The Grim Heaper

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  1. Quote:
    Originally Posted by Hube02 View Post
    Maybe this has been asked before, couldn't find anything.

    I'm playing my first character that has powers that sap an enemies endurance. Electric/Electric.

    When my endurance hits zero all my shields go down, I can't attack, and I die relatively quickly.

    When I sap an enemies endurance down to zero, or what looks like zero to me, they continue to attack and they are still just as hard to hit.

    Funny how some minion can keep attacking me with no endurance but my "Super Hero" cannot and dies in two hits when I loose my all defense because of it?

    Am I wrong? Do they really still have endurance when I think they have none?

    If not, and they really can keep hitting and are still hard to hit with no endurance, then can someone explain to me what use endurance sapping powers? Other than the small chance it with transfer a tiny portion of that endurance to me?
    This is often an issue with older enemy groups - Most older enemies have few attacks, and what they do have costs so little that unless you KEEP them at 0, one tick of recovery gives them enough to initiate an attack. So generally, draining them isn't enough, you need to apply enough -Recovery to keep them there too.

    To see what I mean about older groups, take a 50 into perez park, and aggrivate a bunch of clockwork minions. watch their endurance bars. they have one or two attacks that they cycle through, and their bars will barely move. Take that same 50 to praetoria and get a few of their clockwork minions to fight you. Some Praetorian Clockwork models can drain themselves just by shooting for long enough. And even while they can still get off regular attacks from ticks of recovery - it tends to slow their damage output considerably.

    If nothing else draining them is good for a few things even against older enemies; Shutting down those blasted -acc/tohit auras BP/tsoo lts have.
  2. The Grim Heaper

    Hero in Blue

    I call him Chromium Man - He stands for truth, justice, and the use of ultra mode graphics settings!
  3. One zone that I've heard would be superior is the midnighter's club. Crafting tables / action house are both REALLY close to the zone entrance in cap/steel, and there's a store to sell at in zone.

    Personally I like Pocket D for the ease of access. I'm never more than a PD-VIP-teleporter away.
  4. Triumph is pocket D

    RWZ is a fairly accessible coop zone, but I find it to be problematic should a Mothership Raid break out; All those people standing about looking for iTrials count against the zone's cap - so the zone fills faster, potentially fewer people in the bowl, and trials that end have their members split between instances.

    Cimerora would seem to be (IMO) the superior alternative to Pocket D, as it is mostly used to form ITFs or farm the wall.
  5. Seems to be running at performance levels around what it was before the previous patch. Whatever the devs did, they undid/fixed it.

    Although 5 min ago marauder made a sensible yet annoying decision. He said "eff this" and jumped off into the horizon, never to be seen again. It's not like anyone was outside the walls either as far as I can tell. he just jumped for no reason.
  6. I agree somewhat, although if there ever is a way to turn them off, I'd like for there to be multiple stages of off.

    War walker's orbital strike? off - There's already plenty of visual warning, and it barely phases my more durable characters anyhow.

    Marauder is enraging? off - Thanks for the message, but I can already tell from the objective window.

    Marauders nova fist? on - as far as I can tell this thing can not be resisted or defended against, and the only thing that keeps you alive is the 1 hit ko prevention. Add to this, that with the power effects from (up to) 16 players and the melee types crowding around, the only way I notice when he jumps away half the time is that my powers stopped working, never mind see the visual cues that he's going to hit you with this.

    Seige/nightstar warnings? on - sometimes if there's no tank/brute and their attention switches rapidly, it can be hard to tell whom those double rings are centered on. I know when I see "[my name] second warning" to back away from the group without having to check periodically if it is, in fact, my rings. (that said I do try to back away from any double rings i see anyway)
  7. Quote:
    Originally Posted by bmbeeman View Post
    I was looking into energy, but the knockback component kind of tripped me up. I'm not exactly sure how to utilize that.
    Knockback is tricky to leverage. On the one hand, anything knocked back is temporarily disabled until they hit the ground and get back up, and they are no longer dangerously in your face. On the other, if you or anyone on your team wants to be in melee, the foe that was in range now has to be chased down, and it can mess with keeping enemies in a tight group for AOEs.

    There are a couple tricks; focus on enemies next to walls when possible. If you position them between you and the wall they won't go far, and are sill flat on their backs for a short time. (Warning - in cave maps this can result in enemies getting stuck in walls and being difficult to target. It has to do with the ragdoll physics and the slanted walls). The other trick is to pickup hover, and float directly above whatever it is you're knocking back. The primary direction they'll be thrust is down, so they won't go too far or scatter much. Unfortunately, many indoor map areas don't allow too much room to go above the fight. Hovering like this has the additional effect of keeping enemies out of melee which is also usually THEIR stronger attacks (and many mobs have little to no ranged attacks at all, like Lord Recluse).
  8. Yeah, if you aren't going to use a font that is easy to read, you might as well be typing in wingdings, because few people are going to bother trying to figure out what it is you've said. It just isn't worth the eyestrain. If you absolutely must visually differentiate your text from that of others; consider Times New Roman (no bold, or italics). It's easy enough to read and allows for a little flare. In size 3, it's even a little easier to read (standard size is a mite smaller than the board's standard font).
  9. Quote:
    Originally Posted by Snow Globe View Post
    Going to Bolded Impact isn't an improvement.
    Yeah, I was typing up my reply before that was posted.
  10. Kudos, OP, on dropping the colour. That was one step out of three. Next is dropping the bold. Because if there's one thing more annoying to read than comic sans, it's BOLDED comic sans (Bold, like italics and underline, is useful for headings, or emphasis on a few key words or phrases. Not the entire text). The final step is to stop using comic sans entirely - However with the successful application of the first two steps I might be willing to overlook the third.

    As for The Lambda issues - simple instructions:
    • Phase 1 - Clear all the mobs on the street. It isn't strictly necessary to clear more than the progress bar as far as I'm aware, but they are a source of threads and incarnate xp.
    • Phase 2 - Clear the courtyard of mobs, hop up on top of the back of the facility, clear those two groups, and then destroy the wall's turrets.
    • Phase 3 - defeat the warwalker guard (I wish there were more of them) and wait for instructions on which team goes down which set of elevators.
    • Phase 4 - This part is tricky for the less durable characters, and those without some form of stealth. The low initial time means you don't have the time to take out all the enemies, only to focus on the crates/containers, and then move on to the next one leaving all mobs that weren't killed by the AoEs to chase after you. If you aren't durable enough to go off on your own, stick close to someone who is.
      • warehouse tip: following the green line on the map provided earlier, the fourth blue dot is inside a small room with two openable doors. It is often over-looked, and is the least defended of all the crates (few enemies spawn in the room, and the ones outside often get stuck on the doors).
      • 4.5 - after the cutscene, some leaders may want everyone to wait before heading into the courtyard to ensure everyone that has a temp power knows what to do with it. And/or to facilitate the transfer of all temp powers to one or two characters. Sadly this part is often ignored - and one or more players go through the door and start the timer against the leader's wishes.
    • Phase 5.1* - Use acids on portals. If you have an acid, ensure no one else is near your portal - it is possible with timing, to waste two temps on a single portal. If for whatever reason you are a couple of acids short, there is a container that will respawn throughout marauder's fight.
    • Phase 5.2* - pacification grenades. Ideally, announce your intention to throw a grenade at Marauder before he enrages. This lowers the possibility of two grenades being used simultaneously.
    • Phase 5.3 - Beating on marauder. Keep beatin' on him until he's dead (sorry; 'defeated'). He'll jump around to different points in the courtyard at certain intervals. Just chase after him and resume beating. If you see red text indicating "Nova Fist! Back away!". Back the heck away! It's unresistable and will render everyone in range down to a sliver of health.
    *5.1 and 5.2 can be skipped if it is an attempt at the master badges. This fact should be stated several times throughout the trial if it is a master run.

    And lastly, as for why you're getting kicked... Dunno, I wasn't there and have few clues as to why that would be. But off the top of my head - If your roleplaying involves much use of chat/chatbinds, try to keep it to local or (if you still can) NPC. League (and to a lesser extent, team) chat are being used primarily to herd sheep. Constantly using them for things other than organizing the teams can cause people to miss (potentially) vital instructions.
  11. The Grim Heaper

    Lack of acid

    Also, while I never have, I've noticed that often one or two players get dropped (crash, game bugs out and zones them out, etc) during marauder's cut scene.

    And sometimes people get a little too close to Marauder&friends when using temps on the two portals closest to the mobs, and can sometimes spend 30+ seconds in the hospital due to the timer, while still holding an acid. It doesn't sound like that long, but it's practically forever while waiting for the portals to go down.
  12. Quote:
    Originally Posted by GavinRuneblade View Post
    The easy solution is the same one that the big fantasy game implemented to their queue system a while back when premade's in PvP instances were a severe problem:
    Ignore all existing groups, force the queue to be used.

    Sure you could get a premade of 40 people and queue up for an event. And odds were a bit more than half of you would be in the same instance. Assuming you all hit the join button in a short enough period of time to be lined up in order.

    The other thing is that it NEEDS to queue up beyond the cap for the instance before triggering and take the first people who agree to enter.

    The other change I recommend would be to make the "join trial in progress" default, so those who don't want to need to unclick it. This will help backfll trials when people bail.
    I think one other thing that would make it more appealing is a little more transparency. Average wait time is useless currently (due to reasons discussed earlier in the thread), but it's the only thing you have to go on. If it showed the number of people in each queue you'd at least have a better idea of WHY it's taking more than the listed 3 minutes.
  13. Quote:
    Originally Posted by DireAngelus View Post
    Same here, I usually remember just AFTER the power goes off and is on its recharge.
    ^ this; all the time, this ^


    Also the ouro-portal's interrupt. I've long since started travelling around 20 feet in any direction before using a zone teleporter on any TF.
  14. I think part of the problem is that (at least on lower pop servers like Triumph) most people are forming their leagues beforehand. On the spot, but using previously existing tools like broadcast, global channels and the search window. And will often hit the max players for the trial before hitting the queue. So not only do you have entire pre-formed leagues starting trials. But they must start the trials through the same LFG interface; once full they enter the desired trials queue, and (as they already have a league of sufficient size going) are immediately zoned into the trial. Short of a couple people quitting / getting kicked / bugging out, it doesn't tend to leave room for the odd single person using the queue to get in on that league. And because the entire league's wait time in the queue was effectively 0, it affects the displayed average.

    So what does this mean? On any server that isn't freedom/virtue*, your best bet is still the global channels, and learning where everyone gathers for the current batch of incarnate trials. On Triumph we've been using Pocket D, although I hear other servers are using RWZ as the primary gathering place.


    *this could even be the case on these two servers, but I'm assuming their larger population base means more people in the queue at any time. Also, I've heard that the LFG Queue often forms leagues with the minimum players, and the chance of a sufficient amount of those players being competent is often lower than in preformed leagues.
  15. Quote:
    Originally Posted by Hania View Post
    Good point.

    Plus I had to look outwith the development forum and into the 'For fun' to find the Suggestions forum. For all intents purposes, the Suggestions forum should be under the Development forum.
    It used to be, but that had the unfortunate side effect of some of the userbase interpreting it as an agreement by the devs to look over / implement. It led to some entitlement issues.
  16. Quote:
    Originally Posted by Kosh_Naranek View Post
    But more importantly, we had all zoned into some poor mid-level guy's morality mission in Oranbega. After a fair amount of confusion from everyone, we zoned back out through the mission door (and found ourselves back in the Rikti War Zone) and went back on to run an incredibly successful BAF, including beating Nightstar and Siege in under two minutes.

    Of course, about five minutes into the Trial a bunch of us got a mission complete badge from the morality mission.
    Wasn't in a group - but solo in the queue, after it said a Lambda was ready, it sent me into someone's Frostfire mish. (this was about half an hour ago)
  17. Quote:
    Originally Posted by Smash_Zone View Post
    I honestly have to ask you graystar... why do you still play this game? Every post you make is just you whining about something different. If the game and it's developers are just so awful, why don't you just do us all a favor? Stop whining, unsubscribe, and go play something else.

    Thank you.
    I have a sneaking suspicion that graystar lives under a bridge...
  18. While switching to the NCsoft launcher may be a good idea in any case, I don't see what the trial would have to do with anything. Trial or full, Going Rogue or no Going Rogue, we all have the same client. The only difference is what our accounts have access to. And we don't log in until the game loads.

    EDIT; granted - currently the clients are slightly different between Europe and North American accounts. But several people have two accounts to play on either server group. The confusion then would be about why you can't login, not why the launcher/updater is stuck at connecting.

    EDIT2; Might be worth heading over to the Tech Issues & Bugs board (under the 'Development' heading). While people that frequent 'player questions' may be able to help you, the tech heads that know a lot about troubleshooting this game tend to hang out there. Also read through the Common Solutions sticky - some piece of advice in the Updating Problems section may be relevant to your issue.
  19. Quote:
    Originally Posted by Tax_E View Post
    Am I the only one to think this is not right? 50 +, none of this exemplaring stuff... just my opinion.
    No, not the only one, there's others. But there's an equally significant portion who enjoy the lower level tfs. And XP. Heck, my friend enjoys the weekly targets because they give him a reason to run tfs he never had any interest in before. (he's not all that interested in badges or accolades, or even the merits, but give him the notice of the wells and/or bonus xp to level his characters, and he'll run anything.)
  20. He won't go away until you stop using comic sans.
  21. Weren't the devs working on a web page at one point that would do this? Seem to recall something about the project being scrapped because it would take up too much of the servers' resources...
  22. Quote:
    Originally Posted by Rial_Vestro View Post
    I thought the auto kick feature was only added for inactive SG members giving the leader the ability to set what the limit actually is.
    /chan_timeout <channel name> <duration>

    Last I heard, it wasn't working. Of course, people tend to be more vocal about things not working - so if it was fixed, I haven't heard of it (I tried searching the forums and got conflicting reports).

    But either way, channels filling up with inactive accounts is why many in the past moved on to create new versions every so often that required people to migrate to the newer channels.
  23. I'll [insert # here]th the global channels thing.

    But sometimes the channels do die off. There's a limit to the number of players that can join any given channel, and they can get clogged by inactive accounts (Last I heard the auto-kick feature that was added still doesn't work). And occasionally the wrong person gets promoted to moderator, and they go on a little power-trip.

    In either case, new channels get formed, life goes on. So join the current batch of active channels for your server, and enjoy the teaming.
  24. First off, Paragonwiki, very useful for looking stuff up (If you ever google it, the 'Wikia' site is no longer actively updated). I'm not saying look everything up yourself - but it's a great resource, and I'll be linking to relevant pages as I go.

    1)"How do i get up to that +1 level after 50 or am i already there?"
    First off, you will need a Going Rogue code applied to your account in order to access the incarnate system.

    Within the past year the Incarnate System was released. Currently, to unlock the Alpha Slot, you must talk to Mender Ramiel In Ouroboros and run his arc (Some of his missions will send you up against Elite Bosses that may be difficult to defeat solo depending on your build/experience). Once you have the Alpha slot unlocked it's time to start running Weekly Strike Targets to get at least one 'Notice of the Well', and defeat lvl 50+ enemies for shard drops. Shards combine into Incarnate components which are needed to craft Incarnate Abilities to slot in your Alpha Slot. The third tier in the alpha trees requires a Notice of the well, and once crafted will get you a Level Boost (+1).

    Note that in the forthcoming Issue 20, there will be additional Incarnate slots available, each with different abilities. The method for unlocking and equipping these new slots will be different, and will provide an alternate method of unlocking the Alpha.

    2)"What can I buy with 100 million inf?"

    This is a more tricky question, as the answer can range from "One single enhancement" to "Outfitting your character (nearly?) completely with Invention Origin Enhancements". Invention Origins don't degrade in effectiveness as you level up - a level 20 IO will provide the same enhancement when you're 50 as it did when you were 17, unlike TO/DO/SO which you must replace every few levels.

    a: Common Invention Origin enhancements
    these are fairly straight forward, they work like your standard Single Origins, but around level 30-35 they start outperforming SO's. But be aware that Level 50 IOs have a crafting cost of nearly half a million each, not counting what you may spend on the salvage.

    b: Invention Sets
    In the enhancement slotting screen, hover over a power and look for the part off the tooltip that says "Allowed sets" - those are the sets you can slot in that power. Next step is to research the available sets that can be slotted in in the powers you have. Head on over to Wentworths/BlackMarket to buy them. (Edit: Note that while it is often cheaper to purchace the recipe and the required salvage, sometimes the already crafted enhancements can be cheaper. Also don't be in a hurry, the "last 5" transaction list can be deceptive, often if you bid lower and wait a week they bids will be filled. One last market tip, don't be dead-set on gettting your set IOs at a specific level; often if you are willing to go a couple levels up or down you can get it for a fraction of the price.)

    This is where it gets tricky when you have a budget. While you may be tempted to get entire sets for the bonuses; Some sets, and specifically some individual enhancements within a set can get rather expensive, so an alternative is Frankenslotting cheap set enhancements. What you miss out in bonuses, is often more than made up for in enhancing the values of your powers. Frankenslotting can also be used to maintain current SO slottting effectiveness in fewer slots, allowing you to respec and move slots around, or enhance aspects of your powers you might not, normally (Like, say, slotting End Mod in elec blasts)

    Whatever you decide, general enhancing goals for most attacks
    - Around 90% damage, 20-40% Accuracy, 30-60% Endurance Reduction, 30-60% Recharge reduction.
    Varies a bit from power to power and personal tastes; fast recharging powers might need almost no Recharge reduction, some people like more accuracy to ensure they rarely go below 95% chance to hit, and some ATs are strapped for slots and might forgo a bit of damage to better slot other powers.

    3) "What and where should I be running?"


    Aside from the Weekly Strike Target, pretty much anything you want. Although I find the lvl 50 Task Forces (Statesman/Recluse, Dr.Khan/Baracuda, Lady Grey, and Imperious) to be good sources of shards.

    Things you may want to do however are Run the Midnighters arc (from Montague Castanella blue side, Ashley McKnight red side) to gain access to Cimerora and the Imperious task force therein. Also, run the first mission from Levantera in the Rikti War Zone to get the Member of Vanguard badge so you can get the special rewards from mothership raids...

    And since you've been away, there's a number of lower level story arcs that have been added that are quite good and accessible through Ouroboros. On that train of thought, if you have/get Going Rogue, I highly recommend running at least one character through Preatoria. The zones are beautiful (and a bit taxing on your computer depending on your settings), and the story arcs and missions are often vastly superior to most legacy content (although the new enemy groups are a little more difficult, and they were a bit heavy handed with the ambushes sometimes).
  25. Quote:
    Originally Posted by Mr_NoBody View Post
    I thought I saw one that required a Notice and a Drop of the Well... but I don't remember at the moment.
    Probably are remembering what was required correctly, but forgetting what those requirements are exactly;

    DROP of the Well is an uncommon component made with 8 shards, and one Essence of the Incarnate (STF, or LRSF reward)

    NOTICE of the Well is the WTF reward (assuming you have the alpha slot unlocked)

    FAVOR of the Well is the very rare component needed for T4s, and is made from two notices and 32 shards.