Master Zaprobo

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  1. Quote:
    Originally Posted by Angelic_EU View Post
    I have just returned to this game after i20. I am not sure if slotting the Alpha Slot will have anything to do with the pets' abilities/attacks? As in if I choose Musculature for my MM, will his pets attacking harder?
    See my guide in my signature - I try to cover all mechanics questions as they relate to the MM archetype. This includes all the new Incarnate slots as well.
  2. Quote:
    Originally Posted by Hopeling View Post
    Supposedly, future Incarnate content will feature NPCs with level shifts.
    This. And so long as existing Incarnate content isn't level shifted, then progress won't be gated behind Rare Incarnate Powers as the L54 non-Level Shifted Trials will still be there for people to progress using (and have the benefit of L50+3 characters to aid them).

    Now, for the Final Five Incarnate Powers, then I agree that it shouldn't be gated so simply allow two of the new Trials for that "sector" to not be Level Shifted more than L54+1 (hence straight L54 for anyone with a Rare Alpha - an easy enough task using the WST).

    That'd be good in my book for me and my alts.
  3. Master Zaprobo

    League system

    Quote:
    Originally Posted by Vanden View Post
    "Things are great!" threads are boring. Do you think you could complain about something, maybe?
    Okay...

    Why can't the League window remember what settings you gave it last time. I like the full eight slots showing horizontally and every session I get into a League I need to resize it.

    Even when I reload my Window Settings file, where I deliberately saved the League display in that layout.

    *grumble*
  4. If the player dragged and dropped the power into chat, it would create a hyperlink you can click on to view the details of the power.

    This works if you type the name of the power in as well. For instance, typing in [Power:Judgement.Ion Radial Judgement] or [Mastermind_Buff.Force Field.Force Bubble] will enable you to see those two powers as well.
  5. Quote:
    Originally Posted by Zenlon View Post
    So, as I'm sure many of us have seen now, when you succeed in a BAF/Lambda Incarnate Trial, one of four Reward Tables will appear.
    Actually, there is a fifth reward table. Which only gives Threads or a Super Inspiration.

    Should have screenshotted it, but it exists - only seen it once though!
  6. Quote:
    Originally Posted by SilverAgeFan View Post
    Speaking of which, not sure I understand the Strong and Pretty badge (or something like that) for the BAF. You need to defeat the AV's with no ambushes standing? So it's just a matter of timing then?
    Or having a team dedicated to Ambush wiping - position them at the reinforcement spawn point in the north of the map, and taking care of them as they appear.

    I'm waiting on Incarnate Shifts, and a few more Judgement/Destiny Upgrades from people before I try this one!
  7. Quote:
    Originally Posted by JoeKent View Post
    I'm sorry, but this is crap. He's an AV, he already has massive hit points and regen. An auto heal that triggers every time you get close to beating him is cheap.
    Hey, wait until you have certain arrangements of an 8-man Team on the Security Guard in the Lambda Trial.

    It uses the same "trick" and I've still seen him unbeatable by 8 people
  8. Quote:
    Originally Posted by Zombie Man View Post
    It's good to have a macro for "stop passive" that clears out their threat list, then follow works.
    This. The Follow command translates by the AI as "Follow me, once your current action is completed" - so it doesn't stop chase mode, flee mode or anything similar until the AI is "issuing" another command.

    "Passive Stop" will interrupt everything else and have them, as ZM says, clear their aggro lists. When my Bots get hit by a burn patch (or similar) I will always issue Passive Stop, before Follow to get them to respond correctly.
  9. Master Zaprobo

    League Commands

    Don't forget /lc for League Chat.
  10. Well, I'd like to see an "Orbital Cannon" Judgement- using a mix of the initial animation for Surveillance and then the targetting reticle for the Warwalker Orbital Lance.

    Would fit for Natural and Tech characters nicely
  11. Quote:
    Originally Posted by Vanden View Post
    You know, I'm the one who suggested the rez in Barrier. [/shameless self-props]
    So you're the one with the non-thematic idea! Rez would have been more thematic for Rebirth - you know, like the name hints

    Not sure what Barrier should have done with Radial. Maybe have one side more focussed on Def, and one on Res?
  12. Quote:
    Originally Posted by Jake_Summers View Post
    Ah ha! I knew the last one had to be somewhere tricky. Thank you. Is there a tricky acid temp power location any knows about?
    Acid I've not seen to be that tricky. Layout is fairly symmetrical (in terms of glowie placement).
  13. Quote:
    Originally Posted by EvilGeko View Post
    *Looks at Interface*
    *looks shifty* Yeah, and that.
  14. For the looks I have to say Ion Judgement - calling down lightning from the sky, then flinging it on your foes does seem pretty epic!

    Stats-wise I have to give it to Barrier Judgement. The only perma-able (at Very Rare) Incarnate slot, and if two people set it off at once, then "Hello defense/res cap"
  15. The one I find the sneakiest is the Pacification Grenade that is hidden in an office room. The rest are all out in the open in corridors or rooms, but this one is gated behind an office door in the NE part of the warehouse map. Very easy to rush past the door, but the crate is visible through the window to the office.

    Might be the one you're referring to?
  16. Quote:
    Originally Posted by Ironik View Post
    Do any of you want to take your Incarnates out into the wider game world and stomp some AVs and GMs? Or do you just want to play them inside the equivalent of the AE?
    I am absolutely looking forward to an Incarnate fuelled ITF, BSF or LRSF. The powers work just fine at 45+ and I'll be no lower level than I have been before, jsut with more tricks!
  17. Quote:
    Originally Posted by Rodion View Post
    The minions do not appear to be immune to slows. I've played a Fire/Dark corruptor on this trial and the minions are definitely slowed, but not as much as I'd like (probably because they're three levels higher than I am).

    It would be interesting to put a couple of Earth controllers or dominators on those paths -- Quicksand recharges fast enough to have several out at once.
    The minions are not Commandos. The minions can be affected by any type of control you like!

    I'm fond of Web Envelope (AoE immob) and Force Bubble (PBAoE Repel) but use what you got! I like to see Controllers/Dominators at spawn points, Scrappers/Blasters patrolling the paths for Commandos and then everyone else where they think they can contribute best!
  18. End of day two, and I'm having a blast with the trials. I'm out of threads, until I can convert more Shards at 10:10 tomorrow (I'm trying to be good!).

    I succumbed to "new shiny" fever and used some Threads on Incarnate XP conversions (around 40-50 Threads or so I think) but when a successful BAF gives around 5 Astral Merits so you get 20 Threads even before drops and rewards I didn't feel too put out.

    All my slots are unlocked and slotted. Barrier Destiny is at the magical Rare level for an Incarnate Shift, Ion Judgement is at Uncommon, Diamagnetic Interface at Common and Warworks Lore at Common as well.

    I'm feeling good about my ability to do either of the Trials, I have Incarnate powers to make things smoother for me/others. I'm looking forward to everyone else getting to similar or greater levels of power, so we can try for the "Master Of" badge, as well as be ready for the next Trials
  19. I can see it proc'ing just fine from my Assault Bot's Missile Swarm using Diamagnetic (-ToHit) - there's a small yellow aura on affected targets that pops up.

    If you're in any doubt, copy your character over to Test and craft/test the power there.
  20. A personal tip...

    Look at the maps, and identify a spot where there are two groups passing through (i.e. two different colours) and the mobs have to turn a corner. Spotted one?

    Great. Park a Forcefield user with Force Bubble right on top of it. Now stop worrying about ANY minions that take that route. Got three Forcefield users with Force Bubble? Great, park them right and you've stop ALL minions escaping, leaving EVERYONE else free to chase Commandos, exclusively.
  21. Quote:
    Originally Posted by Adeon Hawkwood View Post
    Are you doing any of the other challenges, specifically:
    Defeat Siege & Nightstar without moving them from their initial locations during a Behavioral Adjustment Facility Incarnate Trial.
    Nope.

    Quote:
    Originally Posted by Adeon Hawkwood View Post
    Defeat Siege & Nightstar while none of their reinforcements are alive during a Behavioral Adjustment Facility Incarnate Trial.
    Nope.

    Quote:
    Originally Posted by Adeon Hawkwood View Post
    Alternatively you mentioned you were farming them, could it be that you get an Astral Merit instead of an E Merit if that's on cooldown? I'll admit this is a wild guess, I could see it being set up that way but haven't seen anything to suggest that it actually is.
    That's it! From the patch notes...

    Quote:
    Originally Posted by Avatea View Post
    I20: Rewards
    • Empyrean Merits are awarded for event completion.
      • Each Incarnate Trial can only award one Empyrean Merit upon successful completion within an 18-hour period. If you would receive another Empyrean in that time period from that specific Trial, you will earn an Astral Merit instead
    So a first successful Lambda run (without disabling turrets) will give four Astral Merits and one Empyrean Merit, while a second successful Lambda run (in the same vein) will give five Astral Merits.
  22. Quote:
    Originally Posted by Adeon Hawkwood View Post
    I know, Master Zaprobo was talking about the base Astrals though. In any case, that was why I mentioned the challenges. I figure there's a good chance he got the 3 standard ones plus a bonus one for doing the "don't turn off the turrets" challenge.
    Well, I got five. Not turning off the turrets would certainly account for one additional. Where'd the other come from? (two drop on completion of the Trial, one after Nightstar, one after Siege and one after prisoners)
  23. Quote:
    Originally Posted by Adeon Hawkwood View Post
    Hmmm... Arbiter Hawk says 3:

    Were you doing the challenge settings?
    I was fairly sure. Let me recount next time I get a win (change of lead and players right now, so having teething issues!) and see what I get. Will get back to this thread.
  24. Quote:
    Originally Posted by Adeon Hawkwood View Post
    In the BAF you get Astral Merits for three things:
    1. Killing Nightstar the first time
    2. Stopping the prisoners from escaping
    3. Killing Seige the first time
    Actually, 5 Astral Merits from the BAF. You get them for the final kills on Nightstar and Siege as well (farmed them a good few times today, still going in fact - cutscene is playing!)

    Which nets a nice round 20 Threads per completion. It is much lighter on iXP though, as everyone has said.
  25. Destiny and Lore will give more Incarnate Levels (+2 more, so henches will be +3 total). Take Barrier Destiny to boost henches Def and Res and perhaps Diamagnetic Interface to stack -ToHit so the +Def is more effective.

    I've been on, and contributed just fine to Lambda and BAF, and only have an Interface Common slotted right now.