doesn't shine against large spawns. It would definitely play drastically different than your Thugs/Dark.
To the OP: It'd help more if you could let us know what sort of feel you're looking for from your MM (ex. Ranged vs. Melee).