-
Posts
4979 -
Joined
-
observing i highly doubt will happen, however you do get a message when someone leaves a comment and/or rates the arc, but if they dont do either then theres no way to know if someone ran it
-
i think this bug happens with all mm primaries, and its even done it to me when using seeker drones on occasion
-
-
happy 4th of july all
(on a side note my birthday is bastille day) -
if you had enough /dark mm you could just floor the tohit of everything as well so the heal nictus cant hit anything (especially if everyone is running leaderships and/or one of the mm is a /trap with FFG out or a /FF mm)
-
-
i dont mind MO runs but i wish powers that listed as inherents are not counted in the temp powers
mish tp, base tp, pocket d tp, ninja run, vet attacks are ALL inherent powers according to where they are listed
if its not in the temporary section, then it shouldnt be counted as a temporary power -
-
i would love to get rid of the retarded prompt
-
i play because its fun and because its the only MMO ive ever had any interest in because theres rarely a time when things are boring
-
Quote:in the barracuda sf, Holo Man (one of the generic paragon heroes) is an EB as well, but that doesnt exactly make him harder, EB and boss are nigh identical except one has twice as much hpOn the STF they're bosses.
On the Khan TF they are EBs.
Before you make a joke about how it looks like their respec trial made them more powerful, no I don't like the inconsistency in those examples, either, which is why I brought up the TF.
.
after fighting enough AVs in the game, i feel most of them are fairly easy, me and a friend usually duo the mender silos sf with AVs turned on and only takes us about an hour to do the whole sf -
the purple confuse proc has a chance of having an AoE confuse effect on surrounding targets
the best place to put the proc is in a single target because then it has the chance to be an AoE, putting in a power thats already an AoE will hardly notice any effect -
burn has the potential to do a lot of dmg BUT you have to immob the enemies or they will run out of it
the burn patch applies a "fear" effect on enemies that makes them run away from the burn patch unless you immob them in it
the only way to make burn useful is if you take one of the patron power immobs (i suggest mu as it has the fastest activation time and is not a cone) -
pure gold lol
*you been playing too long when you accidentally say "LOL" out loud after reading/hearing something funny" -
i can use my stone brute to tank hami, he can tank hami as long as he has EoEs, so if i have 20 in inventory and 20 in emails i can tank hami for 40 min unless i get more
i also have a pain dom mm that i did hami raid with before i could use for rezzing
the only thing im unsure about is if ill be able to perform good as the hami tank through the massive lag -
i know rewards for GMs are very low, if you can kill one on your own its only approx 18k inf (cant remember if thats in or out of sg mode)
for AVs however, soloing an even con AV at lvl 50 will net you about 125k inf (in sg mode)
a +4 AV if you solo it can net you approx 800k inf (no sg mode)
so in terms of rewards, soloing a GM is meh, except for bragging rights, soloing an AV can be worthwhile if you can do it fast -
/signed 100 times over
not only do i hate the prompt, but them readding the prompt actually bugged it and made it WORSE by causing you to perform the casting animation if you accept the buff which roots you for a good 2 sec
i suggest 1 of 3 options:
- give us option to have prompt or not (most preferable)
- get rid of prompt entirely (happened once but was returned, so not likely)
- just forget all the prompts and make the dang fortune power just affect self and make it like how the secondary mutation power is supposed to be (10 min buff, slightly lower values than current, but casting on self)
-
1. PuG whenever i feel like, so maybe 50-50
2. if i am grouping with friends, i would fill the team with other friends, usually i dont fill PuG teams unless someone is asking for team
3. if im not running a sf/tf, then i dont really care how the team is performing, as most of my toons are built and able to solo large spawn sizes
4. see #3, will only give pointers if team is wiping a lot or when facing AVs
5. ill add someone if they are fun to play with and a good player, but most of the time i wont add them, if my global list is full ill just remove someone that has been inactive for extremely long time (i wish there was easier way to tell how long someone on your global has been offline)
6. rarely, if i do manage to team with jerks, then ill either not buff, heal, ect for that person, or ill make up excuse to quit team -
Quote:hover is essentially the same as combat jumping in terms of the defense buff, but it costs about the same as any other toggle (.26 end/sec i think, but should be around that)Which I am fully aware of. As it is CJ also has a slightly higher Defense rating and it also increases your traveling(jumping) all while costing significantly lower endurance as you showed above.
I would of thought since all Maneuvers does is increase your defense and team mates while costing a heck of a lot more End. That it would be better (in that department 'Defense') than a power geared around travel, which helps in more areas and better at it while costing less.
combat jumping and maneuvers are approx the same defense numbers too, none of them increase defense by a whole lot, but combat jumping is definitly worth it cause of extremely low end cost
if you have end to spare or power choices to spare, i would just opt to get both of them, then you would be getting a good ~8% defense from both enhanced while giving your team ~4% -
i know his base hit points at even lvl is about 226,300ish, i keep forgetting the exact hp
when i ran at +1 i remember his hp being around 232,500ish
i havent run it higher than +1, and i think in a screenshot Pumbumbler had when reichsman was bugged after i17 release, a +2 reichsman has 235,697 exact hp, and a regen of 0.05% (or 117 hp/sec), link here
i havent seen reichs higher than +2 yet -
combat jumping also has extremely low end cost (.07 end/sec unenhanced) while maneuvers has large end cost (.39 end/sec unenhanced)
the end cost associated with the powers balances with the fact that one power is self only and one is team buff -
i would like to amend
if i happen to get Mo badge on my mm before then, i can bring any number of things (buff, debuff, dmg, brute for tanking)
and failing IS allowed to get master badge (friend of mine did it a day or 2 before patch and they failed 1st and 3rd mishs) -
most all of the villain sfs dont take longer than maybe 2 hours, the only one that can run over 2 hours occasionally is silver mantis and the cuda sf (cuda sf is more variant depending how fast you kill ambush, mantis is fairly long in general)
tarikoss sf: speed run time is about 15-20 min, average time is 45 min to 1 hour
silver mantis sf: speed run is about 1.5 hours, average time is 2 to 2.5 hours
renault sf: speed run is about 45 min to 1 hour, average time is 1 to 1.5 hours
ice mistral sf: speed run is about 45 min, average time is about 1 to 1.5 hours
LRSF: speed run is about 25-40 min, average time is 1.5 to 2 hours
ITF: speed run is about 20-45 min, average time is 1 to 1.5 hours
LGTF: speed run is about 30 min, average time is about 1.5 hours
cuda sf: average time is 1.5-3 hours depending how you deal with ambush
mender silos sf: with a good team, maybe 20 min, duoing it with AVs can take 45 min to 1 hour, this isnt even a true sf as it does not have diminishing returns
for the hero trials you were asking about
sewer trial: almost always will take about 1.5 hours unless you take a long time on the hunt mish
eden trial: 1-2 hours is average time for this
for the raid type things
hami raids: a good down pat group of poeple can do a hami raid in about 1.5 hours, a PuG raid takes 3-6 hours if everyone cooperates
RWZ raids: usually take longer to form, pylons take 10 min average and then once your on the ship you only have about 30 minutes of fighting time -
definitly me, will be using my badge toon which is a mm
-
the pets health is all the same so it doesnt really matter which pet you get
all patron pets have 15 min base rech and last for 4 min if they dont die
they arent super effective, but are nice added dmg and stuff
masterminds do not get any pets, but they do get a heavy hitting power (mastermind leviathan mastery can give you knockout blow, mastermind mu mastery can give you thunder strike)
