Necrotech_Master

Renowned
  • Posts

    4979
  • Joined

  1. on beta server, those are the most up to date numbers we have if you just look at the detailed info on all of the powers during character creation
  2. i wish he just had more uptime, i made my ill/cold rogue so i could actually hunt more GMs since blueside has twice the number of GMs with pretty much all of them being on timer spawns

    redside has 4 GMs, but only 1 of them is regularly up (scrapyard if you havent guessed lol)

    deathsurge is up every now and then (he gets killed pretty quick)

    caleb is rare as heck and should have his spawning/pathing changed

    and the arachnos flier is on a long timer but once spawned is only around for about 20 min and is just overall easier to get the badge for in an STF
  3. ive been looking at the numbers on the set, i dont think it will replace an ill/rad because time manipulation does not have the -regen that /rad does

    time manip has 1-2 powers which do some -regen (around -100%) and im not sure if its stackable


    now this doesnt mean that it wont synergize well, but it wont be the same solo monster (soloing AV/GMs like ill/rads or ill/colds), in fact it looks like it will synergize very well because both sets are very dependent on recharge so it will be easy to slot for
  4. Quote:
    Originally Posted by L1011A View Post
    No that is not what I am talking about. If a level 45 or higher villian toon goes to Grandvile and speaks with the Arbiter, one can ally oneself with an arch villian. You do a story arc for them and you recives a new power set, which is quite powerful. Is there a similiar set up on the Hero side?
    you can get a patron at lvl 40 and start running the first half of their arc, the 2nd half is locked till lvl 45
  5. Necrotech_Master

    Deadly Ripper

    they have always been there, they just spawn very rarely (only seen maybe <10 in all the time ive spent in mercy)
  6. from what i know of caleb, he has some stealth on him so have to be within about 100 ft of him to even see him unless you have very good perception

    he does not immediatly despawn upon daylight and can be flying around almost anywhere in nerva, once hes done flying he will go to seemingly random spots and just camp out (this is likely the case since he didnt despawn), when he does spawn he is usually about 100 ft in the air (coupled with the stealth its a bad combination) plus he also moves fairly fast too

    i personally feel that the caleb GM spawnings and stuff need to be more standardized (put on a timer or something so hes up more consistently and have more designated spawn/end spots like the ghost of scrapyard)
  7. Quote:
    Originally Posted by Kosmos View Post
    It appears there is a large transparent portion to the Ascension Armor pieces to offset the glowing parts, even if the glowing bits aren't there.
    this is my guess as to what is happening, its automatically offset to allow for the radiance portion
  8. Quote:
    Originally Posted by Energizing_Ion View Post
    The 'funny' thing to do is start up a trial (BAF/Lambda) and get a good league together showing everyone that the league can take out BAF/Lambda with ease....

    Then after a BAF say, "okay who wants to do Keyes?"

    Watch them scatter and say, "g2g"



    I've even seen where I was in a trial (not the leader) and someone mentioned "keyes" and people were like, "no!!! I hate keyes!"

    Sad really
    i basically refuse to do keyes on any toon that does not have a fast charging self heal (actually i usually try to avoid it altogether, but if i have to run it i wont run it unless the prior criteria is met)

    i ran keyes until i got the badges, and i voiced my feedback before keyes even hit live and i said i would never run the trial again after i finished the badges and i was not kidding because keyes, IMO, is how to NOT design a good trial
  9. i personally dislike all of those shows, especially clone wars (its a horrible abomination that doesnt resemble the actual star wars storyline one bit)

    i have to agree though they are still better than some of the shows they have been playing though (such as destroy build destroy, dudes what would happen, or hole in the wall)
  10. i usually did fine skipping the tier 2 attack, the tier 1 attack is fast charging and does -regen on disintegrated targets

    the other power i could get away with underslotting would be lancer shot (the stun), i would mostly use that since it has a 100% chance of spreading disintegration but its fairly low dmg and very short range would not be something i would use often
  11. Quote:
    Originally Posted by Toril View Post
    The DE ones hero side are teh suck if you're set at higher than x2 or x3. 2 crystals is pretty ludicrous.
    the worst ive seen is when only rock guys spawned above 40 and had a DE mish set to x8 lol

    there were no less than 2 cairns up every mob (sometimes ive seen more up to like 5 or 6, which gets really annoying because then it caps the resist for all the other cairns making them take forever to kill)
  12. Quote:
    Originally Posted by Ultimate Wrath View Post
    More potential evidence for early Sept. release-

    Look at https://secure.ncsoft.com/cgi-bin/St...ory&category=2

    Specifically the boosters, and how they all say "available until August 29th".
    looking at that again, everything on the page says its only avail till aug 29th including GR, coh, and cov
  13. just another note, you CAN leave the zone even if you were mixed alignments, they changed this not too long after GR came out (i think around i19)

    once you formed a co op team you can leave co op zones and still be on the team
  14. Quote:
    Originally Posted by Captain_Photon View Post
    Nope, it's catchable - you just can't land on it, which I remember being deeply disappointed by when I got my first flying character. You slide off and fall.
    ah, well i think that in order for them to put a badge on it they would have to make it a stationary object like the floating truck in PD
  15. trying to get lore incarnate abilities with shards solo would take VERY VERY long time

    if you have not unlocked any slots yet then it would take even longer

    my advice is to work on anything other than alpha is to run incarnate trials since you can get what you want in a more reasonable time frame

    to get to the lore slot you must first unlock alpha and judgement, then to actually slot it you need to get the components which for lore all require incarnate threads which are only dropped from trials or you can convert shards

    currently the shard drop rate while solo is pitifully low and it could take several years to unlock and fully slot all 5 incarnate abilities

    a majority of the trials are not very long, so if you run BAFs or lambdas (the average completion times for these is about 20-30 minutes)

    for a more detailed read on this stuff, heres the wiki page for it
  16. when you have the launcher open you can either right click (not a mac user so not 100% sure how that works) or after you click on the city of heroes then click the little down arrow next to it

    if doing a repair doesnt work then im not sure what it could be since im not a mac user, someone else would prolly be able to give more help
  17. i thought the atlas blimp floated around above the zone ceiling so there was no real way to reach it

    other than that i support more badges lol
  18. i would try to do a repair on the game, as the patch might not have applied properly
  19. the custom group i use in the story arc located in my sig is completely balanced to give out standard xp rewards while not being too overpowering for poeple and having a nice variety

    the arc i designed was meant to be a mini tf for lvl 45+ (theres a lot i wish i could do with the arc that we cant exactly do just yet but the arc still has potential)
  20. im hoping it fixed the retarded buff icon bug where they are clear and auto/toggle powers will randomly appear and disappear from your buff icons
  21. Quote:
    Originally Posted by Adeon Hawkwood View Post
    I'm not sure about this one. My experience is that you cannot invite people of the opposing alignment to the leader unless everyone else is in-zone.
    you can once you have a co op team formed and the opposite alignment is in another co op zone, i know cause ive done this (team in rwz or cim and invited a hero in pocket d or midnighters club or one of the above zones we were not in)

    it wont let you invite opposing alignments if you have not formed a co op team yet though so once you have a co op team then you can almost invite anyone from anywhere

    as i mentioned in the previous post how they have it set up now is very quirky and overly complex
  22. ive been playing solely on victory for the last 5 years and not had issues finding teams usually when i want to run something
  23. no on both accounts

    the alpha only affects powers which can be slotted and and some incarnate powers depending on what you have in the alpha

    the recharge portion of spritiual in particular does not work on any incarnate powers
  24. Quote:
    Originally Posted by StarGeek View Post
    You can completely ignore it though and just jump right into the Incarnate Trials though. Any incarnate xp you earn will first go to opening your Alpha slot. Depending upon how often you run the trials, it might be quicker than swinging back around full circle again.
    /agree with this, at this point it would prolly be faster running the trials to unlock the slot cause going from full hero to full villain takes like 4 days minimum and you can unlock it through trials within 1-2 days if you convert a lot of threads
  25. i like the new tutorial cause its a heck of a lot faster than the old tutorials lol, the new one can easily be done in 5 min or less and is a lot more fun (no stupid zoned mishs)

    i really hated outbreak cause the zone was freaking huge and took twice as long as breakout to finish, breakout wasnt too bad, it was just kind of boring to run 50 times lol