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Sounds like a nice feature. Is this the way the system currently is, or is it coming in I7?
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Seriously? I soloed the even-level EB version with my MA/SR not too long ago. Granted, the fight only lasted about 90 seconds, but he *never* hit me. I don't recall exactly, but if there was anything on top of my toggles, it was just some inspirations -- not Elude.
I must've gotten really, really lucky or something ::shrugs::
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There is a difference. Melee vs. Range. Chimera uses his sword in melee and his arrows at range. The sword seems to have normal accuracy, but the arrows appear to be basically auto-hit. Since you are a melee AT, it makes sense that he would not have been able to hit you much.
For my defender, it is a little bit different. I usually fight at range because I don't have the hitpoints or resistance to survive in melee against an elite boss. -
Um... I have to agree with the other posters here. Chimera's accuracy appears to be auto-hit.
I attempted to solo the elite boss version of him a couple days ago with my FF/Rad defender. Even with Personal Force Field, Dispersion Bubble, and 4 purple inspirations going, he never once missed a shot with his bow. I stood there for several minutes just to be sure.
As it turned out, I had to call in help from a couple SG members to take him down. My build relies on defense, which seems to have no affect on Chimera. -
Thanks for all the quick replies. I have another question:
It seems that every time that new badges are added they are not in order with existing badges. They appear at either the top or bottom of the badge screen. Some, like the PVP badges, are not even grouped together which makes it difficult to keep track of them. Are there any plans to rearrange the order of these so that similar badges are grouped together? -
Thanks Positron.
Accolades - we don't seem to have them on the villain side of the game, other then the winter event and respec ones. Will we be seeing these added soon or will it be possible to get the hero accolades for villains? -
Ok, well that will help offset the Stamina nerf, but how about everything else? Having endurance really won't help me if I can't do much damage or can't defend my team effectively.
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That's very nice. Thank you.
But I do have to ask, is this the reason for the enhancement change, since fully stacked defenses would be higher without it? -
Its nice that you assembled and posted this. The one problem I see is that the columns don't line up very well which makes it difficult to understand especially lower on the list.
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As for assigning the badges to those with the souvenirs. That -might- (in the biggest sense of the word) be possible, but it will have to wait until some of the engineers get their heads up from City of Villains to take a look at this. Rest assured that I am looking into this option (which I know doesn't satisfy everyone).
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That would be great for the people who have souvenirs, but it would be really nice if those of us that couldn't get them were able to get the badges too.
Considering that the souvenirs were removed without advance notice to the players, and many of us expected to get them and didn't, would it be possible to reward the badge to those who recieved the souvenirs and then datamine only the last couple of months for those of us who were unable to get the souvenirs? -
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The fact of the matter is, we are losing out on a lot of content now that the TF souvenirs are gone, and there has been practially ZERO dev response to it.
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Actually, in one of the Ask Statesman sessions, someone asked about the loss of souvenirs and Statesman said that he is looking to replace them with a journal feature. Only problem is that he gave no indication of when that would be coming. -
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As for not getting souverniers only the issue 3 tfs such as moonfire, ernesto hess and calvin scott didn't give the souverniers.
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Yes they did, as did the shadow shard task forces. The only problem was that you often had to petition to get them. I have the Calvin Scott and Ernesto Hess souvenirs on one of my characters. -
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I'll pop in here so you guys have a new target.
The original Task Force Datamine took 3 months to finish. That was to go over 2 months worth of data.
We now have 18 months worth of data. We looked for a more effecient solution, but our estimates still come out at 2 years to datamine and get you your badges.
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Ok. that's a fair explanation. But I'd still like to know why we can't petition for it on an individual basis. In my case, I have the start/end times, character names, etc. It should be a simple matter to verify the information that I can provide then award if appropriate. -
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You can read the story during a task force (or anyone's mission) by clicking on the i button next to the mission on the missions drop down.
Enjoy.
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Yes it is possible, but highly impractical. Unless you have a very understanding team or unless everyone goes afk at the end of each mission, I think you will have tough time pausing to read all the clues while you team is busy fighting or traveling.
Also, the task force completion message only gets displayed to the leader. There is no other way for you to see it. -
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Well, this one makes the "Lame List" as well. I suppose it's good there was never a Souvenir for the Shard TF's otherwise they'd be forced to datamine.
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They did have souvenirs for the Shadow Shard task forces. Unfortunately, they stopped awarding them about two months ago without providing any advance notice to the players.
So that means that those of us that completed them in the last two months are basically screwed. We get no reward whatsoever unless we choose to redo all 30 hours of our work. -
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Tyrone Lockhart actually turns out to be a leuitenant in the Nemesis Army, as discovered in The Eternal Nemesis, and we also learn "that Lockhart often used the Sky Raiders to do jobs for Nemesis, but the Sky Raiders didn't know who was really pulling the strings for the most part. Seems Nemesis was trying to either absorb them or set them up as fall guys."
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I guess I was wrong then. Its just as good that I didn't try to write a guide like this since I have such a poor memory of such things. -
This is a very nice guide. Thank you for putting it together.
Something I think you missed about the Malta/Sky Raiders - In a high level mini-arc, they are linked together. Tyrone Lockhart is actually a malta boss in one mission. As I remember, the sky raiders are actually a subgroup of the Malta, although they probably don't realize that.
Also, for information on the Rularuu, its a bit cryptic. The best that I know of is the Shadow Shard task forces, which are listed in detail on the nofuture website Here -
Thanks for the feedback. To address your points:
1) All healing powers, including Aid Other, will wake someone up from sleep, which is the most common form of enemy mez. They do not provide any sleep resistance though, and are ineffective with any other mez effect.
2)Stimulant duration starts out very short, but increases as you gain levels. This is somewhat similar to flight speed increase by level gain. I have not extensively tested this yet.
3)Slotting is a personal choice. If I only had one slot in Aid Other, I would use a heal enhancement. The interrupt time of the power is fairly short as it is and while its worth putting an interrupt reducer in eventually, it wouldn't be my first choice.
4) Keep in mind that Defenders get about a 20% boost on the effectiveness of all buffs, including heals. I plan to check specific heal numbers eventually once I get some more time.
I tried to edit my original post to include some of this, but it won't let me. I guess this will all go into the next version of the guide then. -
The medicine pool can be very useful to have. I chose to take it on my characters to augment my defensive capabilities sort of a backup healer role.
First, some background on me. I have used the medicine pool extensively. I currently have a level 50 Force Field Defender and a level 30 Force Field Controller who both took the medicine pool. I also plan to take it for my Warshade as part of his build. I will be talking about the medicine pool from my own experience using it.
Now before I get into the individual power descriptions, there is one thing that I want to mention since it applies to all powers in the set. Every power in the medicine pool is interruptible. This means that any enemy effect, not just limited to damage, will prevent you from using a medicine pool power. This includes caltrops, quicksand, circle of thorns crystals (even the helpful ones), any regular damage, inside the jello (Hamidon), anchor powers like Snow Storm or Lingering Radiation, etc. Fortunately, the range of the powers is now far enough that you can usually stand just outside of any of these effects and still heal/buff your teammates inside.
Aid Other: This is a good, short range single target heal. The base heal amount is quite high on par with Heal Other from the Empathy powerset. The base recharge is 10 seconds, as opposed to the 4 seconds that Empathy and Storm have. Although range was increased in Issue 4, it is still quite short. You will need to be fairly close to the person that you are healing. Endurance cost for the power is low. Activation time is also low. If you have the slots for it, I recommend using 3 Heal, 1 Recharge Reduction, and 1 Interrupt Reduction.
Stimulant: This is an ally buff that provides resistance from Sleep, Hold, Disorient, and Immobilize. This is the same power as Clear Mind from the Empathy powerset, only with shorter range, longer recharge, and higher endurance cost. And, as with all medicine pool powers, its interruptible. Stimulant is best used before a battle rather then during one. I have less experience with this power since I did not take it with either of my bubblers. They both have Dispersion Bubble which already provides AOE status protection.
Aid Self: Its a self version of Aid Other with a 20 second recharge and a higher endurance cost. There is one very nice thing about this power - Unlike the inherent power Rest, Aid Self can be used while inside Personal Force Field or while using Phase Shift. You must have either Aid Other or Stimulant before you can get Aid Self.
Resuscitate: This is a revival power for a single defeated ally. It will completely restore health, but not any endurance. It has a fairly high endurance cost of 37.5 which is equal to the Dark Defender rez, Howling Twilight. Its base recharge time is three minutes. You must have any two of the first three powers in the set before you can get Resuscitate. If you are going to get this power, I highly recommend getting Recall Friend from the Teleportation pool as well. With both powers, if a battle gets too tough and you are able to find somewhere safe, you can teleport your team to you and revive any fallen teammates with little risk. I recommend putting one recharge reduction enhancement in Resuscitate.
Frequently Asked Questions:
Q: Can I get the healing badges from the Medicine pool powers?
A: Yes, but it will take a long time. Only Aid Other and Resuscitate count for the badges.
Q: W00T! I just picked up Aid Other from the medicine pool. Im a healer now, right?
A: No you arent. In a medium or large team, you will probably not be able to keep up with the healing needs of the team. You are more of a backup healer