SimonSayz

Apprentice
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  1. Quote:
    Originally Posted by StarGeek View Post
    I believe they will still get 10 merits when they are on a team when a bomb is set due to a long standing bug. **double checks logs** Yeah, a few weeks back during a raid, one guy said he wasn't getting any merits but had 10 after the bomb was planted. Unfortunately, nobody remembered the tier 4 bit at the time.
    I noticed there are some bugs that are still standing on a few things relating to both reward and vanguard. I received five reward merits for completing a mission from Unai Kemen (I think 5), I had to check my reward level just to be sure, but sure enough I was only level 1. I always wondered why they gated vanguard merits behind VIP/Paragon rewards.
  2. One note. Eagle's Claw for tankers says that it gives a 33% damage bonus AFTER 2.5 second delay. But it seems like the delay doesn't start counting down until the damage hits the target. So I have to execute an intermediate attack before the one I want the damage boost to affect. This delay, in addition to the slower refresh times on combat attributes, makes it difficult to judge when the damage bonus will affect me.

    This that delay working as intended? It doesn't really makes sense to me to have the delay there.
  3. I have a SD/MA tanker residing on Virtue on a F2P account that I was using to see how enjoyable the 'free' part of the Freedom can be. I was surprised at all the tools MA has that helps SD out. About the only thing that gives me trouble is endurance because the attacks come back so quick. To counter the end issue, and sometimes the self heal issue, I carry a row or two of blues and a row of greens. I am used to playing IO'ed toons with good endurance recovery; If I pace myself and watch my end on this tank, it is less of a problem, but still a problem nonetheless.

    A SD/DM tanker sounds better all around with it having a self heal, tohit debuffs, and an endurance recovery tool. However, that combo will be lower than the soft cap even with CJ + Weave. Maneuvers could be able to push it to the soft cap, but then you're adding even more of an end drain. One of the main reason I went MA and not DM was that DM's main AoE power is a small melee cone that caps at 5 targets. I don't think I could deal with that after having so many toons with impressive AoE potential. But for solo play, DM wins.

    Since my main account has so much crap sitting its storage base, I plan to second build my tank and put a decked out HO + ATO/OF build on him once he reaches 50.
  4. Quote:
    Originally Posted by Rajani Isa View Post
    Note Hide refreshes itself in 8 seconds, where normal stealth powers refresh after 10 seconds.
    And that two seconds can make a hide different when trying to evade in a PvP environment.

    As for the rage crash, I like to use the monitor to tell me when my damage has returned to normal more than when rages actually crashes. Just the simple fact that Nihilii has noticed the same thing puts my mind at ease knowing that it isn't just me.

    It is not a major issue, just a minor annoyance that would be nice to see an option for.
  5. For the life of my I could not find the answer this nor even a mention of this change through all my searching on the forums using multiple keywords.

    I remember some time last year (maybe Freedom release) that the combat attributes, and by extension the monitor, received a change that slowed the refresh rate of the attributes data by several degrees.

    I didn't mind it at the time as I did not require immediate feedback on the things I monitored. Now that I'm playing my brute sometimes and I get on my stalker in PvP zones, it's rather annoying having to wait a that little while longer to know for sure that my damage is returned to normal from a rage crash on my brute or that I am back at full stealth on my stalker.

    Now to the point. Is there any possible way to change the refresh time? I'm guessing there isn't because the server more than likely controls the rate at which it sends that data to the clients.
  6. Quote:
    Originally Posted by <span style="color: GoldenRod; font-weight: bold;">Agent White</span> View Post
    Is it saying you need to be 47 to use it?

    If so, I don't think it changes it's level beyond that. it's a high end enhancement.
    I thought the same thing until I used my only character below level 50 (a level 36 Defender) to complete the event. Once I received the drop, the enhancement text said that I must be level 33 to use it. I wonder if this is working as intendedI?

    I also observed, as I went into my base to store them in my enhancement bins, that the enhancement that I received on the level 36 character does not stack with the level 50 enhancements of the same type within the bins. Is seems like even though you can't see a level on the enhancement, they still have one.

    It would be nice if when they fix the market they also take every Overwhelming Force enhancements to level 10 or just remove the minimum level requirement.

    -Simon
  7. Quote:
    Originally Posted by Rajani Isa View Post
    While the queue requires all teammates be on the same instance, in my experience it doesn't care about league-mates.

    So team one could be in RWZ and team 2 in Pocket D, and it will let them queue as a single league.
    I was about to say the same thing. The game doesn't really let players know about this. IMO, I hate having to be in the same zone. Hopefully in the future we will be able to queue from in missions and be different zones than other league members.
  8. As far as I know, only Centrioles will give pets extra range because of the way HOs are passed down through pet summons. Cardiac shouldn't work because using that ability is just like slotting a range SO into a pet summon, and that alone will not grant more range on pet's attacks. Any buff power such as Clarion that grants +range will work too. Some of the demon's ranged attacks are flagged to ignore range enhancements though.

    Last time I checked, Centrioles worked in Mercs and Thugs. For kicks, get a second build and try slotting 3 Centrioles in each of your pets and get the Clarion with the +range buff. Your pets will mostly likely have sniper range on all of their ranged attacks for the duration of Clarion. I guarantee that the stupid AI will make them run into melee range however...
  9. Quote:
    Originally Posted by OmnipotentMerlin View Post
    No I mean when you are considered invisible. aka stealth rating is high enough. aka stealth+super speed or grant inviz on you. yes OnlyAffectsSelf does cancel Supremacy. But if your pets can't see you as far as the game is concerned you loose it too. This was like it back in the day. Unless something has changed it still is the same. Right now I don't have access to a computer with CoH on it so I can't test it out again.
    At least I was noticing this a very long time ago. I just haven't tested it out for very long.
    Line of sight has never canceled BG mode for me on any of my Masterminds. I just tested this to be sure and sure enough my pets were taking their share of damage from around a corner as I was being bombarded my Malta. I used to use this to my advantage to protect my pets from damage when AoEs are hitting my MM.

    I think the BG mode mechanic has the same radius as Supremacy, but it is not directly tied to supremacy it self.
  10. Someone told me that when the Demons set was made, some of the powers managed to be skipped when adding the "ignore recharge buffs/debuffs" flag. So if this is true, a demon/time would benefit a little more than other primaries.

    I deleted my demon/poison MM a while back, so I cannot test this claim.
  11. I'd imagine some type of Mastermind could do this fairly easily.
  12. Quote:
    Originally Posted by TheBoost View Post
    Thank you all for the replies, this makes me want to try this out even more.

    Also, to Klaw, I read somewhere that Robotics are purely range, which is what I want from my pets, that's why I decided on them.
    While, yes, they are ranged, the MM pet AI currently wants the pets to run into melee range of opponents for no reason after a few ranged attacks. This happens even if they have no melee attacks...

    Back in Issue 11, I had a Thugs/FF MM. During this time, I want to say that the Pet AI was golden. Anytime I wanted to attack a spawn, I only had to order my pets to attack when they were in range to use their AoEs (didn't need BG mode) and they would use their cone attacks (punks and enforcers) immediately EVERY TIME. Now? They usually start with running into melee range to use a single target range attack or something. Or my arsonist runs into melee range to punch the biggest foe in the face right before tossing a fire bomb in the group.

    Robots are no better. While fighting KoA, I tell my bots "No, stay there while the caltrops are on the ground, you will go nuts if you run into melee range!" What do they do? They run right in there and do nothing but try and get away all the while being killed by the DoT and the KoA.

    All I can say is I would be playing my MMs more if they did something about this.
  13. I once fed my acid mortar a bunch of break frees and it became a flying acid mortar of doom once I free it from the -100 mag immob it has in its resistance power. I didn't think it would be much more powerful if it floated along with the player.
  14. Quote:
    Originally Posted by Flower View Post
    It doesn't matter what set it comes from the enhancements (like acc/end red/recharge) will affect all powers the pet has.

    Obviously things like knockback, hold, heal will only affect powers on the pets that have those aspects.
    The way I understood it is that knockback set IOs, for example, would only enhance powers which can do knockback. So if you slotted an Acc/End from a knockback set into your Jounin, it should only affect powers like Golden Dragonfly.

    When you look at the real numbers in the enhancement screen, it sometimes lies in that it tells you that the Acc/End from the knockback set is affecting al the pet's powers when it really isn't.
  15. Quote:
    Originally Posted by Supernumiphone View Post
    Yeah the tier 1 and 2 powers were standardized as part of Defiance 2.0. It hurt some powersets, helped others, and overall made Blasters more boring to play (IMO of course).
    Well, that sucks. Thanks for the insight.
  16. I couldn't find this question answered anywhere else. Why does Gloom from Dark Blast have a longer cast time than the rest of the gloom powers in the game? Gloom on Corruptors, Defenders, and from Soul Mastery have a 1.1 second cast time, while Gloom for Blasters have a 1.67 cast time.

    Some might say "Well it's not that much of a difference," but after having played with a dark Corruptor and a Brute with Gloom, the difference is clearly visible right at the end of the attack. After the Gloom animation, the blaster's version has the toon sit there doing nothing waiting for the cast time to expire. Now I probably wouldn't even notice it if it didn't also root me, but it also roots the user... It's quite annoying for someone who likes to move around a lot.

    Was this really intended? I can't see how it was seeing as how the other gloom powers are untouched.
  17. Quote:
    Originally Posted by plainguy View Post
    They did fix the Enzyme. It was mentioned by Dechs in his build thread a while back its still within a few pages or just search for Dechs posts or look for my posts and I think I might have linked to that thread. That is why he went with just regular defense inventions on his protector bots. You could use IOs that do the reverse EG -Def debuffs, but again your in the same boat of them one day getting nerfed like Enyzmes or you can buy a 33% defense IO but it will cost about 150 million each, you will need at least 2. Otherwise 2 Defense inventions will suit you much better for a fraction of the cost.
    I'm pretty sure you meant Lysosomes. Lysosomes don't work for the ProBot shields, but Enzymes will because the shields are designed to accept End Redux, but not Accuracy.
  18. Quote:
    Originally Posted by ClawsandEffect View Post
    True, but what other AT can be at all combat effective while in PFF?
    MMs aren't at all combat effectiveness while in PFF. The pets will run off and die without buffs and direction from their master. I challenge you to fight longbow or PPD on a FF Mastermind without controlling your pets.

    Also, if you are going to exclude buffs and control as being effective while in PFF, I believe a FF Controller can do the same thing once they get to level 32. For example, a Plant Controller can do this chain: Summon Pet > Seeds > Carrion Creepers > PFF > watch tv.
  19. Quote:
    Originally Posted by Zyal View Post
    From what I am understanding from reading this, correct me if I'm wrong. One of your alts has the mystic power, yet you have never purchased the magic booster pack of the mystic power from the market. Also the magic pack is not the same as the mutation pack; they were separate packs.

    So you have a bug where one of your alts has a power it shouldn't have?
    Correct.
  20. Quote:
    Originally Posted by EarthWyrm View Post
    Please note that this is not a great way to encourage people to try helping you.

    If it is in the power listing for one character but not others, that would be a bug, and something you should submit a petition regarding.
    It's quite annoying/rude for someone to jump in a thread and write in reply to a question they did not fully read if at all. I'd imagine it's annoying/rude reading my response also. Equal ground.
  21. Quote:
    Originally Posted by StarGeek View Post
    Ok, to be clear, are you able to drag this Mystic Fortune to your power tray and use it on other players?
    Yes. I am talking about the power used to grant other people a fortune.


    Quote:
    On the other characters that don't have it, try targeting another player and type /PowExecName Mystic Fortune in the chat bar to see if it goes off.
    On my other characters, nothing happens. The power isn't displayed in the powers list.

    Quote:
    Maybe also check under email to see if Mystic Fortune can be claimed on the other characters. It's a long shot, as I don't think MF gets added to a character that way.

    Finally, try typing /MyPurchases into the chat bar. Here's a post from SnowGlobe that might help with the big pile of text it gives
    It is not in any e-mails and the /MyPurchases command doesn't list Mystic Fortune anywhere in there. It does, however, list Secondary Mutation and it says that I have not claimed it, which is untrue. So I'm going to ignore that.

    To be more clear, this isn't a problem. I am just curious as to if this is a bug of some kind. IT wouldn't be right if random people received something for free that other people had paid for.
  22. Quote:
    Originally Posted by Malice_A4Thought View Post
    Did you buy the Magic pack prior to the release of Freedom? If so, the mystic fortune power will be in the (I think) temp power listing. Find it by clicking on the words at top of your power tray then scrolling down and looking at the right side of the columns. You can drag it to your power trays. This will need to be done for each toon on the account.
    I take it you didn't read my question at all.
  23. Quote:
    Originally Posted by ClawsandEffect View Post
    So ATs like Stalkers can't skip the power that the rest of their inherent abilities revolves around.

    A Stalker without Hide is just a really squishy scrapper with less AoE. They NEED Hide to function properly.

    Tanks have Bruising in their tier 1 power. Admittedly that was a recent addition, but still applies.

    Most Blasters have a single target immobilize as their tier 1, which serves to keep things out of melee range of them. (Except Energy Manipulation, which gets a "get off me" power instead in Power Thrust). Also, Blasters can use their tier 1 secondary power while mezzed, being forced to take it guarantees that you will have at least 2 powers you can use while mezzed.

    Defenders are forced to take at least one damaging power so they can't build to be completely defenseless (though some manage it anyway)

    Scrappers and Brutes are generally given the power that will help their survivability the most at low levels.

    Dominators are given their first ranged attack.

    Masterminds usually have either A) a heal power, or B) a utility power (like Force Bolt), depending on the secondary.

    Corruptors usually get a heal if the set has one, or the most useful low level power if it doesn't. Yes, keeping things at range at level 1 is a useful ability.

    And so on. It's pretty much universal that you will get A) a mandatory damaging power, B) a utility/keep them off you power, or C) A survivability power as your tier 1.

    Rajani has a good point as well. The tier 1 is always a useful solo power. The devs can't guarantee that you will always have a team, they CAN however, guarantee that you will spend at least SOME time solo.
    This was generally true until they broke the mold last issue by giving Controllers and Corruptors the Poison set. I hate that they did not also give Defenders this set because that means no matter which AT I choose to use this set with, I'll have a useless single target only heal that I will use as often as Shadowy Presence unless I'm playing a Mastermind.

    The Devs could have (and probably can still) switch the first and second powers around and still have good functionality in the lower levels. They did this when they made Force Field for Masterminds way back when. They switched some things around so Mastermind didn't have to take PFF at level one. It would have made sense to reposition Poison's heal before porting it over to other ATs.

    [Rant]
    I really wish they gave Poison to Defenders. I could have gotten by if they moved some of the powers around before porting the set over to Controllers and Corruptors, but that didn't happen. So now I have to wait for them to give it to Defenders in the future or move the powers around for Controllers and Corruptors.

    Yes, I hate poison's heal enough to wait.
    [/Rant]
  24. Quote:
    Originally Posted by StarGeek View Post
    When someone uses Mystic Fortune on you, whatever the result was will show up under your powers, but as an auto power. If you can't drag it into the tray, you don't have the ability to use it on others.
    I tried to be clear in my first post, but I guess I failed. I'm not referring to the auto power that is granted to your toon after accepted a Mystic Fortune. I'm referring to the power that GRANTS the fortune to other people. That is the power that only one out of all my toons currently has.