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Posts
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Joined
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should be okay with me, unless I get called to help out teach sailing.
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umm correct me if I'm wrong, but I'm pretty sure MsMpEng.exe is actually Windows Defender background scanning
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renaming of Masterminds to Mono Mums; change of all pet classes to "******* Children"; name t1s to Adolescents; t2: Pubescents; t3: ASBO - should justify the current pet AI for the future :P
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its basically the same as an unslotted DM Shadow Maul (with slightly higher base dmg iirc?)
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Quote:oh the 1 that gets me is when ur hitting away with no problems at all, then pop a small acc insp coz u've filled up ur insp slots, then lo and behold you miss the next 3 attacks in a row - "hey he popped a yellow, he must have not missed since the last yellow he popped, better make him miss a few times just incase"The thing I've found myself yelling at my screen the most recently has been along the lines of "Stop ****** missing!!!" and "Hit! Hit! Hit! Hit or you're dead!" For some reason, the game is adamant about giving me 96 and 97 to-hit rolls. Only not when I actually have proof of it. The moment I fired up HeroStats, I suddenly stopped missing altogether. Then when I turned it off, within a day I was back to seemingly intentionally missing my biggest attacks and forcing streakbreaker after streakbreaker.
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spectral demons are notorious too in CoT missions - 1 hit/taunt and they decide that exploring the entire mission map is a great idea
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might have to book a week off work, then I'd be up for it :P
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/release_pets will dismiss them if the bug occurs, enabling you to recast
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Quote:I'd put Howling Twilight as the most useful tool in /Dark, followed by Tar Patch. Oh and Bot knockback can be overcome with Electric Fences from Mu MasteryTar patch is definitely the most useful tool in /Dark to get things to stay in the burn patch. Pity the flashy bots keep knocking things out of it while the modest thugs keep knocking things down on their backs to burn some more in it.
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I remember trying to solo spawn him not so long ago, and I did see him briefly whilst flying around at night - I actually flew past him before I recognised who it was, and as soon as I spun around to chase him, he'd vanished - so I'm guessing that he does spawn but despawns after a very short period of time.
As for the event messages, I thought they only popped up if the GM was aggroed by a player -
I ended up respeccing out of the heal pool, and focussed primarily on damage, recharge and defence, which I found works very well on my current build - mobs drop too quicky to cause any problems most of the time. I also only concentrated on melee attacks, only taking gloom for set bonus and the occasional pull/runaway mob.
Still not quite completed the build (missing purple sets and a few lotgs), but she can handle quite large groups of mobs fairly well. Here's my final build setup:
Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Misscene: Level 50 Natural Arachnos Widow
Primary Power Set: Night Widow Training
Secondary Power Set: Widow Teamwork
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Swipe -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(7)
Level 1: Combat Training: Defensive -- LkGmblr-Def(A), LkGmblr-Rchg+(7)
Level 2: Strike -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(9), Mako-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(11), Mako-Acc/Dmg/EndRdx/Rchg(11), Mako-Dam%(13)
Level 4: Tactical Training: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(13), RedFtn-Def/EndRdx/Rchg(15), RedFtn-Def(15), RedFtn-EndRdx(17), RedFtn-EndRdx/Rchg(17)
Level 6: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(19), LkGmblr-Rchg+(27)
Level 8: Follow Up -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(19), C'ngImp-Acc/Dmg/Rchg(21), C'ngImp-Acc/Dmg/EndRdx(21), C'ngImp-Dmg/EndRdx/Rchg(23)
Level 10: Swift -- Flight-I(A)
Level 12: Indomitable Will -- S'fstPrt-ResDam/Def+(A)
Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(23)
Level 16: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(25), Mrcl-Heal(25), Mrcl-Rcvry+(27)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(31), P'Shift-EndMod/Acc/Rchg(31), P'Shift-EndMod/Acc(33), P'Shift-End%(33)
Level 22: Slash -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(33), Mako-Dmg/Rchg(34), Mako-Acc/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Dam%(36)
Level 24: Mask Presence -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(31), RedFtn-EndRdx/Rchg(42), RedFtn-Def/EndRdx/Rchg(43), RedFtn-Def(50), RedFtn-EndRdx(50)
Level 26: Mental Training -- Flight-I(A)
Level 28: Tactical Training: Leadership -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(36), AdjTgt-ToHit/EndRdx/Rchg(36), AdjTgt-EndRdx/Rchg(37), AdjTgt-ToHit/EndRdx(37)
Level 30: Mind Link -- LkGmblr-Def/Rchg(A), LkGmblr-Rchg+(37), AdjTgt-ToHit/Rchg(39), AdjTgt-EndRdx/Rchg(43)
Level 32: Spin -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(40), Armgdn-Acc/Rchg(40), Armgdn-Dmg/EndRdx(42), Armgdn-Dam%(42)
Level 35: Foresight -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(39), RedFtn-EndRdx/Rchg(39), RedFtn-Def/EndRdx/Rchg(40), RedFtn-Def(43)
Level 38: Lunge -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(45), Hectmb-Acc/Rchg(45), Hectmb-Dmg/EndRdx(45), Hectmb-Dam%(46)
Level 41: Gloom -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(46), Decim-Dmg/Rchg(46), Decim-Acc/EndRdx/Rchg(48), Decim-Acc/Dmg/Rchg(48)
Level 44: Tactical Training: Vengeance -- LkGmblr-Def/Rchg(A), LkGmblr-Rchg+(50)
Level 47: Combat Jumping -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(48)
Level 49: Tactical Training: Assault -- EndRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Conditioning
Level 6: Ninja Run
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I'd be interested too - been wanting to get more out of my wp/dm tank anyway
on Defiant -
they didn't stop attacking if the mob originally started to attack, then got mezzed/stunned halfway through - they used to keep attacking them until they were dead. I now frequently have half health mezzed mobs and my pets go docile
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Quote:hmm... how about having flashback arcs in ouro that allow you to obtain the anniversary badges, but they'd have to be played in the game style of when the badges came out. EG: no IO system, lvl 40 cap, no temp powers, no accolades etc etcI would support that, but only if they cost insanely, stupid ridiculous amounts of salvage and inf, so only the most desperate of us will go for these badges. I am thinking 3000 canes and 100mill inf to craft. after all we are warping time and inserting our toon into the past.
but mostly I like having badges that people will complain are too hard to get; we don't have any of those left in this kinder gentler era.
on a personal note I am missing 2 of these so I would be double humping get meet such stupidly high goals. -
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iirc the badge message pop-ups haven't worked for those 2 badges since it's release
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Quote:Follow Defensive delay only noticably took effect if you set them in that mode during or just prior to a fight, now that delay is occuring as soon as you use a lift, or other form of zoning in missions.remember, Follow Defensive takes a few seconds to activate Bodyguard protection. Goto Defensive on the other hand activates Bodyguard straight away, and they begin responding to threats against you, straight away.
They also randomly delay attacking during fights, and I've noticed that they will actually stop attacking all together during a fight if you happen to stun, fear or hold the mobs. They seem to stop attacking if the MM is no longer holding aggro - I have to spam provoke constantly now to try to get them to initiate attacking. -
MMs have it really bad when trying to get these badges... the ultra-low base HP just makes it awful to farm damage - took about 19hours just to get 4.5mill dmg, and I could only use a lvl 50 CoT Guide.
Actual damage taken during gameplay with my MM is a bit iffy too I think, due to pet damage not registering when sharing the damage taken to the MM in BG mode.
In over 3yrs of gameplay - about 1500 in hours just on my MM, of which only 19hrs was afk dmg farming - and I'm still 4mill short of the 10mill badge. -
Sharkhead's Potters Field is a really good area for getting quite a few badges without having to wait for random spawns that much. You can go for BP Spirits, CoT Mages/Sucubi + Hellfrosts, Freakshow Tanks, plus Sky Raider Skiffs and Council Warwolves to the south, just by running from top to bottom of the beach there.