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Posts
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Joined
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Bah! Just when ARAD are running our weekly SF/Respec/Plotline event.
*mutters* I need that HellBane badge! -
Force Bolt doesn't have -Fly either, but if you hit some flying PvE mobs with it they will descend gracefully.
It's a strange one, but I'd expect the answer is no. My Ninja/Poison MM is languishing so can't do any testing for you! (too busy with MZ and ARAD). -
I'm not a number cruncher so I have no idea what level of protection it gives, but it's usually good to shrug off a stray hold from a Dominator/Controller.
Course, if they start stacking the holds you best have break-frees. -
It may be different for different languages... not too sure. Change the references to /petcom_pow Soldier/Spec Ops/Commando to the relevant foreign versions...
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The trick is, a lot of heroes (more than villains) are level capped so can spend time just enjoying PvP - villains still have work to do to level.
Add to this the relative power of a L50 Hero vs. a L40 Villain and you can see how it can be easy to get disillusioned in a fight where you can barely scratch defenses, and damage an accuracy outweighs your own.
Plus, I expect more people play hero primaries, and have hero accounts than the villain side of things.
I've been in some great villain teams in Sirens and Warburg before, but they are the exception rather than the rule. -
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Guess not... right, just checkin'. Y'know, it's kinda' funny how some of the mission-badges in CoV seems to be rarer - more frequently requested. Like, Strike Breaker and Stone Cold - there just seems to be more people missing those, than missing Slag Reaper, Bone Collector and the rest...
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I found that levelling was quicker earlier on and you didn't really have time to go through multiple contacts before you exit a level range.
That slowed down late on so you got most of the contacts before leaving the level range for the missions.
That's why, personally, I have all the Grey/Red Accomplishment Badges, but only a selection of the Yellow/Red. -
Nope - its client universal. You do need to import them again though with /bindloadfile
If you're getting errors, let me know - I was using my Merc binds the other day without issue though... -
Open up with commanding them to GoTo into melee range, then start issuing attack orders. Works very well on my Ninja/* Mastermind.
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Yup, my sights were set on Thugs MM's as Elec/elec didn't look too much fun....now the tide has turned and ElectriKal hoves back into the picture!
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/hijack
ElectriKal better be heading over to ARAD to join KalgHe'd fit right in with a relevant robot costume
And I still haven't seen you on the ARAD Forums much -
Same thing happened with Trick Arrorw/Archery when they were released too - new toy syndrome.
It'll certainly settle back down after a few months though. -
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Oh yeah hadn't thought of the aggro it'd get me... hmmm. May have to test it out on test server then.
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Despite popular belief, attacks are doable as a Mastermind, just not as an opening blow. Wait until the mobs are around half health and then wade in - the amount of damage you're doing is negligible compared to your henches.
This works very well with bots post-32 when they're very AoE heavy anyway. -
Bah! ARAD SF/Story Arc sessions regularly have 2 or 3x L40 Masterminds and assorted others!
Nothing wrong with multiple Masterminds in our eyes! -
No - they're immediately purchasable items. Same as the Storage Items (Hancies/Insps/Salvage) too.
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Dr. RapidFire would join if he was ten levels higher. I'll get him trained and I'll drop you a notice when he reaches lvl 20 or so.
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We run "lowbie" nights every Monday with pre-20 toons (currently around L10 I believe) so you'd be welcome aboard any time! -
A workbench does. An empowerment station doesn't, and it can process salvage.
The only need after I7 for Tables/Forges will be for creating other base items. Which aren't really needed for a starter SG (Hospitals are better than Med Bays, Teleporters of limited use) -
No. There are no commands for giving inspirations to henchmen currently. Drag and drop is the only method.
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Radiation Emulator (Image)
What it does: Creates limited duration buffs from Salvage/Creates Components
Prestige Cost (as of 13/05): 15,000
Power/Control Req: None
The empowerment station can only be placed in Workshops.
The Radiation Emulator can also immediately create its own successor for longer duration buffs. To build requires 12 Tech Material and 36 Tech Power.
I presume there are Arcane equivalents. Silly mages -
I believe rent is every two weeks, not monthly.
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If you're a startup SG I'd really recommend waiting for Issue Seven for creating a base.
A functional I7 base requires no energy or control - just a workshop, then the storage items and buff creator (which can process Salvage).
This gives a functional base for minimal outlay. You can then spend time on building up the other things.
For a fully functional I6-style PvE base you're looking at around 1mil Prestige to get up and running. -
I recommend waiting until I7, joining an SG with an Enhancement Storage item, and just buying/sharign drops.
Going to really reduce the need for sharing infamyStart saving Prestige now
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Ah, a spate of new scientists and creations have swelled our ranks... so much so that we have had to increase the laboratory facilities to accomodate them.
I'm sure the new Medical Reclaimator and Auto-Doc will see adequate use.
Plus, I see the supplies I have ordered from Arachnos have started to arrive in the lab. Our plans for some new base devices will soon become a reality... -
I have lots of tips! But they're mainly in my Guide to the Modern Mastermind.
PvP-wise I'm a pushover in Sirens Call (even in a group) but pair me up with another MM or a Corruptor in Warburg and I'm an unholy terror.
Only thing that I can't really touch is a Granite Armoured Tank/Brute. On the other hand I'm sure that'll change in I7 and not sure if for the better or worse... -
Varies on every mouse - on mine on is on the left side, one is on the right.
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/bind button4 "petcomall attack"
/bind button5 "petcomall follow defensive"
And thanks for the deificationAnd the idea - never think of binding my mouses extra buttons. Won't add it to the bindsets though since people may already have them bound for other things (though I was tempted!).
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It may be a range issue. Currently, in Issue Six, henchmen prefer certain attacks at certain ranges. At a far distance there may only be one or two attacks they'll use. At mid, they'll use a few more. At near they'll use something different. And at melee they'll only use melee attacks.
This is partly fixed in Issue Seven where even in melee a hench will use all the powers they have.
Trick is to learn the best range for your henches and move them there (using Follow or Goto) and then let them attack.