-
Posts
779 -
Joined
-
Quote:I've found breath powers (fire breath, frost breath) were given alternate animations where the cone originates from an outstretched hand, rather than the head/mouth region.Interestingly enough, though, I have noticed that some of the Sonic powers (at least in Sonic Resonance) that originated from the mouth now can be fired from the hand. Since the original animations are sort of vague and really only come from the general location of the face, I guess you could say the old attacks are coming from the eyes or head. (Like psychic attacks)
-
When I was on an apex team, we didn't generally have trouble avoiding patches of doom (not to say there weren't related deaths), but we seemed to be a rather melee heavy team, and we had trouble coordinating where we dodged to. Basicly when there was blue to be seen, everyone scattered in 6 different directions. This had two side effects; it prolonged the fight against the waves of enemies, and made the AV (who was far too content to sit in a patch of doom and use her crossbow) take longer as we couldn't always coax her out so we could resume beating on her.
All in all though, it was an enjoyable departure from the ever larger bags of HP they tend to send us up against. -
When respeccing into inerrant fitness, you have two options;
1) Slot everything (including fitness) the exact same way it was before. The three new powers you pick should be things that either don't require much slotting to be useful (Hasten, travel powers, etc), or can be mules for global IO bonuses, like luck of the gambler.
2) Try to salvage slots from other parts of your build;
- In the past, fly used to require more than the default slot to reach the flyspeed cap, if your build is old, you could get a slot from there.
- have some powers three-slotted for recharge? Get the Spirit alpha-slot buff, and knock off slots from those powers.
- Frankenslot to downsize slotting requirements - If you are relying on SOs or common IOs, consider that 5 dam/rech set IOs (from different sets) can be just as effective as 3 dam and 3 rech enhancements
Personally I just wish we were given two additional slots at 50, so that the lvl 49 power pick could be 6 slotted. -
Some powersets do have a Swift-like power in them; Super reflexes, Soldiers of Arachnos, and possibly electric armor come to mind...
My scrapper has both Quickness and Swift one slotted with a lvl50 Fly IO, two large improved movement bonuses, and hover slotted with two BotZ (and a single lvl50 defence IO). Total speed is 39.06mph. Not the fastest, but it moves me around at a decent rate in missions, and if I need to, the jump pack will boost me to the fly cap for a short while. -
You have to be a villain or a rogue in order to start the mission arcs to enable Patron Pool Powers. These arcs can be run at lvl 40+. If a character is of heroic alignment at level 40 or above, you must switch it (back) to a villain alignment and completer the patron arc. you can then switch to hero again and still have access to the PPPs on that character.
-
Pvp sets are usually called "Gladiator's ____" or "____ of the gladiator", and are all orange (very rare) and have a chance to drop from PVP kills that (that count towards rep). They give additional set bonuses while in PvP.
Purples are ultra rares, others have mentioned their drop mechanics. They offer superior enhancement numbers, procs generally have a better chance to fire, and do more damage when they do. The set bonuses often have better numbers, but slotting enough of a set to get the desirable bonuses often requires a significant investment. -
Although in theory, couldn't you modify the teleport bind so that Shift+LeftMosueClick (or control/alt+click) fired caltrops at your mouse's target (assuming it's viably aimed at the ground)?
/bind lshift+lclick "powexec_name Caltrops"
switch lshift with the chord key of your choice (ctrl or alt)
Not exactly what Drunken was asking for, but it is more streamlined and would interrupt the flow of battle less if it works. -
I'm just going to throw this out here for B_C to ignore.
Devs have set a hard value on the worth of PvP IOs. That value is 24-70 days. (Assuming logging in once a day to perform the required tasks. Sticking to the 20 hour cool-down, you COULD reduce this further.)
To shorten your required time investment 46 days, you have to pay 480,000,000inf and 1200 merits. 1200 merits is roughly 60 in-game hours. That's about 10,434,782.61inf and 26.09merits per day saved. Assuming no exponential growth in cost/day as the number of required days approaches 1; a single day acquirement of a PvP IO recipe will cost you 730,434,782.61inf and 1826.08merits (91.3 hours)
But what is the value of a merit? I'm tempted to go with the oft stated average value of a random roll (around 20mil per roll? times 91?), but that requires utilizing market prices, which B_C contests as being over inflated. So I must limit myself to a more hard-coded inf value. The ITF. When not speeding through an ITF, it takes about an hour. In the average such hour (team of 8, fighting at lvl 50, with SG-mode on) I make about 2 to 2.5 million on mob defeats alone. add another 0.5 million from vendoring Enhancement and common IO drops, and we've got at least 2.75mil/hour. So if we go with the dev's benchmark of about 20merits/hour... (2.75mil per hour)*91.3hours= 251,086,956.52inf
730,434,782.61inf + 251,086,956.52inf = 981,521,793.13inf ... lets call it 1 billion even.
By the dev's own metrics, that are made publicly visible, they can not offer these recipes for any less than 1 billion inf without making the existing methods pointless and redundant. And they will likely not back down on the time investments on these IOs. They are the rarest of the rare (so far).
They are not meant to be had by anyone who simply wants them, they are end-game stretch goals. Time sinks to give those of us who have devoured the available content something to strive for. If they were simply handed out (and based on your price-points, B_C, it would functionally just be handed out), there is little reason to keep going; They have the shiny, They have beaten the last boss.. PvP IOs are CoH's equivalent to epic raid gear; that awesome sword that random monster #2387 drops 0.01% of the time; that shiny pokemon that has a decent nature, IVs, and the right egg moves, that you went up and down that stupid path on your bike a bajilloin times to hatch an ungodly number of eggs to get the one singular diamond in the r... *cough*
Where was I? oh yeah.. 90% of the user base does not care about EVs, IVs, natures, or STAB moves. They get their Mudkips up to a high enough level to beat the elite 4, and they are happy. But sometimes they see that the rabbit hole went much deeper than they first thought. But don't complain to Nintendo if you find that a 1 in 8192 chance of a shiny is not fair, especially if the community has informed you that you can cut those odds to 1 in 2048 by forcing your pokemon to procreate with a mail order bride from across the ocean. -
Yeah, herding like that is usually inefficient now-a-days, although it can still be good in a couple situations;
- when you reach a "room of death". Rooms with a few to many spawns packed unusually tight together. Steamrolling can still work, but accidentally catching the aggro of the other spawns can wipe an unprepared team.
- The rest of the team cannot handle the mobs that are over the (acting)tank's aggro limit. Most likely to occur if a smaller team is running missions at x8. But if you have to resort to herding every other mob, it might be time to lower the settings a bit.
- Coulda sworn I had a third, now I can't remember it.
-
Quote:Ok... I doubt, at this point, there is any reason to try and use logic here, But I'll attempt it.If you read my posts, and you did not, you would see that I have a set of 6 Purps valued at 1.5 bill, and fully purpling a toon at 7.5 bill. Would you like me to reference the OP and break out the math for you?
BID (are you still with me here?) LOW (Almost there) AND (So close) WAIT (phew, we made it).
I can guarantee you that the prices you've scouted out are 95% of the time the "OMG BUY IT NAOW!!!11!!one!" price. Place low-ball bids, 50-75% of the average from the last 5 sales. Heck, you don't even have to place the bids on a character you LIKE playing - transfer the necessary funds to an alt, and you'll get most of your recipes in a couple months.
While you wait on these bids; play the game! If you have a SG (or even if not) Save the salvage you get from drops that are needed for those recipes. Market the rest.
One of the forum members has (had?) a sig-quote that was one of the truthiest things about the market that I ever read. It said something like "If you didn't leave the bid up for at least a week, you didn't even try." -
wait... is this the one where you start off on the ship, and then there's the outside section with the giant platform?
If so, there is no door to go "inside" the skyraider base... about midway up the main body of the platform on the "front" there's an alcove with a room that supports 2-3 spawns, the glowie should be in there... -
Besides... Thanksgiving is the second Monday in October, we already missed it, people.
>.>
<.< -
So, with all that said - I think your best bet (aside from inviting the friend over, if that's even a possibility) is to take many a screenshot, upload them to some site (photobucket), and send the friend the link.
-
If I had to guess (which I do), the third hostage and the mob guarding it may have spawned in a somewhat odd place...
In warehouses;
- On top of shelving units and spiral ramps in those 90 degree hallway turns
- Underneath ramps (notably in the big 'end room' that 90% of all warehouses have)
- behind/inbetween shipping containers. Usually in the room with the stacks and stacks of the things, with the doorway in the middle that leads to a similar room that's clear in the center with the containers styacked haphazardly on the sides.
- Somewhere in the 4 rooms that surround the + shaped intersection.
Those are the most often over-looked areas that I can think of... Have you oppened your map? If it's the last spawn, they should show up as red arrows, although that feature can be a little flaky sometimes... Worst case, you could try calling the contact and auto-completing it, abandoning and restarting the mish (hope for better spawn locations), or /petition for GM assistance. I'd only use that last one if nothing else works. -
Also, was amusing for a little bit near the start of the mission architect; have a Hercules (or Natterling) as an ally; they tried to combine with you.... which auto-kills you
That has long since been patched -
And, now that I think about it, the only mobs I've ever noticed using any significant portion of their endurance are npc allies, and Praetorian Clockwork (the minions)...
Although it may be that many of the Praetorian groups were made this way, I only recall it on the Clockwork sweepers, cleaners, etc... -
On behalf of all player characters who drain endurance, I effing hope not! enemies with 10 endurance can go on blasting 20 times longer than I could with a full 100 (assuming I didn't have stamina)...
-
-
Quote:Also, a "pretty good comp" is relative. Depending on when when you stopped/resumed playing CoH, Ultra Mode was released, which can tax many "modern" rigs when at full settings. Off the top of my head, I believe ambient occlusion and reflections (or was it water effects?) are the two biggest perpetrators of performance hits.Has the game always been this laggy? i recently started playing again and have a pretty good comp.. but when i play the game it lags really bad any suggestions on how i can fix this problem??
(Also, I find newer zones take more computing power. Paragon City is easier on my GPU than the Rogue Isles. And both of those are nothing compared to the new shiny-ness of Praetoria.)
Might be worth heading over to the tech boards (under "Development"), and post the two reports mentioned in the "how to post" sticky. That'll give the tech heads the info they need to adequately diagnose any local problems. If the lag issue is network related, it might be a bit harder to pin down, but if anyone can help you, the people that lurk there can. -
Quote:Something... seems a bit off in the math here, and I think I know what it is. The "award mission", as you call, is a morality mission, and doesn't count towards your 5 alignment mission per 20 hour limit. You can get 1 alignment merit every 2 days (slightly more often if you adhere yourself to the 20 hour thing without delays)I was looking at the cost in Hero Merits for some IO's and noticed thePrices on PvP IO's
OK so it is possible to get credit for 5 alignment missions in a 20 hour period so 4 hours a mission. you need 10 to unlock the award mission which counts as alignment so you need 44 hours real time for 1 hero merit. The PVP sets are 35 merits per IO so 210 Hero Merits for a set.
210 hero merits take 9,240 hours minimum on the clock (2,310 missions.) Thats over a year of play 7 days a week on doing 5 alignment missions per day. I know you could alternatively use 10,500 merits and 4.2 billion inf but that seems a little out of the box. I know the PVP sets are supposed to be rare and all but it seems like the exchange rate on this is artificially high.
A single PvP IO recipe takes 77 days to get doing the 5 alignment missions a day? Or 5 Months playing every other day, doing 5 missions a sitting? I understand the concept of rarity in all but wow that seems like a full time job.
So, assuming no other sources of A-Merits (converting), and assuming you don't miss a day, a 35 merit recipe would take you 70 days to save for. 2 and 1/3 months.
Yes, that is quite a while. But your alternative is to play the pvp game (or farm it) and be subject to the possibility or the RNG (almost?) NEVER giving you that recipe you want, at the level you want it. Quite frankly, I appreciate our dev overlords giving us this non-pvp method of obtaining the shinies. May their reign over us be long and prosperous.(That may sound a little sarcastic, but it isnt.) -
Quote:Just a little note here, I would recommend only using the mission teleporter to get back INTO the shadowshard. Getting out is quick and easy by comparison.- Ouroborus Portal
- Base Teleport (vet reward & day job)
- Pocket D teleport (booster pack)
- Market Teleport (day job & recipe)
- Mission Teleport (booster pack)
- Assemble the Team (vet reward)
- purchasable Jet Packs
Also, if you don't normally have teleport (yourself, or someone on the team with assemble team/TP friend), flight, or flyspeed buffs, it can often help to learn the geyser networks, rather than rely on the jetpacks. Over long distances, the geysers can* get you there quicker. But get jetpacks anyway, sometimes if you hit them at the wrong angle (or the game just plain hates you), they can miss the landing zone - if you're quick, toggle on the jetpack to get back on course. Having Vidiotmaps open on another screen, or using the vet power reveal can be immensely beneficial in this regard, assuming either are viable options for you (printing maps of the shard is another option if a second screen is not.... might take up a lot of toner/ink tho).
*in some areas, the geysers aren't omnidirectional and will take you on a tour of the zone to get to your destination if you rely entirely on them, in these cases taking to the sky with a jetpack is preferable. -
No capes!
But, honestly, it just depends on the style of the costume. sometimes it looks better with the right cape (there's also the "Scarf" cape style, or one of the tattered designs which is also scarf-like - goes good with the asymmetrical or full mantle - for when a full cape isn't ideal but the costume needs that little extra decoration...)
And I find they can work just as well thematically with SS or SJ... although at the runspeed cap, the cape physics can get a little... jerky?
EDIT; and sometimes I use capes just so I don't have to stare at my hero's spandex-clad *** all day. -
Quote:This is.. not how it works, exactly. Especially considering 45% is the defense softcap (the point at which, in most situations, more is almost pointless), which can reduce enemy chance to hit you down to 5%.Defence powers modify the chance of avoiding the attack by the amount of the modifier.
As an example:
A controller uses brawl at level 1 with no enhancements against a blaster standing still with again no enhancements, that should be an even 50/50 chance of a hit or miss (excluding the beginners luck modifier, we're talking examples here)
if that blaster had an extra 50% defence however, then it would be 25/75 (or a 75% chance to miss) as the 50/100 chance the blaster had, was increased by a further 50% (50+(50/2)) to give 75/100
Hope that makes sense!!!
Quote:If it goes by the higher defense is there any point in increasing your defense to damage types if your ranged/melee/AOE is always higher?
However, in some cases, say, you're building your Blaster (or defender, corrupter, controller, etc) for softcapped (45%) range defense using set IOs. In this case, the various damage type defenses that came with your range bonuses can help mitigate some damage when something tries to hit you with melee or AoE. If you couldn't get those two very high in addition to range, I'd try for smashing/lethal - they're rather common damage types. -
Quote:Options > General > Window > *set all chat window dimming to disabled*Ahh I see, perfect... Yep getting it somewhat right... Now I need chat window Opacity. I betcha there is a comand for it. I like black backgrounds for my chat.
Options > Graphics and Audio > User Interface > *set Window Opacity to 100%*
Seems to work.
EDIT: although there are separate dimming options for the four extra chat windows, they all seemed to be tied to the "main chat window"s setting, but I could be mistaken. -
Quote:*blink, blink*So I rememer running into swarms alot in DE missions, in fact I remember Lesser Devoured bosses would would summon Swarms when you attacked. I just took a look at Paragonwiki and Swarm Summoning is listed as a power for all Devoured bosses.
Can anyone remember the last time a Devoured summoned a swarm? Have they lost that abilty or have I just gotten lucky?
Hmm according to the Wiki several of the non-rock DE can summon a swarm.
It isn't that I miss them, I just took down a DE boss in a rather close fight and I realized if a swarm had been summoned there might have been a different winner in that fight.
Ha! What a kidder, eh devs? DE bosses not using some of their powers, like summoning swarms! hahaha! Clearly he's just mistaken - no need to look into this at all.
*cough* In all all seriousness, the wiki (while not infallible), lists only the lesser devoured (and Fungoids/Stropharia/Thorn) as having the summon swarm ability; the Greater devoured loose this in favor of hurl boulder and foot stomp. And lately I haven't really been fighting the DE at the levels that the Lesser tend to spawn in, so I coldn't say for sure in my own experience if they are broken at the moment.
I hate the swarms so much, it isn't the damage, or the slow they deal, it's their tendency to run all over the place... not so bad now-a-days that I have both ranged vet attacks to blast the suckers on my melee characters, but it used to take forever (or, at least it felt that way - especially on defeat all maps)