Neg_Let

Apprentice
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  1. Yay! So I haven't broken the system! Everyone else is getting tons of temp power recipe drops

    Gotta say though, they be really nice for a Brute...I've one shot a group of 8 minions and a left two lieutenants with a sliver of health with the hand grenade temp power. Also the envenomed dagger temp power kills a Boss with two applications. And the bat temp power makes me giggle like mad...

    But what worries me is that are these drops suppose to be like this? I've had to sell a good number of them what with the market being closed because they drop a tad too often and take up a good number of my recipes. If this is indeed WAI, is it then time for a way to store recipes? I would have thought that by now there would be a method in which storing recipes is possible...unless there is and I just don't know how to?
  2. Quote:
    Originally Posted by Shadow Ravenwolf View Post
    I've run Positron TF Parts 1&2 once each (10 Missions total)
    I've run "Benjamin Decker" in Ouroboros 9 times (27 Doors, 9 Talk To, 36 Total)
    I've run the Kelly Nemers "Eternal Battle" in Ouroboros 10 times (2 doors, 3 hunts, 50 missions total)
    I've run 4 radios in P.I.

    All of this since the servers came up on Wednesday with Issue 17. In total, 100 missions. Not a single Temp Power. No old ones, no new ones. With the markets down, I can't even buy one and pretend it dropped.

    So... Next week I'll spin the RNG and see if it hates me then too.
    Shadow, did you by chance run any regular missions? Not flashback based but rather contact based? When I noticed that I was getting a large number of temp power drops it was from contact based missions, I didn't receive any temps from paper missions...for the most part at least, did one yesterday and got one but I think it was pure luck when that came around...

    Another question: I know drops are organized by a certain category and from there the percentage at which they'll drop is determined by the group they're in but are drops in any way effected in the manner in which a mission is selected? For example, contact based missions versus flashback missions?
  3. I understand that this is a very nice proc to have in Foot Stomp and I luckily managed to get my hands on one right before hitting 32 and getting FS (a power which I'm in love with at the moment). However I'm curious if it's worth putting it in now or waiting until level 34 which is when I've planned to finish 6 slotting FS, what would be the best course of action? Tossing it in now or waiting?

    Thanks!




    PS: On a different note, I am a level 32 SS/WP brute who would like to begin farming some basic missions. I understand that it's not exactly the best time to farm, that level 50 would be best, but I want to get the hang of farming and such, where exactly would it be best to begin to farm? AE via tickets, flashback system via merits and random drops that I receive during missions, or just running paper missions?

    Once again thanks!
  4. So yeah, been playing off and on with i17 changes and bugs (a bit irked at having no market, how the heck am I suppose to sell rather rare and valuable recipes if there's no market?!? Wish I could just store them like I can with salvage...) when I noticed something interesting, for some odd reason temp power recipes have been dropping like crazy!

    At one point my recipe "box" was 50% temp power recipes! Every mission it's almost a norm now that a temp power recipe will drop. So much in fact that I've had at least three or so drop in a mission once! Strangely enough this only occurs with contact missions. When it comes to paper missions I don't get temp powers up the wazoo as I do with contact missions, but I don't know if this holds true to SFs because I haven't had a chance to run one yet.

    So my question is this: is it normal for temp powers recipes to be dropping every mission? Or is this some sort of bug?
  5. Neg_Let

    Gleemail!

    I'm planning on emailing all those rare salvage pieces that my younger alts seem to be getting quicker and in higher numbers then my mains. Wish I could trade more items than just one though
  6. Assuming that I go the Plant/Kin route, what APP would be best? I was originally planning on stone but fire seems to be a good source for attacking potential, which would compliment plant/kin better? Is there another alternative?


    And thanks for the replies!
  7. As of late I've had this strange itch for creating a /kin, no particular reason why but I think the urge to zoom around the city giggling insanely at how fast I'm going has driven me a tad mad...

    Anywho, I'm stuck between the two combos mentioned above. I have a 37 fire/rad that's wonderful but sadly needs to take a break due to lack of funds and enhancements (last thing I did before leaving the game because of financial reasons was respec my fire/rad and sell off everything I own and buying lots of recipes but no salvage, yay past me). So I'm familiar with fire and know how to work it. But I also, once a upon a time, wanted to make a plant/energy dom for the simple reason that plant seemed like a cool powerset. Now that plant is a controller primary I would like to give it a try but I don't know anything about it.

    Now because of lack of funds I would like to have a toon that can solo/farm relatively well (solo because as a college student I don't really have much time unless I plan on pulling an allnighter just so that I can play an hour of Co* and farming because I have other plans for future toons but money is an issue especially with the IOs going beyond the millions worth of influ) who can become a true cash cow considering that my level 50 blaster is far from being such a thing.

    I know the stories of fire/kin and have read many a thread about them (in fact I have a few opened in tabs so that I can read them after this post to see if any one of them can help me decide) but I'm not to sure if I would like to roll up a fire or a plant troller.

    Which is why I've decided that the wonderful people on the forums might be able to help me decide. And so my question to you folks is this: Should I roll up fire/kin or plant/kin or some other type of /kin based on my conditions outlined above? Or should I give up on a new troller and finish up my fire/rad? <---- Altitis will not allow me to do this...I think at least.
  8. tl;dr:

    Couldn't help but notice that when comparing the Hero Merit Rewards and the Villain Merit Reward pages from ParagonWiki, heroes tend to have higher amount of rewards per TF then villains per SF. Discuss.

    ========WARNING: VERY LONG POST AHEAD============

    Let's take the following as examples: Dr. Quaterfield's TF worth is 122 merit rewards whereas Silver Mantis' SF is simply 42 merit rewards both of which are the highest amount of merit rewards offered on both sides. The next highest on heroes side is Faathim the Kind's TF with 72 merit rewards while villain's next highest is Barracuda's SF with a mere 30 merit rewards. Not exactly fair or equal in my opinion.

    Now there are those who might argue that it's perfectly fine for CoH to have crazy high merit rewards because the two TFs mentioned are from the Shadow Shard and are perhaps the hardest to complete because of the location and general layout of the Shadow Shard. Well lets look at the more commonly done TFs then, shall we?

    Positron's old TF: 66 merits (now 40 and in flashback system? New version is 26, both parts)
    Synapse's TF: 58 merits
    Sister Psyche's TF: 50 merits
    Citadel's TF: 40 merits
    Manticore's TF: 32 merits
    Numina's TF: 36 merits

    Not so commonly done but accessible:

    Dr. Kahn's TF: 20 merits
    Moonfire's TF: 32 merits
    Ernesto Hess' TF: 19 merits
    Katie Hannon's (trial or TF?): 9 merits
    Karsis' (TF or trial?): 8 merits
    Woodsman's Trial: 7 merits
    Marienn MacGregor's (Abandoned Sewers) Trial: 29 merits

    Take note that I do not mention respecs; I plan on mentioning them later. Now what of CoV? Well:

    Virgil Tarikoss' SF: 13 merits
    Silver Mantis' SF: 42 merits
    Operative Renault's SF: 24 merits
    Ice Mistral's SF: 26 merits
    Barracuda's SF: 30 merits

    And that's that. There is of course the LRSF and the STF and the respec trials to look at as well:

    Statesman's TF: 37
    Lord Recluse's SF: 25 merits (has more AVs strangely enough, or so it appears on Paragonwiki)

    Respec trials:

    CoH: 28 merits, 20 merits, 20 merits
    CoV: 14 merits, 14 merits, 15 merits

    Doesn't add up in my book, add up meaning that it's not fair. One can then do some math involving the average merits per TF/trial/SF found on both sides and one finds that CoH has up to 35 merits per TF/trial compared to CoV's 23 merits per SF/trial (the math done was using the above data including the Shadow Shard TFs along with the new Positron's TF, both parts mind you, divided by the amount of Trials and TFs/SFs found in both sides).

    Another argument that can be made is that the TFs are longer than the SFs and can be slightly more tedious due to the multiple hunt/kill all/etc. missions that they have. That's actually a very compelling argument and sadly floors my observation/argument.

    Nonetheless it strikes me a bit unfair that heroes are given not only more merits but more opportunities for merits. Sure I've heard enough arguments as my time as a player on the forums about the unequal treatment of CoV when compared to CoH but that's not what I'm trying to bring up. I'm simply trying to let it be known that there is an obvious lack of equal opportunity when it comes to merits, despite the fact that all merit vendors for both sides sell items at the same price. I really have no ideas or intent in offering ways to mend this imbalance but I would hope that perhaps a change in the near future (perhaps GR?) will resolve this.

    And here's my question: why is there an imbalance? Is it because of what I've already said? Or was there somewhere back when merits were introduced (I wasn't around for this time) that a clear explanation was given as to why there is this imbalance?

    Sorry for the long thread but I was in a writing mood today .
  9. Neg_Let

    Known bug?

    Quote:
    Originally Posted by Rush_Bolt View Post
    Mezzing does tend to knock a target down the threat totem pole a bit, but I don't think a pet should automatically stop attacking it. That does sound a little odd.

    Was that just a one time thing or does it consistently happen?
    This happens almost every time a critter is held. I am attacked by group or I aggro group using Twilight Grasp which causes pets to attack. I then hold the most damage causing critter or the mezzer of the group so that it doesn't prove to be an issue for my pets. If one of my pets has been attacking said held critter they end up stopping their attacking and move onward to another critter. If mezzer or heavy hitter is held and all other mob members are gone, my pets tend to stare at it and do nothing until the hold has worn off or once they're commanded to attack again.


    Either way it proves to be annoying; I tend to forget that one such critter has been held (hell the bruiser's stun attack tends to cause critters to be stun and he then decides to bounce around between targets leaving many undead targets which prove to be troublesome for my other pets) and walk way and if it's a clear all map, I spend a good number of minutes (once a good hour and half) to find leftover critter (was one of the Romanish maps with the cyclopes as a boss/EB, so freaking annoying trying to find that one last critter!!!).

    So, bug or intentional? If it's not a bug could this be looked into? It's rather annoying, easy to get around sure, but annoying nonetheless.
  10. Neg_Let

    Known bug?

    Are pets not suppose attack held/mez targets? I had my Bruiser set to attack a certain minion (a communications officer) while the rest of my pets attacked other surrounding members. However, when I held the communications officer, my Bruiser returned to me attacking as if I had placed it back into follow mode thus causing it not to attack the officer...is this normal or is it a bug? If it's not a bug is there a way to fix it without having to remind my pets to attack a held/mezed target?
  11. My current main in CoV is a Thugs/Dark MM and I love her to death. She and her various pets make enemies disappear and vanish very fast. There are often times that I go through a mission and die a little on the inside because it's sometimes too easy (needless to say that is fixed once I ramp up the difficulty) but what I'm truly curious about is the question of whether she can farm effectively or not.

    Are there any MM farmers out there that are willing to give a farming interested MM noob some advice? If needed I'll post up a build so as you guys can nitpick it apart.

    Thanks!
  12. Quote:
    Originally Posted by MentalMaden View Post
    I think you missed the explanation, Neg.

    It's not an overpower issue, its the fact when they look at how they are going to put together ALL the dark themed sets, there are issues of overlap that have to be resolved.

    Example: When looking at adding dark to ATs that haven't gotten it yet they hope to put in a dark control set. Well dark miasma already has many powers that would be obvious choices for dark control, therefore more of an overhaul would be required for dark miasma (or whatever the dark buff/debuff set for controllers would be called if its radically changed) and the sets being proliferated now don't require that amount of overhaul.

    In other words they aren't so concerned about overpoweredness they actually want to make MORE for us, but that takes time.

    (I welcome any corrections if that is inaccurate)
    Ah, I probably should have read a bit more before throwing up my response. I -did- read through what the explanation and now I just want to ask one more question just for clarification:

    There's a chance that Dark Miasma will come around onto the Controllers side but it won't be much like the Dark Miasma of a MM correct?
  13. Would it, Dark Miasma, really create such unbalance? I really don't see how it could considering that there are a few sets that have similar powers, not exactly the same mind you, but similar. Using the /storm example before and the whole '/dark not given to controllers because of the pet,' /storm has two pseudo pets (right?). Judging by this information, having the pet from dark miasma ported over really shouldn't be such an issue. Sure, it's a rather strong pet but so can Lighting Storm and Tornado be with the right sets. There are perhaps other examples but this comes to mind first.


    While the idea of Dark Manipulation sounds interesting, I would rather have it be put on hold and looked at for perhaps a later powerset addition in the future. Dark Miasma first in my opinion.
  14. While this seems to be a common thing as of late I'm curious about something. While powers left and right have been pass along to other ATs, is there ever the possibility of having Dark Miasma as a secondary for Controllers? I haven't been here long enough (both as a poster and player) to see any other topics on this subject.

    I have a /dark MM and love it tremendously; the versatility of the powerset is just wonderful and I would love to have my resurrected hero-zombie running about with fiery imps!

    Seriously though, why has this not happened? Is it a dev thing or are there other reasons? I hope it's a Soon(tm) rather than a never sort of thing!
  15. See topic: Question: Worth it?

    Having read some random threads and builds and guides, I am suddenly wondering if Fiery Embrace is worthwhile considering that it gives a boost to fire attack powers and not so much other powers. Is there math proof so as to convince me otherwise? If not I might take up another attack (Kick/Boxing) so that I can fit in another IO set that might help me out in the long run.


    Thanks!
  16. [ QUOTE ]
    [ QUOTE ]

    I can’t tell you how excited I am for our game’s future, and although we have some major announcements yet to be made, one of the things I can talk about is a feature that we are planning. Similar in concept to our character creator, it allows you, the players, to create missions and story arcs for your characters and others to participate in. You’ll be able to pick the map, villain group, and objectives, as well as write the dialog and any clues needed for the missions. When you are satisfied with it, you can upload it and have other players across all servers play it and rate it. Fame will come to the players whose stories rate the best overall. It is features like these that we never dreamed of including when we first shipped, but are excited to be able to offer players very soon.


    [/ QUOTE ]

    This is made of Awesome and Win!

    My initial thoughts and concerns:

    <ul type="square">[*]How customizable will the maps be? Will we be able to use an interface similar to base tech to make some detailed, original maps or will there be pre-generated standard newspaper door map type maps?[*]Will the missions be screened by Devs before being available for players to actually play on? I would think so due to concerns over appropriateness of content and to avoid super easy loot generator 'missions'.[*]Does this tech give us the ability to play the game offline? We'd need to test the missions, after all. Obviously characters that play through the missions in this manner wouldn't gain real inf, exp or loot but it would still be fun just to make something outlandish to fool around with. [/list]
    I'll probably think of more but those things sprung to mind as I read the announcement. Looks like it'll be a ton of fun!

    [/ QUOTE ]

    The addition of a mission creator that is accessible offline would be awesome, and selling it via a box as it has been suggested would be by far the most effective way to do it...


    Now, since we're allowed to mess around with the mission, what about the sounds produced during the mission? What I'm hinting at is the possibility of adding your own music. Is there any chance this may be possible?

    If not, who cares? LONG LIVE COH!!!!