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Posts
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Joined
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That's strange - I experienced no stun problems after I got Unyielding and also have it slotted with 3x dam resist. So this sounds really strange in my book.
And i've waded through my share of Spec Ops and Nullifiers with my EM/Invul Brute - even larger groups of them have not proven a problem.
Of course once they get their end-zapping attacks around the late 30ies they could stun me, since all toggles drop when end hits 0 -
It sounds as if you do not have Unyielding? If not that's a pretty big mistake as it offers excellent mez, stun and hold protection. I wade through webgrenades, gravity holds and similar stuff with my Invul Brute.
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I don't think the badge is actually active yet? I know there has been a lot of posts about it not being awarded - and it's specifically listed in the I7 patch notes as being working now for both heroes and villains.
At any rate, I have the mission as well, and have been holding it in reserve until I7 hits live -
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No info about trickarrow power?
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Just do a search in the notes
Current changes implemented to Defender, Controller and Mastermind Trick Arrow sets:
1. Added 0.1 Slow to Entangling Arrow. Included Run Speed cap reduction as per other slow powers.
2. Changed Flash Arrow to Auto Hit in PvE. In PvP, a tohit check is still required.
3. Glue Arrow recharge time cut by 50% to 60 seconds.
4. Disruption Arrow recharge time cut by 50% to 60 seconds.
5. Fixed Continuing FX for Entangling Arrow in PvP -- the FX would never show up on a player target. -
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it is plenty official.
We will be able to respec out of indiviual powers, but once we pick a patron, that choice is for life.
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Ok - could you (or someone else) please point to official source then? I would genuinely like to see this
I have been able to find mention of "permanent part of character" in this article but whether is is REALLY permanent or can be respecced out as can the APPs in CoH there is no mention of. -
Having just read through this thread there was one bit of info that was entirely new to me - that we can't respec out of PPPs???
Do anyone have an official source on that, as I haven't seen that mentioned anywhere, but it is perfectly possible that I have just missed it -
Ah - the propaganda continues
Tonight a group of our level 40ies grabbed a few Lackeys and some Mercenaries (i.e. people from outside the SG) and headed for Thorn Isle and a showndown with Caleb.
And of course our licensed SG photographer was on the spot to capture the fight
SG Photo Album -
Cya around Flick - always sad to see people leave but I hope you'll find fun and challenges elsewhere
And thx for the trading - really helped my SG on the way. -
Gratz to Zaprobo - only had the pleasure of teaming with you once, but that sure was fun
And thanks for all the fish ... i mean guides -
We are looking for more active players between levels 20-40 so we can start doing more SG activities like badge hunting, strike forces and teaming in general
Oblivion, D&D MMO and WoW seems to have sucked a few of our members in, so fresh meat for the grinder ... ehrm ... valued new recruits are wanted -
Just remove the whole toggle-dropping from PvP - that would make it more fun
I'm pretty much off the PvP wagon after I realized that the essense of it is to drop people's toggles and stop them into the ground.
Why not let us fight at full power - that would be much more fun (at least in my book) and wouldnt lead me to feel like im a level 10 toon fighting against the Tsoo
Right now PvP for me is like this: Uh look! A Controller! *ZAP!* whoa! where did my toggles go? oh no! Hurricane time! And there comes the Dark Melee Scrapper - guess it's time to go back to the hospital
Personally I would love PvP if the powers were the same as PvE just against human-controlled opponents rather than computer-controlled ... but that might just be me -
Actually dev Positron has stated that there is no badge for Baphomet in CoV - at least how I read it. Check one of the first postings in this thread
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Heh - I would love to have a Freakshow Tank stomp around the base on security detail - that would be great fun - great idea
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Uh - had completely forgotten to check back on this topic, and behold! information has appeared
Of course this is also very depressing, as I can see the costs of building a base that is anything besides eye-candy is just going to be insane -
Thank you - we have actually just jumped above 40 members in the SG, so its going pretty good
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Ah - nice tip - definately going to put the Port Oaks one in, as its quite a trip to pay the rent
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Ah well - guess we have to start saving up for those anchors then
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Got the big room right away when I saw that there was a limit to the amount of anchors a given telepad could have
Okay - by "flung" i didnt mean tp'ed randomly into the zone, but rather that it seems to be some pretty random places we exit to in CoV - I would have expected to exit at the base portals really.
On a different note, it would be awesome if SG members was given an accolade-style power when telepads are installed that would allow them to gate into the base from any given location in the zone they are currently in - sort of emergency rescueIt would of course have to have some sort of cool-down period.
Actually I was kinda disappointed to discover that this was not in fact how the telepad functioned -
Apart from myself, recruting officers now includes Dark Cobalt (@Dark Cobalt) and Emergency (@Emergency) which can also be contacted on global tells for info or an invite
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My SG just got the Transportation Room added, but now the big question is what type of teleporters to add. I know the difference between the two types (basic and raid), but I was wondering what other SGs have of experience in this area?
What teleporters are you using?
The basic telepads seems nice at first, but since you are just flung into a given zone they lose a bit of their appeal, and I was wondering if any SGs are really using them? -
Of course, Henchmen dont get debt when they die, so maybe you are juuuuuust a bit too attached to them?
Seriously, I can understand both sides of the argument, having most of the ATs as toons, however, if the team is one made out of reasonable people and not johny-l33t and his pals, I have no problems sacrificing henchmen to create a distraction - hell, henchmen are there to be sacrified for my MasterMinds greater glory after all
Heh - chuckled at the idea of a script for making the henchies walk away when presented with suicide-tasks - that would be pretty great fun. -
Have anyone seen, or know of, a list of the actual costs for building bases? I mean the prices for the various rooms, power generators and so forth?
Just out of curiousity and because it might help me to set up some sort of "fund raiser" goal for the SG in terms of Prestige -
Got an album with all-new pics at this link - we've got the basics, next stage is to add teleporters and all the other fun stuff
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Nice find there MZ - I might just have to roll up yet another MasterMind when this set come out, so I hope we can depend on you for yet another great keybind
Really like the looks of those thugs too - can't wait to see them in-game and in better resolution.