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Posts
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Joined
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What do you do with all the profits? I know it's nice to see a big number in your Inf column, but what do you do with it?
I don't want to have to marketeer just to buy the IO sets I want for my character. Several times I have not had enough to even buy the common IO recipes, so I don't bother. Doesn't spoil my enjoyment, just makes me wonder why you raise prices just because you can.
Unless you are making donations to the new players so they feel they have a chance in the market? -
I see. Thank you. I have not tried a Kin or Rad so was not aware of the ability to slot run/jump IO's in those powers. Sense is restored.
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Sorry, let me rephrase the question. I mostly knew how they worked already?
Why have a PROC 120 designed for travel powers that are now never going to get the 120 second over run?
Why are there stealth IO's that only fit in toggle powers when a toggle is never going to use the 120 second duration part of the IO?
Is TP the only travel power that you can add stealth to for more than the duration of the power activation?
I will repeat I amnot against the change, I just don't understand the need to have a 120 second PROC that never PROC's. Am I alone in thinking it is redundant, or am I missing some part of the information? Why not change the IO to a standard PROC? -
Ah! I thought it was something I was misunderstanding. I think the change is good but must have missed it in the release notes.
Just out of interest which running or jumping travel powers are instant use? Where can I put these IO's if I wanted the longer effect? -
Not sure if this is a change or if something is broken.
I have 2 characters with stealth IO's. One has Super Speed and the other Super Jump. When I activate the power the stealth kicks in as normal, but when I de-activate the stealth turns off as well. The IO text still says 120 seconds in instant use powers. The combat numbers show the stealth ending when I turn off the travel power. Neither character is in a PvP zone.
Did I miss something? -
The Katana powers do not animate if the sword is not drawn. The first power used merely draws and readies the weapon. The next power animates properly as long as the sword is still drawn.
Also noticed in costume creator/editor screens, only Soaring Dragon plays attack animation, all others just pull the sword out. -
I found that my Metallic costume parts were reset to top part on the relevant list. Reselecting Metallic made them nice and shiney.
I assumed this was due to the old versions not being the same as the new so just changed them. Same name doesn't mean same code.
I did find that trying to use reset made the pattern cycle continuously through the list. Fun to watch but not much use. -
I'm up to #26 now. Missed the ship raid I expect.
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I have the same problem. I just put up with it now as there appears to be no solution.
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I kind of like the lumbering movement, and heavy sound of the current version but like the idea of being able to cutomise.
Generally for the change. -
Quote:Well.... yes. However I only really use Granite as a panic button or when the enemy are all purple conning. Mostly I used TP Foe below level 32 when the seething mass of death-dealing evil needed more nibbling at than wading into.
That's a legitimate choice. I am having trouble wrapping my head around a Granite Tanker feeling any need at all "to pick the enemy off one at a time," however.
Isn't the purpose of Granite to wade right into the biggest seething mass of death-dealing evil you can find?
I prefer using the rest of the set, and if you like the new lava and crystal armor skins, then Granite is going to be the least used armor. -
I would put Crystal Armor later, Taunt sooner and fit in Brimstone Armor. OP likes the look of new armor, so I would put Brimstone in to complete the set.
I never did bother with Tough/Weave and haven't missed it. I only use Granite as a panic button and get on fine.
Also I took TP Foe in place of Recall Friend. I hardly ever get to a mission first, but TP foe allows me to pick the enemy off one at a time. -
Last night playe=ing with my pact buddy, we were doing the villain mission from Regent Korol to stop the rikti gr'p'th'r (?) and we came across a bug.
All the drones in the mission exploded ten times. When destroyed they would detonate as normal, but then reappear for a microsecond before exploding again. It didn't matter if they were shot from a distance or melee'd they all exploded ten times. Both of us saw the same thing so it isn't a connection or local issue
Fun but obviously not right. Bug report sent. -
I'd love to do this one as the last one was good fun. Unfortunately I won't be near a PC till late that evening. Good luck to those that do take part.
P.S. Your post is missing the merit reward number. -
What level difficulty do you want to run this at?
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I'd like to join up with Stone Pharoah please. I have the contact if still needed.
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[ QUOTE ]
Sorry to say FE, but Nibiru is right. The OP is a Hero and those are the only 3 Defeat badges between Spider Smasher and Venomous. The ones you list are correct for Villains though (and notice that you listed Coldhearted and Weed Wacker too).
[/ QUOTE ]
I thought Heat Seeker is Villains only? -
Twice now I have levelled up at a different time to my pact buddy.
Once I was entering a mission, and when I arrived my buddy had dinged, but I hadn't got the XP.
The second time, we were in the same room and I saw my buddy ding, I was nearly half a bar away still. I got messages saying that I would get no more XP until my buddy caught up.
The second time could be debt related, but the first time we were only level 7.
Why me? -
[ QUOTE ]
AFAIK, that's almost clearly impossible. Please tell me if I'm wrong.
[/ QUOTE ]
That would be why I said I know it is unworkable.
[ QUOTE ]
Also, what if you levelling pact buddy is a Epic and you don't have a 50? That could lead to problems.
[/ QUOTE ]
Why. If they can get it to work at all then using an unlockable epic would be as easy as a standard AT. People might complain about the ability to use an epic without unlocking it. As I expect most people to be against the idea anyway and as I said, It's unworkable.
I was looking for opinions on how great my idea was. -
I am in favour of the levelling pact. It will ba a great help keeping a regular duo together. When discussing this the other evening we struck upon an idea for the next level of pact.
Mind Swap! If you are always linked to one other character by levelling pact, then wouldn't it be great to be able to play as that character? Swap your blaster for your mates tank and play as each other. Bored with tanking, want to control for a while?
I know it is an unworkable suggestion, but we both thought it would be great to swap our characters occasionally.
What do the rest of you think? -
It was happening to me about every one in ten times before the last patch. Not happened since though.
I never had to reboot the whole PC. After a while with the looped noise, the game crashed box came up and asked what I was doing before it broke. -
My first character was a tank. My first 50 is a tank that took taunt at level 49. I have since respeced it in earlier for slotting purposes. I don't ever remember being invited to team only if I had taunt. I only recall one instance of complaint at my poor aggro management, and that was due to using Granite Armor and having no movement speed. My new tank will not take taunt until I can survive more than 3 enemy at once. As a Blaster I didn't blame the tank when I died, I blamed myself for shooting the wrong attack/enemy.
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I'm used to the first 20 odd levels being boring. I only managed to get over it last time by having a consistant partner.
No Stamina is almost a blasphemous thought. Might be worth a try though.
Synergies look good, but I was heading towards one or the other. First thought was why double up on a power when there are other things needed.
As I have no experience of either set it is nice to have input. I have already changed things from other posts in this thread.
So far I am leaving travel powers until the temp jump pack runs out. I am sort of working on a respec at 20 ish. Depends how it goes. Might try Siphon Life instead of health at 16. -
Thanks for the advice.
Weave is a long way off, until I play more I am not sure what else to take.
OK, didn't read the description of Midnight Grasp, didn't realise it did damage.
Until I can be bothered to look at IO sets the End Red are placeholders.
I'd rather have RotP ready when needed than wait for 4 minutes in that crucial AV battle watching everybody else faceplant.
I was thinking of using CJ for set bonuses as well. -
Build thoughts so far;
Hero Plan by Mids' Hero Designer 1.40
http://www.cohplanner.com/
Level 50 Technology Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Dark Melee
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Hero Profile:
Level 1: Fire Shield -- ResDam-I(A), ResDam-I(3), ResDam-I(3), EndRdx-I(11), EndRdx-I(13), EndRdx-I(25)
Level 1: Shadow Punch -- Acc-I(A), Dmg-I(5), Dmg-I(15), Dmg-I(40)
Level 2: Smite -- Acc-I(A), Dmg-I(5), Dmg-I(13), Dmg-I(40)
Level 4: Healing Flames -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7), Heal-I(11), Heal-I(15), Heal-I(25)
Level 6: Hurdle -- Jump-I(A), Jump-I(43)
Level 8: Consume -- EndMod-I(A), EndMod-I(9), EndMod-I(9), RechRdx-I(39), RechRdx-I(46), RechRdx-I(46)
Level 10: Combat Jumping -- EndRdx-I(A), EndRdx-I(34), DefBuff-I(34), DefBuff-I(45)
Level 12: Kick -- Acc-I(A), Dmg-I(31), Dmg-I(33), KBDist-I(43)
Level 14: Super Jump -- Jump-I(A), Jump-I(34)
Level 16: Health -- Heal-I(A), Heal-I(17), Heal-I(17)
Level 18: Tough -- ResDam-I(A), ResDam-I(19), ResDam-I(19)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Blazing Aura -- EndRdx-I(A), EndRdx-I(23), EndRdx-I(23), Dmg-I(36), Dmg-I(37), Taunt-I(37)
Level 24: Acrobatics -- EndRdx-I(A), EndRdx-I(37), EndRdx-I(42)
Level 26: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
Level 28: Touch of Fear -- Acc-I(A), Fear-I(29), ToHitDeb-I(29)
Level 30: Soul Drain -- ToHit-I(A), ToHit-I(31), Dmg-I(31), Acc-I(40)
Level 32: Siphon Life -- Acc-I(A), ToHitDeb-I(33), Heal-I(33), Dmg-I(42)
Level 35: Rise of the Phoenix -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36), Dsrnt-I(43)
Level 38: Burn -- RechRdx-I(A), RechRdx-I(39), Dmg-I(39)
Level 41: Taunt -- Range-I(A), Taunt-I(42), Taunt-I(46)
Level 44: Shadow Maul -- Dmg-I(A), Dmg-I(45), Acc-I(45)
Level 47: Weave -- DefBuff-I(A), DefBuff-I(48), EndRdx-I(48), EndRdx-I(48)
Level 49: Plasma Shield -- ResDam-I(A), ResDam-I(50), EndRdx-I(50), EndRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Jump-I(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
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[u]Set Bonus Totals:[u]------------
[u]Set Bonuses:[u]
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