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Posts
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Joined
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I am having the same issue. I can't access Virtue or Pinnacle. When I restart the game it goes to apply a patch. Currently this is the third time today it has applied a patch.
Had it verify all files and now it seems to work. -
Your not the only one, servers were up, could not login, then the servers were listed as down. Now they are listed as up and I still can't login. Never had problems in the past with my router or firewall so I am not sure what is going on.
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So are IoPs gone from the game for good? What is going on with these in general? I am sure I missed a ton of info on all this I don't visit the forums very often.
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[ QUOTE ]
Memorization
One last aspect that I will cover is memorization. This is the ability to permanently learn common IO's. There are 5 level ranges 10, 15 - 20, 25 - 30, 35 - 40, 45 - 50. Within these ranges are 9 groupings you can learn.
*Group 1 - Defense debuff, ToHit debuff, taunt, and confuse
*Group 2 - Heal
*Group 3 - Defense Buff, Damage Resist, and intangibility
*Group 4 - Sleep, Snare, Hold, Stun, Immobilize, Fear
*Group 5 - Endurance Modification and Endurance Reduction
*Group 6 - Recharge Reduction and Interrupt Reduction
*Group 7 - Accuracy and ToHit Buff
*Group 8 - Damage and Knockback
*Group 9 - Run Speed, Jump distance, Fly speed, and Range
It generally requires you to make 10 of a group to master that group for that level range. For the 2 level range groups you must do 1/2 from the lower level and 1/2 from the higher level to master the group. The benefit of memorizing a recipe is two fold. First you no longer need a recipe to make it and second the infamy/influence cost to make it is 1/2 of what someone who hasn't mastered that group spends.
Thus a person who has spent the time and effort to master a group only spends 1/2 to 1/4 of the amount someone who has not spends.
Additionally you earn a badge each time you master a group. Thus there are 9 badges for each grouping at each level. Make enough of these and you unlock an Accolade that gives you instant access to a workbench for 5 minutes of every hour.
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Ok, let me see if I have this right. If I want to memorize the 25 - 30 range Accuracy Enhancements. I need to make 5 of the level 25 and 5 of the level 30? Do I need to make 10 of both? And that will give me the badge and memorize both Accuracy and To Hit Buffs for that level range? -
I would figure nothing about the set will change except if there are bugs. Which means use a set that works or spend the extra 3 - 5 pool power selections and 5+ slots to plug the holes. Run the 6 - 7 toggles you need to run to work. At least you should be able to have 3 - 4 attacks and maybe with Stamina you will be able to fight.
I am planning on attempting the Combat Jumping, Acrobatics with Aid Self... no idea where I am going to get the slots for Aid Self -
Honestly I am all in favor of ditching the resistance to Psi Damage for Immobilize and Knockback/down protection. After playing a fire tank and having been bounced by council to death I never want to be with out that protection. (And yes, I was bounced to DEATH. I never actually got to stand up and I went in with full health) I have to agree with an earlier poster about the immobilize, why bother to give us speed/recharge increases if we are just going to end up immobilized in 1 or 2 hits and unable to use them
I know it would never happen but it would be interesting to see how the set performs with the Immobilize and Knockback/down protection added to existing powers. Leave off any kind of healing.
I also saw the suggestion of adding Quick Recovery to the set in place of Conserve Power? Would certainly be nice freeing up 2 power choices with not needing Stamina. Long haul to get it at 28th though but it would be worth it. -
So how does Gang War pan out in a fight? Helpful or a waste of a power choice?
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I didn't see it noted on the power, does the damage aura drain end from opponents?
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I am curious to see how much this cripples our damage output. To have any real effect in PvP a MM needs to focus all the pets on hitting one target and Defensive stance certainly will not do this. Right now with PFF active I am generally incapable of killing any heroes aside from an occational Blaster, Controller or Defender. Most of the time these escape of course because the pets are far too slow to follow any travel power.
Without protection from teleport foe (if this change actually makes us effective in PvP) it will just become an even more common place selection for PvPers putting us back to square one. -
Necro is going to have issues with this too. In a fight its aways guess work which pets are going to charge into melee and which will stay near me at range. Going to take a hard bit of control work to get them to stay close to keep me alive. Bots and Mercs are going to be lovin it though since they all stay nicely grouped with the man in charge.