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Posts
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Joined
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only have 3 50s myself. Unlocked 2 of them and busy respeccing out the 3rd before I do the Arc (needed 2 respecs to swap out enhancements without losing them). Will probably make the rest of my alts Incarnates too once they hit 50, shouldn't be too hard as I only have 10 toons in total
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This feature has only been added to pets because it was added to NPCs. If a pet is under the control of an MM (or other pet class), they shouldn't be doing anything other than what you command them. I doubt putting a radius restriction on them is going to help seeing as it totally breaks your level of control.
The goto command gave the player the option/power to move pets out of patches when they got hit, but now it doesn't even function when they act as they do now, unless you spam it and get lucky.
Its a side effect of the NPCs getting AI additions, which basicly says that pets are getting inherrent critter AI. Examples of this are the running away, the need to melee as a range, and the "oh you're mezzed, so that means if you can't hit me, I can't hit you" syndrome.
The MMs pets are its main damage weapons, what would players think if their AT (other than MM) suddenly found that their main attack powers completely ignored the spawn of mobs it was attacking, then ran around the corner to go and sit among several other spawns thinking this was the best plan? Or how about your ranged attack decided it was best if it decided to stop short of the intended target and use brawl?
I mean, why don't we pour more salt into the wound and make all pets AI like Fluffy's - with ZERO commands - yay fun -
Ok so not an i19 specific bug (because it's been happening before it came out), but I sure is one anyway...
When foes are mezzed or immobilised during a fight pets stop attacking, but not only that, I've noticed that this happens on both sides (pets and npcs) even when they aren't. It's like both pets' and critters' aggro lists just wipe and everyone just stands around doing nothing until the player attacks.
In a similar area, I've also seen my pets attack individual mobs or spawns who are not aggroed and are just loitering around in attack range, and have not noticed me. Now I always run in bodyguard mode, so somewhere in the pets defensive AI they're being aggressive. -
Quote:not just toggles either. Just this minute exited a mission and not only were all my toggles deactivated, but all my pets disappeared too. (Malta Tip Mission fyi)Even more....
-- Toggles (that includes Sprint, too...) keep randomly dropping after zoning, it's annoying, and sometimes deadly if not caught before you jump head first into a mob, lol.
EDIT: and again after completing another tip mission -
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or you can use the curse breaker that you get with V-merits?
EDIT: nvm its already been mentioned :/ -
Quote:Imagine how embarassing it would be to get defeated by Captain OuthouseI already don't care for many of the dumb looking/named characters I end up playing with on pick-up groups, I *really* don't want to end up being forced to face such characters...and it would be even worse if said stupid-looking/dumb-named/[insert copyrighted character]-rip off actually beat me because they just happen to have a particularly potent power like Elude or Energy Drain.
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Just a few bugs I've experienced:
Roy Cooler Arc - the mission where you have to search for the President around Talos streets:
- Zoning to the streets caused the old elevator syndrome for my Bots - They ran all the way to the otherside of the map, finally returning after 5mins (the time it took me to /bug it).
Animation bugs:
- Nemesis staff animation after being mezzed results in you looking like a drunk trying to swat a fly with a huge pole.
- Casting Dark Servant after casting and upgrading Bots results in Bots going through upgrade animation again - this was an old bug that was fixed a while back but has reappeared since i19
- Various attack animations fail to initiate - could be just lag in this case as it happens with random attacks on different ATs. Sands of Mu seems to be the most common though.
Sound Bugs:
- Secondary Mutation sound kicks in when casting Howling Twilight - This usuall happens if you cast the mutation at the start of a mission, and then use HT during that mission.
- While this may not be a bug its a little off putting: Drones, Turrets etc sounding like R2D2 being punched repeatedly, whilst being attacked.
Arena
- Swiss Draw caused a CTD for me and most (if not all) of the other participating players. As soon as I tried to access the Arena list after relogging, I immediately CTDed again. -
Just checking to see if anyone else was having issues connecting to it, or whether it was just me.
EDIT: nvm it's back up now. -
that's what the /goto command is for, or if you have them, AoE heals
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Whenever my bots get hit with a DoT, or get caught in an AoE patch etc, they suddenly feel the need to run around trying to escape, which is down right annoying when you're in a tight area, or if there are other spawns close by. I also think this contributes to the melee bug pets are currently experiencing as well.
Bots running around with DoTs on them seems to indicate they have feelings, which frankly seems retarded. This could also be said with most of the player-cast pets (I'm sure I could think of reasons for Mercs and Thugs not running around - conditioning/drugged maybe).
This seems to be yet another knock on effect of pet AI sharing NPC AI, as they also try to escape AoEs and DoTs. Maybe its time for pets to have their own AI. -
I've set myself the task of getting all or most of the different uncommons and seeing what effects they have on my Bot/Dark.
So far I've only got a Cardiac Radial Boost, a basic Musclature Boost and a basic Cardiac Boost that I will be upgrading to Core Boost soon.
Cardiac Radial Boost - This has been extremely nice on the endurance cost for both me and my pets. The end drain on Prot Bots is very minimal now, and casting all 3 tiers and fluffy can be done simultaneously and still be left with over 50% end.
Musclature Boost - Even though all my pets are @ 94% and above on damage, I did notice quite a difference in the speed spawns went down. Can't wait to see the damage output when I upgrade this to a Core Boost. -
Quote:This won't fix it. Prot Bots and Phantoms don't have any melee attacks and still go into "Hey I think I'll tank this lot solo whether you like it or not" melee mode.They have melee attacks so the answer will be yes until they just remove it from ranged pets entirely. Easy fix.
I'm not entirely sure, but maybe that the melee bug is some knock-on effect from pets getting out from AoE damage patches. I don't recall pets running from the toxic fumes Vicious Rikti Monkeys give off when they die, or nemesis AoEs or burn patches before, iirc they just used to stand there.
Is this a new feature of the pet AI, or have I just not been as observant of my pets behaviours before now? Either way this is an extremely annoying feature when in caves or other tight spots, and for AoE healing. -
Quote:I highly doubt it. The AI melee bug as it stands is 1 of the main reasons I'm not even going to bother attempt it atm. Its bad enough trying to control pets on solo /x4 - x8 mishes, but on TF/SFs they're just unbearable....I also figure as a bots MM I'm at least slightly better off than the sets with melee pets.
Guaranteed you'll spend more time spamming goto or follow and running around like hell than actually doing anything worth while in that last mission if you try to keep your pets alive, and IMO I would just feel like a sub-par filler if I remained petless through it. -
Quote:Paragon Explodes and everyone ends up with animated hair?Destructive potential = a chance to revamp the city?
The first Rikti invasion transformed the look of Paragon City, so something on a similar scale could open lots of interesting new things looks-wise for the game world. -
Probably been said before dozens of times since the issue has been around for ages, but when a mob gets stuck in the wall and you can't hit it, but it can hit you it is sooooooooo very annoying. Even more so when said critter is part of a defeat all/leader group.
Usually they try getting out by themselves because of aggro, but not when its a sniper, they just stand there because of the immobilize. What's doubly annoying is when the sniper (nemesis in this case, can AoE all your pets to death without getting hit.
Please please please fix this! -
I took fighting pool for my bot/dark. I used Tough as a mule for Reactive Armour res/+def, which allowed me to boost end redux and resistance in Charged Armour without losing any slots (added Ribosome HO), and Weave allowed me to free up 1 slot in electric fences and replace Enfeebled set with Grav Anchor set and still have improved overall defences. The spare slot went into Tar Patch for more recharge so I could stack it for longer.
Overall, taking the fighting pool allowed me to optimise my endurance cost on some of my powers with no loss to defence at all. I'm slightly down on regen, but that's because I swapped out the Numina heal for Miracle heal for the extra 2.5% recovery bonus. -
pet AI is worse now since i19. Giving commands is now like shouting at a dead deaf person.
My MM has better def, rech, res and acc with inherent fitness, but my bots got dumber. If I stick an alpha in, my pets will probably refuse to spawn when I summon them, or will spawn in the middle of a TF on another server. Programmed with Artificial Idiocy would be more accurate. -
provoke works very well with Dark Miasma, especially when you're running Darkest Night, as this also acts as an aoe taunt, helping towards keeping you the centre of attention.
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Some update images for you:
Completed Pyramid Room 1
Completed Pyramid Room 2
The Maze - Entrance
The Maze - Balcony Room
The Maze - Top Floor View
Trauma Centre Quadrant
Trauma Centre Teleport Cubicle*
*Some Medi Teleports have/will have their own little cubicle/room to simulate private medical treatment rooms -
Quote:Yup, all quiet on Defiant too, maybe we just like doing stuff the proper way for the sense of morality, who knows. I've not even seen any RMT spam in over a year either, think they gave up because we don't take shortcuts, and because we have a small cosey community - also the reason for not having many rude players.EU> Union is fine for us. those who shout out 90%-95% of the time is for AE arc missions, those who manage to farm keep to themselves or go with fellow people who know about it.
Cup of tea anyone? -
I go rebubble my bots and fluffy, then go back to guarding the reactor
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I stuck with the range defense on my build, but still managing a decent amount of recharge at the same time. Didn't take haste, took hover/fly, and went for leadership pool instead of fighting:
Villain Plan by Mids' Villain Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
Corruscene: Level 50 Magic Corruptor
Primary Power Set: Dual Pistols
Secondary Power Set: Dark Miasma
Power Pool: Flight
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Pistols -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(39)
Level 1: Twilight Grasp -- Theft-Heal/Rchg(A), Theft-Acc/Heal(7), Theft-Acc/EndRdx/Heal(7), Theft-Acc/EndRdx/Rchg(9), Theft-+End%(9)
Level 2: Dual Wield -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(11), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/Rchg(13), Thundr-Acc/Dmg/EndRdx(13), Thundr-Dmg/EndRdx/Rchg(15)
Level 4: Tar Patch -- RechRdx-I(A)
Level 6: Hover -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(15), LkGmblr-Rchg+(17)
Level 8: Swap Ammo
Level 10: Assault -- EndRdx-I(A)
Level 12: Bullet Rain -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(17), Ragnrk-Acc/Rchg(19), Ragnrk-Dmg/EndRdx(19), Ragnrk-Knock%(21)
Level 14: Fly -- Zephyr-Travel(A), Zephyr-ResKB(21)
Level 16: Suppressive Fire -- BasGaze-Acc/Rchg(A), BasGaze-Rchg/Hold(31), BasGaze-EndRdx/Rchg/Hold(33), BasGaze-Acc/EndRdx/Rchg/Hold(33)
Level 18: Shadow Fall -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(25), RedFtn-EndRdx(25), RedFtn-Def/EndRdx/Rchg(27), RedFtn-Def(27), LkGmblr-Rchg+(29)
Level 20: Executioner's Shot -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(33), Thundr-Acc/Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(37)
Level 22: Howling Twilight -- Amaze-Stun(A), Amaze-Stun/Rchg(23), Amaze-Acc/Stun/Rchg(31), Amaze-Acc/Rchg(34), Amaze-EndRdx/Stun(50)
Level 24: Fearsome Stare -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(34), Cloud-Acc/Rchg(34), Cloud-ToHitDeb/EndRdx/Rchg(36), Cloud-Acc/EndRdx/Rchg(36), Cloud-%Dam(36)
Level 26: Darkest Night -- DampS-ToHitDeb(A), DampS-ToHitDeb/Rchg(39), DampS-ToHitDeb/Rchg/EndRdx(39), DampS-Rchg/EndRdx(40), DampS-ToHitDeb/EndRdx(40)
Level 28: Maneuvers -- HO:Cyto(A), LkGmblr-Def/EndRdx(31), LkGmblr-Rchg+(37)
Level 30: Combat Jumping -- LkGmblr-Rchg+(A)
Level 32: Petrifying Gaze -- BasGaze-Acc/Rchg(A), BasGaze-Rchg/Hold(50)
Level 35: Hail of Bullets -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(40), Armgdn-Acc/Rchg(43), Armgdn-Dmg/EndRdx(45), Armgdn-Dam%(45)
Level 38: Dark Servant -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(42), Cloud-Acc/Rchg(42), Cloud-ToHitDeb/EndRdx/Rchg(42), Cloud-Acc/EndRdx/Rchg(46), Cloud-%Dam(46)
Level 41: Dark Embrace -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(43), Aegis-Psi/Status(43), S'fstPrt-ResDam/Def+(45)
Level 44: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(46), Oblit-Dmg/Rchg(48), Oblit-Acc/Dmg/Rchg(48), Oblit-Acc/Dmg/EndRdx/Rchg(48)
Level 47: Power Boost -- RechRdx-I(A)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Scourge
Level 4: Ninja Run
Level 8: Incendiary Ammunition
Level 8: Chemical Ammunition
Level 8: Cryo Ammunition
Level 1: Swift -- Flight-I(A)
Level 1: Hurdle -- Jump-I(A)
Level 1: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(23)
Level 1: Stamina -- P'Shift-EndMod(A), P'Shift-End%(29), EndMod-I(50)
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