JD_Gumby

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  1. JD_Gumby

    Go to Redside.

    Quote:
    Originally Posted by Leo_G View Post
    And the late-game zones tend to make very little sense too.

    -Why are there Rikti just walking around Founders Falls?
    -Yeah, possessed scientists just happen to hang out in Portal Corp parking lots taking pot shots at heroes that frequent there...
    -The security in the Zig must be a joke. I mean, there's inmates just standing around right outside the walls.
    1 & 2 = Desipte the player convenience of going back and forth (and even being sent back and forth by contacts), like in most MMORPGs, later level zones are actually later in the overall storyline. So by the time of FF, the Rikti invasion has reached the point where they've got an occupation started instead of just raiding. At Portal Corp, the heroes and scientists aren't actually hanging around, as far as the story's concerned - the scientists likely only went bad very soon before the heroes arrived to get through the portals to the Shadow Shards, or where ever (haven't reached that point on any character, so just speculating).

    As for the Zig, given the number of non-super villains in the place, and the way things are set up, I'd say that they're not just standing around outside the walls - they're in the prison's yard when the Arachnos breakout/the riot begins. Or is there a blueside mission that takes you there and shows it different?
  2. Quote:
    Originally Posted by Harkness View Post
    My widow/fortuna has lingered in the lower-40s for months because, in large part, there's no excitement to get her to 50 and IO her out. And that's because the BM is so awful.
    What excitement? Much more excitement when *not* IO'd out - more build uniqueness, more risk when adventuring, more celebratory moments because you get a drop you can actually use, etc., etc...
  3. Bah. The only real problem with "redside" is it doesn't live up to its name - it's actually "brown-and-greyside". The Rogue Isles need a complete overhaul, visually, and be moved from north of Bermuda down to the middle of the Caribbean.
  4. JD_Gumby

    Go to Redside.

    Not until Lord Recluse dumps his North Atlantic islands and takes over some islands in the Caribbean. So, so sick of grey and brown.
  5. Like Combat Jumping, Hover's not really a travel power, so... Not that I've bothered much with it. Not much room to stay out of the way on most indoor maps, at least not without getting the camera too close to the ceiling and screwing up my view. I prefer to just stay back and jump back if something gets too close - Ninja Run's speed and jump height might be suppressed (rarely keep it on in fights anyways, 'cept on my Regen & WP and Mastermind characters, mainly, toggling it on if I need to chase something), but Hurdle & Sprint aren't and neither is NR's air control, so I can usually get out of the way when needed.

    Heck, the only character of mine that has Hover at the moment is my L29 Mastermind, and he's only got that because I was tired when he leveled and accidentally got that instead of Air Superiority... Doesn't have much use for it anymore. Used to use it in tiered rooms to go up to the next level and things like that, but since he's got Ninja Run (and nothing to strain his End so he can keep it on full-time), he just jumps up.
  6. Well, you don't really need Swift. That's just icing on the cake (since you'll get up past 53mph with 2 slots on it and Sprint & Ninja Run active). At least for me, since I prefer Hurdle. And if you want Health and/or Stamina, you're going to have to take at least one of them anyways.
  7. Yes. Ninja Run is *NICE*. Fortunately, I've got a level 4 character on-hand, so here's the values (go look up the base values yourself :

    WITH NINJA RUN
    Running - 28.99mph (36.77mph with Sprint)
    Jumping - 30.30mph
    Jump Height - 22.60ft (23.00ft with Sprint)

    No idea what they're like when you've got Hurdle, Swift, and Sprint fully tricked out at 3 slots each, but my level 30 (my highest character) has 2 SOs in Hurdle and 1 in Sprint (all level 30) and is getting:

    Running - 37.95mph (47.49mph with Sprint; compared to his capped 81.04 with Super Speed on instead)
    Jumping - 59.67mph (only 6 or 7mph below his Super Jump cap)
    Jump Height - 37.32ft (37.72ft with Sprint)

    The only reason any of my characters have travel powers anymore is that I can't be bothered to respec 'em and my new characters have little desire to get any, either, other than perhaps Teleport...

    Of course, the costume pieces and emotes are also worth the $10, but Ninja Run's definitely the most practical of the Super Booster powers.
  8. JD_Gumby

    Anti-Paypal !

    Quote:
    Originally Posted by Darkfaith View Post
    You can use the Visa Gift Cards to pay for time (I'm in Ontario, so I'm sure). My roommate and I have often used them when our little local game stores are out of timecards (though they haven't been out since the release of Aion, even our Walmart stocks them now). Yes, you can't set it up for recurring monthly, but there's an option for one-time payments for time that work perfectly well with the Gift Cards.
    *grumble* Dammit. Only reason I was away from the game for 8 months was that the EBGames/GameStops around here (Halifax) stopped carrying the cards 'til just recently. :/

    Hmm. Looking at it now... At today's exchange (plus the 2.5% foreign currency fee on the card), it'd be $16.50 per month (off of a $25 card with a $3.95 cost to buy - more than enough left over to get a jet pack every month, but not super boosters as they come out, ah well. :P And the remainder can always be spent on snacks or whatever in the real world). It'd be a pain to do, though. I'll stick with PlayNC cards since my monthly errands take me near a GameStop anyways...

    Anyways, sorry for the thread hijacking. :P
  9. JD_Gumby

    Anti-Paypal !

    Ah. Reloadable's likely a different matter - regular Visa Gift Cards (ie, the ones you find on the gift card racks at department, grocery and drug stores) are *not* reloadable.
  10. JD_Gumby

    Anti-Paypal !

    Quote:
    Originally Posted by QuarriosSoul View Post
    So that does work? It's good to know, because I'm in need of Super Boosters and I don't have an actual credit card.
    You can use Visa gift cards in the online store (which is what I do). You can't, however, use them for paying for time since they don't allow (at least the ones on the rack here in eastern Canada) for recurring/automatic payments, which the gift cards don't allow for.
  11. Basically, when you respec, you choose your powers, then place the slots, then you come to a screen like the normal enhancement management screen - except that it's now more crowded because of all of your enhancements being displayed at the bottom so that you can place the ones you want into powers and place the ones you don't want to use, but want to save, into your tray (the rest being sold for crafting value or, in the case of store-boughts, the price you'd get by selling them back to the vendor).
  12. Not allowed to talk to the contact and drop the mission? (I *wish* they gave you an option to actually drop missions you've accidentally accepted so that you could pick them up later instead of passing you through it - though leave that latter once-every-three-day option in, of course, but let us drop & pick back up whenever we need to)
  13. Hmm. I'm thinking the inherent taunting of Tanker/Brute attacks only triggers when they actually hit? [ie, +acc probably being more important than +dam if you're the type who teams a lot?]
  14. Yep. It's definitely alphabetical. Currently looking at my costume load screen and my costumes directory. So, really, all you have to do is rename the files into the order you want. (I just prefix 'em with M-, F-, or H-, depending on the gender...

    EDIT: Oh, and the filename you can rename them to can be longer than what the game will allow you to save. The costume names'll display fine and will load with no problems.
  15. JD_Gumby

    Zombie Invasions

    The only time Zombie Invasions are worth hanging around for is when they happen in Dark Astoria - but even then only when you're a Night of the Living Dead fan and hang around Romero Heights.
  16. Quote:
    Originally Posted by Fleeting Whisper View Post
    As soon as you activate SD, it's going to go off (and you're going to die without debt) no matter what. Even if you activate it when you have 1.67 HP left and you're in the middle of a pitched battle, it's still going to go off, and you're still going to be without debt.

    So if you're going to die anyways, why not use SD? (unless you're trying to get debt badges, that is)
    Huh. Never noticed that. Of course, that's probably because I solo mostly and usually die in situations where the enemies don't wander off after they kill me, so I've gotten used to reflexively hitting the hospital button the instant it comes up...
  17. The mention of using Self-Destruct in the "The Most Convenient Way To Travel" thread got me to thinking...

    1) Does anyone actually use this power for anything other than debtless hospital trips? I just can't see using it in combat - its long activation time means that, by the time a fight seems hopeless enough that you'll want to use it, you're likely to be dead before it goes off...

    2) If Self-Destruct gets the killing blow, do you get XP and Inf for it?
  18. Started playing again last night (from the beginning with a new character to get used to things again; stopped maybe a month or so after the Architect Edition came out, not that anyone cares :P) and noticed that things are definitely running more - really annoying, as a Scrapper. I dread to think how much worse that's going to make the 5-level cave room...
  19. Meh. If you move so fast that your Endurance isn't back up by the time you've gotten to, and scouted (or do you just run in blindly and start flailing away?), the next spawn - not to mention any delays caused by chatting (this *is* a social game, after all, and that doesn't just mean teaming!), checking the enchancements, recipes and salvages that dropped in the last spawn (or do you notice every line in the chat box and know what every enchancement and recipe does just by the icon and name?), etc. - perhaps you need to slow down a bit, not to mention stock up on blues (contacts sell them for a reason ) between missions.

    Personally, I've never felt even the slightest urge to use Rest to get back Endurance between fights, saving it instead for the more important job of getting back Health in a timely fashion.
  20. [ QUOTE ]
    [ QUOTE ]
    I would bet that many people take Stamina because they were told to take it when they first started playing, then that became the "way" the game was "supposed" to be played.

    [/ QUOTE ]
    Agreed. I've noticed several recent threads in the specific AT forums where most of the posters take Stamina as a given, even on Willpower and Regen builds.

    [/ QUOTE ]

    Only because they're being constantly told by people like those in this thread that it's mandatory, not because they actually need it. "Oh, stick it out and don't worry. Once you hit 20 it's smooth sailing." seems to be the common refrain whenever anyone asks for help with their Endurance management. It seems to translate into "Oh, don't bother learning how to manage your Endurance early on since you won't have to once you hit 20."
  21. JD_Gumby

    /devices?

    [ QUOTE ]
    After introduction of IO, some of the characteristics of device can be acquired through IO, for example targeting drone and cloaking device. Blasters don't need to go to device for such features. One can argue that IO bonus can add on top of device abilities. But I think it's true to a certain extent that device lost some of its attractiveness now.

    [/ QUOTE ]

    Maybe among the farmers who can afford to spend the huge amounts of Inf needed for such sets. For us regular Blasters, /Devices is great and, if we were able to duplicate some of the abilities (though never all) of the abilities via IO sets, it wouldn't be until very late in the character's life, anyways.
  22. A couple of things...

    When you've got the spawn locked down with Roots, be sure to go through and slap Entangles/Strangler on any lieutenants and bosses for extra damage (it stacks with the Roots damage)

    Seeds of Confusion has a good, long confuse time - once you get to Single Origin enhancements, 2 Recharge and 1 Confusion duration should be more than enough to keep it up permanently on every spawn (though there's still the problem of adds, of course, and misses) - it takes 3 Recharge and 2 Confuse to do it with only Dual Origins, if you can spare the slots.

    Gale tends to be overlooked, but it's oh-so-useful for getting critters you missed with Roots out of range for a little while. It, combined with Snow Storm, will prevent many deaths by Headman Swordsmen. At least it did for me. One slot of Accuracy, perhaps even two or three way later on, if you've slots to spare, will be good - no real need to slot for Knockback and slotting it for damage is, well, laughable (as far as I can tell, you can generally get it to the point where a Gale's worth one tick of Roots at the same level).

    EDIT: Oh yeah, almost forgot: you will *hate* the Vahzilok. Their corpses resist Roots and almost never get caught in it. I seem to be able to catch 'em at a decent rate with Entangle, though, and they can be Confused. Still easy, even knowing as I do, to be caught by surprise by the Cadavers & Abominations (especially Embalmed ...
  23. JD_Gumby

    Floating Glowies

    Oh, they were floor glowies. Wall glowies would've just looked wrong, based on the mission theme.

    The problem seems to have gone away, however, since I switched to a regular warehouse map. Wish I hadn't had to, though. I liked the Arachnos Set 2 warehouse layout (since it doesn't have that huge room at the end that the regular ones do and which I'm so sick of).
  24. JD_Gumby

    Floating Glowies

    Pity. Thanks, though.
  25. JD_Gumby

    Floating Glowies

    I'm an incompetent searcher, unfortunately, so if the answer's somewhere else, I haven't been able to find it.

    Anyways, in my go-throughs of my only published mission ('A Cure For Superadine?'; not very interesting - a short collection & defeat all, no custom enemies, though I think I did a decent job on the story text :P), I've found that one of the glowies is frequently (two out of the three times through the published version - but not in testing) being generated mid-air. Looks to be about the height of one of those 3-tiered warehouse racks (map is Warehouse Arachnos Set - 2), so only players who can hover or fly can reach it. Actually, a regular jump can reach it, but it interrupts because of the movement.

    Anyone got any suggestions on how I might be able to tweak things to prevent that from happening?