-
Posts
4979 -
Joined
-
have you tried abandoning the mish? and i think its extremely annoying how these mishs got marked hero or villain only (even the one outside ouro), if people ask for help on that mish i have to ask whether its hero or villain because the mish cant even be set if its a hero
-
heres what it says on Avateas weekly tf post
Quote:Tuesday at around 8:00 a.m. Central Time (2:00 p.m. British Time) . -
im not sure, i usually do all the tip mishs i get cause most of the villain ones are easy (except the one with the miss thystle clones and rularuu that one is awful lol)
-
that would be the problem then, the old launcher has since been discontinued as of august 4th and cannot launch the game anymore
you must use the ncsoft launcher in order to launch the game now -
just to clarify, are you trying to use the nclauncher or the old launcher?
-
right now there are a lot of quirks with this
here are the rules i think it goes by:
- can only form a co op team if everyone is in the same zone
- once a co op team is formed members can leave the zone
- in addition to 2, you can invite more members to the team regardless if other poeple on the team are out of zone
- the leader can invite poeple out of zone if they are the same alignment (ie villains can only invite other villains out of the co op zones)
- in addition to 4, the leader can invite opposing alignments out of zone if they are in another co op zone (villains can invite heroes to a team in RWZ if the hero is in a co op zone such as cimerora, pocket d, or midnighters club)
if im missing anything or didnt explain something good let me know, but i think these are all the quirky rules that apply to co op teams -
Quote:i have no idea where you go the idea lolUmmm... you're right. Why the heck did I think they were getting forcefield? I'm apparently going insane. Well there goes my plan to make a Beam Rifle/Forcefield Corruptor.
Seriously though, where on earth did I get the idea that Corruptors were getting Forcefield?
and you could still make a ff/beam gun defender if you were pretty set on the idea -
ah forgot about those, i guess they are unlockable, when i think of unlockable i think of rularuu weapons or other weapons you have to unlock with a badge such as the carnival mallet
-
Quote:if corrs are getting FF then thats an undocumented piece of power proliferationActually with I21 this will no longer be true since Corruptors will get access to Forcefields (which does have knockback/down but I consider those controls rather than debuffs).
in the announcement of power proliferation for this issue corrs were only getting poison and psi blast -
according to the wiki page there are no unlockable pistols, everything you see is what you go, even then there are still around 19 different options to use
-
-
-
made almost 220 mil inf and 420,000 prestige running borea mishs at +4x8 lol
sadly i didnt get any good drops out of it though -
almost all procs will cause some type of aggro if they apply a debuff or dmg
putting them into powers which normally doesnt cause aggro can make those powers cause aggro
for example the malaise illusions chance for psi dmg will cause aggro even though confuse powers are set to not cause aggro (for the most part) -
i have frostwork on my ill/cold slotted with doctored wounds for the set bonuses
because of how its slotted i can keep half a team buffed to hp cap since it raises hp by like 997 or something (because i also have tier 4 spiritual in there too)
that plus the ice shields meaning poeple get hit less anyway is a great team survivability tool, if a squishy is getting hit a lot toss it on them and they now have hp cap to double survivability
if your running a defender you prolly get less use out of it, but on a troller its a great buff for the pet to help it stay alive since it gives it like 800 hp at lvl 50 (my phantasm goes from 1024 to almost 1700 hp with frostwork which helps him survive quite a bit more with the retarded AI)
i personally think frostwork is a great power that also makes a great set mule for an easy 5% rech and some other good bonuses -
i would like this, they should just change the vault to a global storage so it could be "more useful" than it currently is
-
Quote:this is true for 95% of the interface debuffs, AVs and GMs heavily resist the debuffs (usually 85-87%)I have read that the Diag chance for -regen is heavily resisted by AVs and as such it is better to use Reactive to solo them.
However, if you are going to be using Lore Pets and other Incarn powers then I am sure you will be just fine with either selection.
the few things that i know of which arent resisted or resisted by other facters is -dmg (since thats resisted by dmg resistance), -special (no resistance for this), and -resist (also resisted by dmg resistance)
everything else gets resisted into the ground, for example diamagnetics -5% tohit when applied to an AV is more like -0.6%, which means at most it will do -2.4% tohit on an AV -
i personally would prefer all the nukes be crashless, i usually avoid taking nukes that have crashes because the crash is just so annoying
-
Quote:aside from converting the notice of the well to 40 threads as BrandX said, you can also convert shards into threads as well1. You ignored the fact I only actually "work on" one per server. So, there are perhaps four characters (maybe five) I've done any real "work" on. (And one of those finished quickly.)
2. Even on *one* character it gets tedious and boring VERY fast.
The Alpha slot had the right idea, frankly - sure, it can take a bit, but shards drop from... well, pretty much everything. I can do whatever I want - task forces, trials, missions, newspapers, go help friends, exemp down, whatever and I still make progress. And with the WTF, something new gets highlighted every week to keep things fresh.
Every other slot? Baf, baf, lam, lam, baf, lam, key... wait, nobody wants to run that. (Seriously. The common response across several servers to anyone suggesting Keyes in my experience has been "lol, right.") Baf, baf, lam, baf, lam.... Even just doing 1-2 a week it's more of a "I have no choice in running this." Short of completely ignoring the system, that is.
And that's if I'm not playing at 2-3 AM (not uncommon.) Or coming in between trials, where it's me and one other person that just got to the zone too late. I'd love to burn that time making SOME progress.
NOT having SOME sort of non-trial Incarnate content to make progress on these slots - even some sort of option in the WTF for threads or some such - was shortsighted, and all we get when that's mentioned is a sort of vague "we're considering having a meeting to discuss possibly looking into forming a committee to consult on possibly brainstorming something someday." (Which is, admittedly, more than the PVPers get.)
yes its a little slower, but its still progress, and it doesnt force you to run trials, since doing that route is the "gotta have it NAO" mentality -
its not really useless per say, but its like a whole different power with the proc in it
-
i dont think they really added "tankmage" anything, a tankmage specifically is a ranged AT who has better dmg and surviveability than a melee type
in our game incarnate powers are the end game and they are supposed to be overpowered, without incarnate powers, very few ATs even fully IOd could solo +4x8 mishs, incarnate abilities plus the alpha lvl shift make it significantly easier for almost anyone to be able to do
yes an emp defender can solo a pylon with only buffed lore pets, but thats one specific case, take same said empath defender and make them solo +4x8 mobs and see how that turns out, their lore pets wouldnt be able to survive very well
while lvl 45+ game has been more evened out by incarnate powers, i do not feel it has significantly unbalanced the original design of the ATs since incarnate powers ONLY apply to lvl 45+, if you dont want incarnate powers in your group, get to lvl 50 and run flashbacks capping you at lvl 44 or lower, you will still have all your powers then
most of my toons solo on a difficulty they can handle, which for some of my squishy toons is barely at x3 while some of my melee toons can handle x8 at lvl 35 -
the story arc i have in ae only had a few minor issues with it that were easily fixed just by inserting hyphens into the problem words which fixed the issues
from what ive heard, its actually finding the problems which make it hard to fix, because half the time it wont show anything as wrong when republishing it, but then its not actually working -
im getting exact same issue, i have no idea what caused this but its extremely annoying to me, since im used to icons looking like that like half a second before they expire
-
i think only huntsman and bane spiders have the glowing eyes, even NPC crab spiders do not have glowing eyes, i do not know if it was intended that way but thats how its been as long as i can remember
-
Quote:what im saying about the obliteration beam is that the timer for it is on the same interface with all the other timers like the BAF ambush timers, basically the exact same location, it is kind of hard to keep track of at times because theres almost too many timers on that interfaceThat still does NOT negate the fact that the beam should have its own and dedicated timer, separate from the general countdown. Not having it is laziness on the developer's part, as witnessed with the BAF ambush timers.
Most of the time I can't even see the disintegration effects through the sea of player powers. The same could be said about the Obliteration beam area. The Obliteration beam should be a solid circle, not faint gasses. The disintegration beam should change the color of the player's name in the team/league window. There should be a target_custom parameter that targets a player being disintegrated.
i completely agree with your 2nd paragraph about both effects being hard to see at times

