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..aaaand they're back to normal. Weird, huh?
Apologies for taking up forumspace. -
Suddenly this morning my health and endurance bars are blacked out/empty on my display. Have others run intro this? I searched on "health bar" and got nothing recent. Is this something easily fixable?
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Well, the power customization database records appear to have been lost or corrupted; the market is offline, and I have some video lag despite not using the new settings (at least, that I am aware of), and there are a few other issues noted so far. So I'd say it's a fairly buggy issue, but maybe not the worst.
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Last night was not quite the best night the Iron Eagles ever experienced. (I apologize in advance for not noting the names of all participants).
While we were discussing forming a team, the highest-level Eagle playing at the moment (a 15 Scrapper) got Issue 17 lag and disconnected while in a crowd of enemies.
Undeterred by this death, the remaining three of us formed a theoretically tough three-Tanker team and set out to cleanse the city -- or die trying!
You will note, when next you log on, that the city is still unclean.
I was on Djinni, my 13 Fire/Dark Tanker, and was joined by TuDiGong the 12 Stone/Elec Tanker and a level 2 Stone/SS Tanker whose name I unfortunately forget. After a prolonged struggle involving FOUR Fedex missions (despite using the new abandon mission option AND my once-every-three-days drop mission option) we finally did get a door mission to play.
After a few of these, I had reached 14 -- Siphon Life lay tantalizingly just beyond my grasp at 16 -- and the level 2 guy had dinged numerous times. Things were going pretty well; I was kitted out in green DOs, and my lovely Healing Flames was now recharging every 25 seconds or so.
Contact Trevor Seaborn informed me that a local fortuneteller had been kidnapped by the dreaded Circle of Thorns (presumably she was expecting it?), so we headed off to right this wrong. When we finally got to the heart of the cavern and saw the poor girl surrounded by Madness Mages and Spectral Lords, we hesitated -- not out of (justified) fear, but because we learned we might be joined by a fourth Iron Eagle! Reinforcements!
But we then learned it would be a few minutes longer. I suggested we proceed to rescue the fortuneteller. And so we proceeded into the fray.
In retrospect, perhaps we should have been a bit more tactical, as they say. Immediately a large mass of COT began kicking our Iron assets.
Once I got thoroughly debuffed by Spectral Lords and couldnt hit, I got the bright idea of backing up to get outside the debuff radius and then using my ranged Veteran attack on them -- at least it had a good chance of hitting. As I ran back, the two Stone Tankers went yellow and then red. RUN! one of them shouted.
My vet attack missed (of course) and several of the nasties were already entrained in my wake. I fought them for a moment after one of the other Tankers perished, but when the second also went down, I just fled.
Around the corner and down the hall. Oops, stuck on a post sticking out of the wall. Adjust my angle. Still stuck. Back up .COT behind me. Excuse me! Coming through! Shuffle sideways -- free! Hit Healing Flames again. Run to daylight oops, stuck on a post. Wiggle free. Oops, stuck on a post. Pry myself off and start running again. Take the corner too tightly, stuck on the wall. Hit my last 2 greens. Use the Ghost Slaying Axe on a vulnerable gost miss. Swing wide, start down the straightaway. Oops, stuck on a post. Healing Flames is recharged! Heal up, break loose, run to the next damned post.
Eventually I too died -- mostly because of getting hung up on the furniture. I never did like all the stray flanges and projections sticking out on most maps to hook imprecise moving characters.
Ah well. We made them work for it -- I used my Healing Flames at least 5 times during the fight and attempted escape, and it recharged on a 25-second timer, so at least we drew out the agony. :P
Total teamwipe -- all Tankers. Havent seen so many wrecked tanks since the battle of Kursk! Were gonna have to find a new fortuneteller, too.
I remade the same character name because I like it too much to change, and after painfully setting up chat tabs and claiming vet rewards and so on, was back in the game. Got up a few levels but not far; we were helped by that fourth Eagle who joined us just a hair too late to die gloriously for the cause.
Thanks guys, it was still fun, Im just cranky about being killed by a post.
Late that night, after the others left, I brought out my highest-level Iron Eagle, the 29 Scrapper Zulu Time. Contrary to what you might have come to expect in this tale, he successfully soloed one mission and then teamed with random PUG strangers for another, without coming into danger worth mentioning, and squeezed out about 2/3 of a level. Of course, hes substantially better-slotted. It was actually a funny group; two Broadsword Scrappers, a Dual Blades Scrapper and Tanker, and a Fire/Kin -- six swords between five characters.
Itll only take another two sessions or so to get right back where we were. But it was a hard night for the hard corps. -
Quote:Ah, it's mostly the "print out" maps I use, since I can scan with my eyes far faster then my machine can load the little interactive labels. Thanks, good to know those are eventually going to be current. I'm not complaining about the time either; you guys do good work for what I pay you. :PThe interactive maps were updated just before I17 went live, but the print-out maps are still in the progress of being updated and overhauled. If you're talking about the in-game maps showing on the site, those haven't been updated. I should still be able to get them up, but I'm pretty sure they won't be carrying over with the BadgeHunter site redesign that's in the works.
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Frankly, Shields is so strong that if they completely removed Shield Charge and left nothing in its place -- so that the set had only 8 powers -- people woould still be happy with the buff AAO gives.
They'd scream bloody murder, of course; but the point is that AOO alone makes shields already awesome. Having both AAO and Shield Charge and IO-boostable defense and more hit points than most other sets is...well, it's just killer. So much so that you have to wonder who thought the set was roughly on par with most of the older sets. -
The new badges don't seem to be appearing on the vidiotmaps online site (i.e., if one doesn't download them). I assume they will be posted eventually, for those of us not downloading the map pack?
Thanks for all the work you guys do. -
They have always been there. They do not have voices, but you will know what they want you to do.
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Maybe it looks good on a set of synchronized, tiled 36-inch monitors or something, and they assumed we'd all upgraded for Ultra Mode.
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Quote:Possibly related to the customized powers lost in all costume slots except slot 0 bug (which I am surprised not to see mentioned in this thread yet)?Some powersets aren't correctly using custom colors.
My Blaster with Mental Manipulation is showing all default colors, and my Controller with Fire Control is showing mostly default colors, but the imps are still showing the purplish secondary color of the custom colors in their flame aura as a sort of partially obscured aura while mostly using default colors. -
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Quote:(He's speaking Brute -- reverse the primary/secondary for Tankers.)I'd find Fire/SD/Pyre a little testy on the endurance consumption, especially if your pumping out Ball + Circle and DoT's for the bosses, unless there is a set efficient attack chain. I do know of builds that don't need energy management, but they require Body Mastery. Up to 4.2E/S is great but it's pretty costly, you'll likely average 3-3.5E/S with 0.9 consumption on toggles alone. To be honest, with bosses on, while your concentrating on the bosses you can just keep popping off circle for the Lieutenants/Minions but it sounds very awkward.
OP: I don't really know of any great tanker farm sets to be honest. There's so much out there that is better. But I'd probably say SS/Fire, Fire/Fire for ease or something. Ancilliary obviously depends on the build outcome, budget, etc.
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For purple drops it's bodies per hour. So +0 or -1 (and x8) is best, unless you can handle +1/+2+3/+4 at the same speed.
For other recipe drops it's bodies per hour also.
For tickets and exp and influence for defeats, the +level matters, but I don't have the calculations for that. Slower defeating is still bad though. :P -
Sure. But let's note for the general readership that farming on +4/8 is much less effective at getting drops per unit of time farmed.
You're free to play any way you like. But I keep seeing this meme, and I suspect that people think it's somehow "better" at producing rewards. It's not -- it's decisively worse except perhaps for power leveling, which is a different thing than farming. I suspect the reason I keep seeing it is that posters don't entirely understand, and just assume that the hardest setting is the best reward in all cases, or they're copying something they saw someone else post.
If it's fun for you, go for it. I'm just trying to help people who are still learning how things work avoid confusion, though. -
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Quote:I think it's the "tossing the deadly instrument of destruction like it's a little toy" that makes it so intimidating.She starts throwing the axe back and forth between her hands, which looks kind of silly. In retrospect, it's not that bad. It just makes the axe seem like a little toy instead of a deadly instrument of destruction.
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Don't get me wrong -- building for regen will work, and it has a certain fun value all its own. I don't want people to think defense set bonuses are the only way to build. I was just opining that if the goal is extreme ruggedness in and of itself, defense is a better bet for WP.
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And it's passive -- no end cost, can't be turned off.
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Quote:Here you go.I really am lost as to where to look for good information about adding global recharge without looking at every single set one at a time. Any help?
Complete list of sets
Complete list of specific set bonuses
Note that the "category" set bonus lists are sortable -- click the little bowtie-like symbol at the top of each column and you can sort by the value of the set bonus or the number of slots required to get that bonus or what have you. -
It doesn't look well-thought-out. In addition to the comments already posted, the Titanium Coatings aren't doing much for you at all, and the extra slotting in Hurdle and Super Speed seems extraneous -- doesn't SS cap with one lvl 50 IO?
And that's assuming you even need/want two and a half travel powers (SJ, SS, slotted Hurdle). -
Quote:Is regen even the best way to go for -Extreme- survivability? Although I have not built a WP Tanker yet, my inclination would be to emphasize defense slotting and let WP's already great native regen tidy up anything that gets through the defense.The title pretty much says it all, I'm wondering if it's even possible to get this. I know people that have claimed to know others that have them but never known anybody who's had one to prove it...If something like that can't be achieved so be it. I'm just looking for a build that's going to give me -Extreme- survivability while not lacking in damage.
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Quote:I was referring to the debuff resistance gained from slotting HOs, not to the soft cap or defense proper.I'm not sure what exploits a Shields build would be needing to get to the soft cap... it's possible to do it with just power picks and the Steadfast +defense IO, if I remember correctly. But maybe I misunderstood that comment, Sailboat.
But yes, I would definitely put Invuln over Shields. If Shields has its defense bypassed, it doesn't have a lot to fall back on for help. Invuln has good resists and Dull Pain on top of its defense. Shields is great fun, sure, but I wouldn't put it above Invuln in what it can take for damage. -
Quote:If you want an unkillable tank you need to go with Shield or Stone.Quote:Shield slotted properly is better than Inv or WP, top three IMO are Stone, Shield, WP.
Just off the top of my head, assuming both sets add Tough and Weave and IOs:
Inv: softcapped defense, great defense debuff resistance
Shd: softcapped defense, even better defense debuff resistance possible at very high cost in influence, using what's possibly an exploit that may someday get closed
Inv: 90% resistance to the predominant damage types in the game; 30-32% resistance to the other types
Shd: 40-46% resistance to the predominant damage types in the game; ~23% resistance to the other types
Inv: 40% life increase on demand, and huge heal on a longish recharge
Shd: 20% lfe increase all the time, no heal
To me, a key thing that stands out is Inv's 90% smashing and lethal resistance. Supposedly s/l damage is roughly 70% of the game's damage dealt to you; the 90% reduction instantly trivializes all that damage.
I guess you could be talking about Shield's better DDR...but if you build a cushion into your Inv Tanker's defense, it'll get quite a lot of mileage out of its 50% DDR. Mine does. (And I'm of the opinion that the HO...function...that gives Shields its highest DDR with a lot of cash investment might be changed some day, but that's just me.)
It's certainly possible I've overlooked something. Can you explain your reasoning?