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Posts
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to docbuzzard, the sonic debuffs to stack, but their duration is fairly short
and i think a bunch of ill/* trollers would be great, 24 (essentially) unkillable tanks + 8 phantasm + 8 more unkillable decoys from the phantasm
4 ill/cold and 4 ill/rad would be insane debuff and with all the decoys it would be rare any baddy would aggro on you -
time manipulation is actually a great team buff set
very strong heals, and if you have powerboost can perma softcap the entire team with farsight and you give the team massive amounts of +rech
it also has a good bit of baddy debuff too -
im pretty sure there is a slash command to pull up the convert enhancement menu but i dont remember what it is, i first saw back before i22 was live when someone posted about it
i dont think it is listed in the cmd list either -
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if you change sides completely like hero to villain then you will have to pass on the red star otherwise it will go to someone randomly
its really not a big deal if its a 1 person sg then it will always go to another of your toons, if it is not a 1 person sg just have a trusted friend take the star then promote another of your toons to the red star position so you still have the power (your side switching toon will stay in the sg when they switch but they wont have access to the base)
thats essentially what i did, i just promoted another of my toons to super leader with the help of a friend cause my main needs to constantly side switch to get badges -
yay for free stuff lol
that is all, i dont care what it is, free is free -
i lost track of how much ive helped celestriel learn about stuff lol
im sure if she doesnt know something im the first person she asks lol
still always nice to see the knowledge being passed on -
i am looking forward to the new stuff, always enjoy new powersets
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Quote:this is prolly what you should doDoes this SG/Coalition have their own Global Channel? If so it wouldn't really matter how many solo SG's you make, you'll always be in touch with the SG/coalition. The only thing to remember is that your different accounts would each need to join the Global Channel.
if the sg/coalition is large enough a global chat channel would probably make more sense for easier communication since chat channels can have like 2500 members and they use global name instead of each individual toon (so each person is only using 1 space in the list instead of 4,5,6+ space in the sg) -
eh free stuff is free
even if its team insp ill still pick it up, i agree with rod though it will prolly be limited to 1 per account -
every time you drop down to premium it re locks all of your characters, it however also grants you global unlock tokens based on how many slots you bought + the 2 that are default for everyone
so all you have to do is unlock the toons you want to use with the tokens that you have -
the big thing that makes caltrops annoying is the fear status it puts on foes
if taunted foes will usually stand on 1 patch of caltrops without running too much, but if more than 1 they will start to just try to run off of the patches causing massive scatter and causes melee toons to have to chase things down
if your a ranged toon it can be great to block off a doorway or to keep melee foes away from you though
tl;dr its the fear that caltrops puts on baddies that dmg auras do not have -
should be able to work there, ive had toons logged out there, but you have to make sure you see the icon before logging out if you are on the edge of the base it may or may not consider that "within" the base
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the powersets i believe the devs said tend to lag approx 1 issue behind when being introduced to the AE
they already have the tech to have an ally betray you when reaching a certain objective (they dont have it opposite where an enemy will all the sudden ally with you)
the mission maps i think follow the same trend as the powersets and lag behind
constant ambushs were already nerfed once to where we can only use up to 6 ambushs, and they got nerfed again when they severely reduced the rewards of the ambushs past the first one (on a personal note if i was playing your arc and i had to fight off like 10 waves of baddies which gave 0 reward i would almost instantly 1 star the arc and move on)
the only thing i agree with you on is greater control of objective placement, everything else on the list i didnt mention above is prolly not doable with the current system or would require a complete revamp of the system and prolly not in the devs best interest to do so as there are numerous other issues with the AE that should be looked at first (such as the search function and rating system) -
Quote:IMO1. REMOVE - Remove Player Bounding Box (We don't like getting pushed around all the time by random people.)
2. ADD - Add more unique dances.
3. ADD - Decline-Buffs/Powers Options. (resetting current emotes when buffed.)
4. ADD - Spammer global Ignore list. (The ignore list is to short, and there are lots of spammers out there.)
5. COSTUME: Trench Coat - more skins for the trench coat, Leather is not enough.
6. ADD - More colors! the color lists are great, but it would be nice if we could get LOTS of colors. much like the Chat bubble system.
7. ADD - Customizable Mastermind Pets (choose from a list of skins for each pet of type)
8. ADD - Animation Proliferation Across the board
9. ADD/CHANGE - Someone selling inspirations in DA.
10. COSTUME: Leg Details (Much like Chest Details, something like Gun/ammo Holsters or pads)
11. CHANGE - Male + Female = same armor (No limit to either sex.)
12. ADD - More Monstrous Leg Options (Also Leg Details *See #10*)
1. meh, never bothered me before
2. meh, rarely use emotes as it is
3. we already have the option to cancel buffs applied to us, however i dont think we will be getting anything to completely stop them from interrupting emotes
4. a large reason why my ignore list is full was when we were getting spammed with emails, i honestly havent seen that many spammers in game (maybe ~20 since freedom went live, prolly less)
5. sure, im always for costume options
6. i agree this is a good QoL feature, i could certainly live without though
7. has already been requested dozens of times before, i dont think they have the tech for it just yet or we would have already had customizable pets
8. not sure what you mean by this, most of the animations are specifically set for certain sets, you cant port blast alternate animations to melee attacks, ect, now if you suggested more alternate animations period then i would agree with that
9. there already is one, called the combat medic in the hospital, no need for additional ones
10. holsters are about the only thing that i could see fitting the leg category, they could also make back category for a weapon sling or quiver, ect
11. meh, certain costume options make more sense for females
12. basically a more specific suggestion than #10, as i mentioned in #5 i would be for more costume options -
the VEAT inherent does provide a benefit, but it is extremely small
i believe their base regen/recov rates are about 0.05 higher than the standard base regen/recov rates
as agreed with the others this is something thats prolly meant for suggestions forum -
i have to agree with local man, the only reason i have it on one of my toons is partially for theme and partially for set muling
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i like how they go by "survival of the fittest", and ive already proven myself the top of the food chain so recluse bows to me now lol
and with the heroes being as weak as they are none shall oppose me!
mwahaha -
the game downloades in stages now so you can go into the game sooner, you can always make it finish updating before going into the game
VIPs get a free transfer per month, non VIP have to pay for server transfers
coh and cov merged together sometime ago, you can play either of them since they are one in the same now, you can start any AT you want as a hero or a villain through the new tutorial
i still personally play exclusively villainside, i dont prefer the heroside much -
all ATs besides tank/brute and epic ATs cap out at 75% resist (tank/brute cap at 90%, epics capt at 85%)
if you hit barrier you will most likely only be sitting on that cap for about 10 sec, a majority of the time will be less than that
defense wise the soft cap is 45% (for incarnate content the cap is 59%), the actual hard cap for defense is somewhere around 175% which even with barrier is unlikely for you to hit, but due to the soft cap going over that doesnt really help much unless your getting majorly debuffed -
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the green mitos in LGTF have i believe mag 10 hold protection, so you have to apply at least mag 12 (since most mez is mag 3)
its been awhile since i looked at their stats so not sure if they have any mez resistance -
if you have an incarnate just speed the repeatable mishs in DA and grab the super inspiration reward, it may be random but it will always be super which is better than both medium and large
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Quote:me and some friends earlier this week took out all the redside GMs on victory (we got lucky with the arachnos flier spawning right as we finished caleb, and we got lucky with caleb cause rikti invasion happened in nerva which i presume despawned any previous caleb which could have potentially spawned so he respawned immediatly following the invasion)I support this. Though an additional idea I'd like to add is increased rewards for fighting harder monsters.
The fact is that Caleb spawns on Virtue only, like, once or twice a month, and in all of my time playing this game I have never seen a team recruit for the arachnos flier once. These monsters are hard to get to and quite hard to fight. Something like the Clockwork palaldin practically spawns en masse. Giving the same rewards for both doesn't sit quite right.
as to the reason nobody goes after the arachnos flier, i would guess because it despawns relatively quickly like <30 min after it spawns, and because its really really really easy to just do an STF and get the badge for it there
personally i think we should have more GMs in general, redside is totally lacking GM options -
Quote:i think your forgetting that when the greens are not held they have capped regen and 90% resist to all dmgIf you don't have holds, you can defeat the green mitos with overwhelming short-term DPS: you need to be able to take a mito from full health to dead in less than the recharge time of the greens' heal. I was on a team that did this using a tray of red inspirations per mito; a solo player might be able to do it by hitting the mito with every temp pet they can get their hands on.
in the several teams i have been on even full teams of poeple couldnt kill a single green mito because of the power it has when it is not held (this was back then they were bugged and they had mag 50 hold protection)
if the greens heals were the only thing you had to worry about then it wouldnt be as big of a deal