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Posts
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[ QUOTE ]
Umm... 3-slotted brawl on my first alt, a tanker called 'The Stalinizer'...
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I score that one. I hadn't realised you could slot more than one of a given kind of enhancement, so once my attacks had Acc/Dam/Rch/E-R I started looking for other places to put slots... -
Obviously both I and the original poster could answer this question. Here's my answers:
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I'd second that, if the version of herostats you run is out of sync with the current live version of CoX it can cause huge performance issues.
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I don't as a rule - only on buffers. I've not used it at all since coming back to the game this month. Also, Clockwork-specific?
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What have you got set for your depth of field and bloom effects?
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Both at minimum settings (off, where that's a possibility).
I tried using TweakCoH to reduce max particle fill, which is a setting which exists but is not available in the in-game GUI (naughty Cryptic!) I can't induce any FPS issues by aggroing the maximum number of Clocks in a single-player mission, and I'm going to try a Clocks mission with multiple players as soon as I can. I'll report back on the results. -
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Whilst this system works very well with everything it tackles (achieving a fairly steady 15-30FPS on Crysis Very High, 25-60FPS on Age of Conan etc) I get huge client-side lag spikes on CoV, dropping my FPS as low as 12 (especially in Nerva or Sharkhead, or whilst looking at particle dense effects such as smoking chimneys). This only happens in exterior zones and I never get lag in actual missions (unless, of course, it's server-side). Does anyone have any similar issues?
[/ QUOTE ]
Somewhat. I'm running XP on a 1.8Ghz Athlon 64, gig of RAM, X1950 Pro, conservative graphics settings (particularly, particle physics off, 100 max particles). I noticed before I'd sometimes get FPS spikes - before the "suppress FX when close" option was added, backing my Invul tanker into a corner caused a massive FPS drop.
I've just come back to the game and looked at it in more detail. It only seems to happen when teaming - I think just because of the number of entities in view - and so far I have only observed it when teaming against Clockwork. I've run a scrapper up to 21st, done Synapse (very poor performance) and Positron (poor performance against Clocks, fine against CoT and Vahz).
This leads me to suspect there is some _specific_ effect which is to blame. -
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You don't get that on FF/sonics.
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Also, it's worth mentioning that the pseudo travel powers in Kinetics can free up two power selections at early levels by not taking a real travel power. That used to be less true for Controllers, but the Safeguard flight and jump packs can cover over most of the pre-Siphon Speed gap. -
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However i stress if you are thinking about trying to get a possible solo combat type from this you should reroll, I would stand by my decision that its impossible.
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I know it's jumping the gun somewhat, but it's probably worth anticipating multibuilds changing this considerably. An empath could easily run a solo build with only Healing Aura, Regen Aura, and Recovery Aura - leaving many slots free for the blaster set, Hasten, and pool powers such as Assault that improve soloing. Soloing will still be slow, but much less so. Of course this will also decrease the incentive to skip empathy powers in the teaming build.
[I proposed, more radically, allowing defender sets to self-target single-target buffs when alone in an instance, but I can't see it happening.]
It is worth mentioning that with Hasten and the two RAs slotted for recharge you can have one or other of them up essentially all the time. This is good because when Regen Aura is up the team don't need much healing and when Recovery Aura is up you have all the endurance you need to heal people. It also, obviously, cycles Fortitude and Adrenaline Boost more rapidly.
Traditionally one has six-slotted Healing Aura and Heal Other, but you could five-slot them and Frankenslot Healing/Recharge and Healing/Endurance/Recharge (no more Healing+Recharge than a single aspect IO, but no less, so the End Redux is basically free), filling in the gaps (if there aren't enough Healing sets at the right level) with a plain Healing and Recharge, either normal IO or from a set if you're flush.
This would be just as effective at most levels and free up slots during the crippling shortage early on.
I'll defend Absorb Pain. You don't need it often but when you do need it nothing else cuts the mustard - no endurance (useful early, or if you run into jokers like Sappers, or just on an 8-man team when Heal Other can't keep up), and even single-slotted for Healing gives someone pretty much their entire health bar back. Also, because it already heals a huge amount, costs no blue, and needs used rarely, it doesn't need any extra slots at all. -
[ QUOTE ]
I received a /tell mid farm from the SG leader saying, "please turn on SG mode"
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Some SGs are good - most just miss the point. A select few get to play with the base designer, and like everyone else to go out and earn Prestige so they can play with the base designer. You have to ask what's in it for you.
People to scare up for missions? Global Chat takes care of that.
SG Teleporters? Less useful now with the Green Line extensions, Pocket D (especially if you have the teleporter), the Faultline manhole. Nice, but hardly that compelling.
The SG Trial? Ooops.
The benefit to an average player of being in an average SG is quite low; when they start sending you begging letters, it's time to quit. -
Well, my pet hate is Sonics and FFs who don't bubble the team and keep them bubbled - it gives the rest of us a bad rep. Obviously anyone who doesn't use their bread-and-butter powers is likely to be trouble, but I find it's quite common with these powersets, and particularly annoying because the attention and endurance requirement is so very small for what is quite a substantial benefit.
[Therefore - if you don't, as a controller, want to be having to remember to bubble people, stick to Kinetics - you're unlikely to forget to Transfuse/Siphon Damage even if you don't want to Speed Boost people.]
Conventional (hold/immob/etc) controller primaries are much of a muchness to your teammates, so I don't have a preference there.
Secondary-wise, I prefer Sonic if I'm squishy myself and Kinetics if I'm melee myself. If I'm squishy-melee, I'll take either. -
[ QUOTE ]
In reply to Thunderforce: Brutes can take hits and don't get mezzed when something sneezes in their general direction.
[/ QUOTE ]
Mmm, but they don't _do_ anything except damage, which was your gripe with scrappers. Certainly if you really like brutes I wouldn't advise scrapping, because you'll always be thinking you could be a brute, but a blapper is very different.
I suggest it _because_ you can't take hits - the dynamic is totally different from a brute. On the plus side, you do a lot more damage, and the idea is to splatter anyone you aggro.
[ QUOTE ]
I'm thinking either Plant/Sonic or Gravity/Kinetics. Any comments?
[/ QUOTE ]
The choice of secondary makes a lot of difference to a controller.
Sonic or FF have little to do - bubble your teammates once every four minutes and take the anti-mez power, leaving the vast bulk of your power and slot selections - and endurance and attention span - free for controlling.
Secondaries like Kinetics or Radiation demand more attention and more of your build, but can work nicely with your primary, especially to boost your damage output. This might be best if you don't fancy anaemic soloing.
People do take empathy (and make it work) but I can't advise it. It doesn't work well with your primary, it can expand to fill the time and endurance available, and there aren't any powers in it which are obviously undesirable. A /empathy controller constantly risks being a bad empathy defender with a hold. -
Deleted a post - I'm, at best overreacting to a trivial irritation. Sorry.
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The other is MA/Regen and I just can't stand /Regen.
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You may not fancy starting over, to put it mildly, but /Willpower is the set that /Regen always should have been.
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Defenders... I've tried a few. Murphy's Law declares that the moment I make one, there are no more teams around my level on the server, ever.
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Some Defender sets are more solo-friendly than others - of course, you want to team, but with a soloable set you can be doing something while LFT. I13 multi-builds will help this out enormously.
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Controllers? Same as Defenders. I've been interested in trying out an Earth/Storm, but Trollers seem to solo even worse than Defenders. At least they do, for me.
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Pity those of us who brought up 'trollers before the double damage on mezzed enemies. Again, with multi-builds and a soloing build Frankenslotted for damage, we'll have an easier time of it still.
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Blasters look vaguely interesting when I'm not playing them. Highest I've gotten one was 20, and I was wholeheartedly unimpressed with the fun factor - All I do is damage.
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But you enjoy playing Brutes?
You might try an en/en blapper - take (in no particular order) Power Thrust, Energy Punch, Bone Smasher, Build Up, skip the snipe and Energy Torrent, fill in with the basic ranged attacks, travel power, and Stamina.
It's all damage, true, but it's a pure visceral joy. "Sure, I'm squishy, but I'm going to beat the snot out of anyone I aggro before they can hurt me." It's not like any non-blapping blaster. -
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1: Mastermind Equip and Upgrade Powers: Make them Passives so when you summon your pets the Upgrades are already there.
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I think it's intentional that resummoning lost minions and upgrading them it meant to be a pain.
I'd allow MM to summon and equip all minions with a single power invocation once after zoning (or entering an instance, etc). That would mean losing a minion in-mission was still a nuisance, but at the start of a mission you wouldn't have to stand around while MM do the summoning dance. -
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10-15 contacts are quite happy to hand you Castanella as a contact; I conclude his missions should be listed earlier. Will correct.
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Also, all his missions/badges/story arc are effectively one thing and deserve only one entry.
Someone mentioned Babbage spawns in Boomtown, although oddly I can't find the comment. Yes, but you get him for free during Synapse (or shout-outs in Skyway) so I doubt anyone's going to bother zooming around Boomtown. -
I should list the Shadow Shard mission contacts, anyway.
I do list the Accolades in the main by-level listing - the requirements are just at the end because, say, the Portal Jockey AV list would mess up the main listing too much.
I already read a bag of badgehunting channels, including sals. -
10-15 contacts are quite happy to hand you Castanella as a contact; I conclude his missions should be listed earlier. Will correct.
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Rather, I have misplaced it, in 20-25. Thanks.
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That aside, the other thing I had in mind is the badge hunter's checklist. The idea is to have a list of every activity which might sensibly be called out on a badge hunting channel (although I have confined myself to hunts which lead to accolades), one column per character, and mark them off - so when, say, a crack at Anti-Matter comes up you immediately know which hero to send.
This'd work way better in monospace. I'll provide a link to it as plain text when it goes up as a guide proper.
<font class="small">Code:[/color]<hr /><pre>
Mission Badges:
Negotiator 5-10
Spelunker 10-14
Plague Stopper 15-19
Spirit Warrior 20-24
Pwnz 20-24
Rescuer 20-25
Redeemer 25-29
Mystical Saviour 25-29
Corrupter 30-34
War Wall Defender 30-34
Midnight Squad 10-50
Lost Saviour 10-50
Origin of Power 10-50
The Doctor's Ally 35-39
Frontline 35-39
Emancipator 40-44
Meteorologist 40-44
Bodyguard 45-50
Agent 45-50
Task Forces:
Positron 10-15
Synapse 15-20
Sis Psyche 20-25
Moonfire 23-28
Hess 25-30
Citadel 25-30
Twilight's (Ouro) 25-34
Manticore 30-35
Croatoa 30-35
Lazarus (Ouro) 30-39
Numina 35-40
Sara Moore (SS 1) 40-45
Dr Quaterf (SS 2) 40-50
Justin Aug (SS 3) 44-50
Faathim tK (SS 4) 44-50
Imperious (Cime) 35-50
Lady Grey (RWZ) 45-50
Statesman 45-50
Silos (Ouro) 46-50
Trials:
Transcendence 12-15
Respec 1 24-34
2 34-44
3 44-50
Sewers/Hydra 38-40
Eden/Woodsman 39-41
Special Explore Badges:
Multidimensional 40-44
Shrouded 45-50
Giant Monsters, Geas of the Kind Ones:
Eochai 25-35
Jack in Irons 25-35
Sally 25-35
Giant Monsters, other:
Paladin 5-50
Kraken 7-50
Babbage Synapse
Adamstor 21-50
Lusca I-P
Jurassik 31-50
Arch-Villains, Portal Jockey
Anti-Matter
Battle Maiden
Black Swan
Bobcat
Chimera
Diabolique
Dominatrix
Infernal
Malaise
Marauder
Neuron
Nightstar
Siege
Safeguard Explore Badges:
Heart of City 10 Atlas
King's Right 15 Kings
Courage Driven 20 SkWay
Freedom's Def 25 Steel
Honorable Capt 30 Iport
Talos' Might 35 Talos
Cornerstone 40 Brick
Founders' Prot 45 FFall
Gatekeeper 50 Perig
Hunt badges which aren't just about steamrollering commonly available
-10s when you can get the rest of the accolade:
Silver Bullet (wolves) 20+
Slayer (vamps) 20+
Banisher (masks) 21+
Cap Buster (Red Caps) 30+
Pumpkin M (Fir Bolg) 30+
Bane Dannan (Tuatha) 30+
Spellbinding (Cabal) 30+
Haunted (Ghosts) 30+
Zookeeper (Monkeys) 35+
Illusionist 40+
Unveiler (Fake Nem) 40+
</pre><hr /> -
Sigh.
I first started playing in February 2005. I just assembled that list. I know how to use Google. Do you seriously suppose there is any possibility that I haven't seen Red Tomax's site? That and Paragon Wiki are where I *got* the data.
The point is, those sites are a fine thing if you want to look up just about anything. However, just because the data's there doesn't mean it's in a convenient form for a particular application; the idea of the list above is to answer the question one might actually ask - "I'm level such-and-such, what things might I be doing?" -
Here's a first draft for comment. I've ditched the fancy start/end/suggest scheme in favour of just thinking about the right order to list stuff. I still know nothing about PVP.
General notes:
You need only start an arc in the correct level range in order to finish it.
At levels divisible by 5, you may receive either of the two appropriate Safeguard missions at random - a nuisance. These levels are not listed in the range for these missions.
"pre-req" indicates a previous contact who you should do missions for to unlock this contact. I don't list the basic mechanisms for origin contact introduction, or the sets of four Zone Contacts who all work the same way. TFs and Trials generally only demand the team leader has done them.
In many cases, the available information on whether something finishes at levels 4/9/14/29... or 5/10/15/20... is outright contradictory. I'll try and test these myself, but no promises. I have erred on the side of caution in the mean time.
Most Giant Monsters are their own category at the end because of the way they really can be done any time and often have to wait indefinitely for a badgehunting expedition. Complicated Accolades have one entry in this list and many lines below.
1: Outbreak: kill 100 Contaminated for Isolator badge.
7: Invention Enhancements become slottable.
5-9 NO FLASHBACK: Atlas Park Safeguard explore badge.
5-9: Negotiator badge mission from Tech contact.
5-9: David Wincott (Hollows Contact #1).
5-9: Flux (Hollows Contact #2).
5-?: Meg Mason (Hollows repeatable missions).
6-12: Select prerequisite for travel power (traditional build).
12-50: Dual Origin Enhancements become slottable.
11-14 NO FLASHBACK: King's Row Safeguard explore badge.
10-50: University training.
10-14: Spelunker badge mission from Magic contact.
10-14: The Clockwork Captive arc from Tech contact.
10-14: The Bonefire Plot arc from Natural contact.
10-14: The Vahzilok Pollutant Plot arc from Science contact.
10-14: Julius The Troll (Hollows Contact #3).
10-14: Talshak The Mystic (Hollows Contact #4).
14: Travel power (traditional build).
10-15 suggest 15: Positron Task Force.
12-15 suggest 15: Cavern of Transcendence (Hollows) Trial (pre-req: Talshak)
6-16: Select prerequisite for Stamina (traditional build).
8-18: Select second prerequisite for Stamina (traditional build).
16-19 NO FLASHBACK: Skyway City Safeguard explore badge.
15-19: Plague Stopper badge mission from Mutant contact.
15-19: The Vahzilok Plague arc from Mutant contact.
15-19: The Mind Of A Kind arc from Science contact.
15-19: The Tsoo Shenanigans arc from Magic contact.
15-19: Jim Temblor (Faultline Contact #1).
15-19: Penelope Yin (Faultline Contact #2).
15-19: Rescuer badge mission from Penelope Yin (pre-req: Jim Temblor) gives access to SO enhancements.
20: Stamina (traditional build).
16-20: Synapse Task Force.
21-24 NO FLASHBACK: Steel Canyon Safeguard explore badge.
20-50: Cape Mission.
20-50: Costume Mission #1.
20-50: Atlas Medallion Accolade: Spelunker, exploration, history badges, Silver Bullet (warwolves), Slayer (vampyri).
22-50: Single Origin Enhancements normally available.
23 suggested: Silver Bullet (warwolves on Striga).
23 suggested: Slayer (vampyri on Striga).
20-24: Spirit Warrior badge mission from Magic contact.
20-24: Pwnz badge mission from Tech contact.
20-24: A Hand Of Iron arc from Tech contact.
20-24: The Tsoo Coup arc from Mutant contact.
20-24: The Sky Raider Secret arc from Natural contact.
20-24: The Wheel of Destruction arc from Magic contact.
20-24: Doc Delilah (Faultline Contact #3).
20-24: Agent G (Faultline Contact #4).
20-24: Steph Peebles (Striga Contact #1).
20-24: Long Jack (Striga Contact #2).
20-25: Sister Psyche Task Force.
23-28: Moonfire (Striga) Task Force.
26-29 NO FLASHBACK: Independence Port Safeguard explore badge.
25-29: Redeemer badge arc from Mutant contact.
25-29: Mystical Saviour badge mission from Magic contact.
25-29: The Freaklympics arc from Tech contact.
25-29: Ubelmann The Unknown arc from Mutant contact.
25-29: The Mysterious General Z arc from Natural contact (Lansdale).
25-29: An Unnatural Order arc from Science contact.
25-29: The Scroll Of Tielekku arc from Magic contact.
25-29: Tobias Hansen (Striga Contact #3).
25-29: Lars Hansen (Striga Contact #4).
25-29: Gordon Bower (Croatoa Contact #1).
25-29: Skipper LeGrange (Croatoa Contact #2).
25-29: The Pilgrim: Ouroboros introduction arc.
25-30: Ernesto Hess (Striga) Task Force (pre-req: Lars Hansen).
25-30: Citadel Task Force.
24-33: Respec Trial #1.
31-34 NO FLASHBACK: Talos Island Safeguard explore badge.
30-50: Costume Mission #2.
30-50: Aura Mission.
30-40: Origin Store Contact Missions (x5).
30-34: Corrupter badge mission from Tech contact.
30-34: War Wall Defender badge mission from Natural contact (Mereaux).
30-34: The Freakshow War arc from Tech contact.
30-34: The Rise Of The Vampyri arc from Mutant contact.
30-34: Corporate Culture arc from Natural contact (Mereaux).
30-34: The Unity Plague arc from Science contact.
30-34: The Library Of Souls arc from Magic contact.
30-34: Kelly Nemmers (Croatoa Contact #3).
30-34: Buck Salinger (Croatoa Contact #4).
25-34: Twilight's Son (Ouroboros) Task Force.
33-50: Conspiracy Theorist Accolade: Infiltrator Badge (100 Paragon Protectors), The Doctor's Ally, exploration badges.
30-35: Manticore Task Force.
35-40 suggest 35: Numina Task Force.
35-40: Task Force Commander Accolade: do Positron, Synapse, Sis Psyche, Citadel, Manticore, Numina Task Forces.
36-39 NO FLASHBACK: Brickstown Safeguard explore badge.
30-35: Katie Hannon (Croatoa) Task Force (pre-req: final Croatoa contact?), Ten Times The Victor Accolade.
30-50: Geas Of The Kind Ones Accolade (see below).
35-39: The Doctor's Ally badge mission from Natural contact (Stacy).
35-39: Frontline badge mission from Magic contact (Kestrel).
35-39: Mass Duplicity arc from Technology contact (Sampson).
35-39: A Path Into Darkness arc from Mutant contact (Nelson).
35-39: Revenant Hero Project arc from Natural contact (Stacy).
35-39: The Terra Conspiracy arc from Science contact (Yates).
35-39: The Envoy of Shadow arc from Magic contact (Kestrel).
35-50: Levantera (Rikti War Zone Contact #1).
35-50: Vanguard Accolade (see below).
30-39: Mender Lazarus (Ouroboros) Task Force.
10-50 suggest 35+: Lost And Found arc / Midnight Squad badge from Montague Castanella.
10-50 suggest 35+: Lost Saviour badge mission from Montague Castanella.
30-35 suggest 35+: The Origin Of Power story arc from Percey Winkley (pre-req: Montague Castanella).
35-40: The Organ Grinders arc from Steven Sheridan.
38-40: Abandoned Sewers (Hydra) Trial.
39-41: Eden Trial.
35-50: Imperious (Cimemora) Task Force (pre-req: Montague Castanella).
35-50: Senator Decimus Aquila (Cimerora Contact #1).
35-50: Marcus Valerius (Cimerora, repeatable missions).
35-50: Rikti War Zone Raid available.
35-50: U'Kon Gr'ai GM available during Rikti War Zone Raids.
41-44 NO FLASHBACK: Founder's Falls Safeguard explore badge.
40-50: Costume Mission #3.
40-50: Ghost Falcon Store Contact Mission.
40-44: Emancipator badge mission from Natural contact (MacIntyre).
40-44: Meteorologist badge arc from Tech contact (Christopher).
40-44: The Eternal Nemesis arc from Tech contact (Christopher).
40-44: Melvin And The Mysterious Malta Group arc from Mutant contact (Indigo).
40-44: The Praetorian War arc from Natural contact (MacIntyre).
40-44: The Evil Countess Crey arc from Science contact (Kellum).
40-44: To Save A Soul arc from Magic contact (Casey).
40-50: Serpent Drummer (Rikti War Zone Contact #2).
34-44: Respec Trial #2.
40-50: Archmage Accolade (see below).
40-50: Freedom Phalanx Reserve Accolade (see below).
40-45: Division:Line arc from Angus McQueen.
40-45: Sara Moore Task Force (SSTF #1).
45-50: Portal Jockey Accolade (see below).
46-50: Peregrine Island Safeguard explore badge.
46-50: Stouthearted Accolade (automatic with all nine Safeguards).
45-50: Bodyguard badge arc from Mutant contact (Crimson).
45-50: Agent badge mission from Maria Jenkins.
45-50: Project: World Wide Red arc from Mutant contact (Crimson).
45-50: Kronos Titan GM in missions from Mutant contact (Crimson).
45-50: To Save A Thousand Worlds arc from Natural contact (Kemen).
45-50: Upon The Psychic Plane arc from Magic contact (Maylor).
45-50: A Hero's Hero arc from Maria Jenkins.
45-50: Gaussian (Rikti War Zone Contact #3).
45-50: The Dark Watcher (Rikti War Zone Contact #4).
40-50: Dr Quaterfield Task Force (SSTF #2).
44-50: Justin Augustine Task Force (SSTF #3).
44-50: Faathim The Kind Task Force (SSTF #4).
45-50: Lady Grey (Rikti War Zone) Task Force.
45-50: Respec Trial #3.
45-50: Hamidon Raid available.
45-50: Statesman Task Force.
46-50: Mender Silos (Ouroboros) Task Force.
1-50: Field Crafter (endless grind).
Giant Monsters:
5 suggested - 50: Paladin (spawn) in King's Row.
7-50: Kraken in Perez Park.
10-50: Babbage in Boomtown (but more easily killed during Synapse TF.)
21-50: Adamstor in Dark Astoria.
22 suggested - 50: Lusca in Independence Port.
25-50: Eochai in Croatoa.
25-50: Jack in Irons in Croatoa.
25-50: Sally in Croatoa.
31-50: Jurassik in Crey's Folly.
Geas Of The Kind Ones is the Croatoa Accolade:
30-35: Geas Of The Kind Ones components:
Katie Hannon Task Force.
All Croatoa Giant Monsters.
Cap Buster: Red Caps.
Pumpkin Master: Fir Bolg.
Bane Of Dannan: Tuatha De Dannan.
Spellbinding: Cabal.
Haunted: Ghosts.
35-50: Vanguard components:
exploration/history badges.
Finder: Lost Bosses.
Zookeeper: Rikti Monkeys.
The rest of Archmage is trivial, albeit that Banisher can be tedious, compared to the Illusionist badge. Unless you get SKed into a hunt, this is one for your 40s.
21-50: Archmage components:
Exploration badges.
Banisher: Banished Pantheon Masks.
40+ suggested: Illusionist: Carnie summoned Illusionists.
Soul Binder: Circle Of Thorns Mages.
Tracer: Tsoo Sorcerors.
Arch-Villains, collect the whole set - they're in missions in the 40s.
40-50: Portal Jockey components:
Scholastic history badge.
Multidimensional exploration badge mission (MacIntyre, Kemen).
Shrouded exploration badge mission (Jenkins, Sheridan, Maylor, Nelson).
AVs: Anti-Matter (MacIntyre).
Bobcat (MacIntyre, Jenkins).
Neuron (MacIntyre, Jenkins).
Battle Maiden (Jenkins).
Black Swan (Jenkins).
Chimera (Jenkins).
Diabolique (Jenkins).
Dominatrix (Jenkins).
Infernal (Jenkins).
Malaise (Jenkins, Faathim The Kind).
Marauder (Jenkins).
Nightstar (Jenkins).
Siege (Jenkins).
Freedom Phalanx Reserve again is stuck on 40+ beasties in the form of Fake Nemesis.
40-50: Freedom Phalanx Reserve components:
Exploration/ history badges.
Tank Buster: Freakshow Tanks.
Gearsmasher: Clockwork Gears.
Unveiler: Fake Nemesis. -
Yes, I've seen that. It's helpful for reference, but in many ways it encapsulates what I _don't_ want. For instance, note that it doesn't mention the story arcs available, in general, but is full of suggestions on where to *yawn* grind XP.
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Quick question, since I'm not at my games machine. Some things, like contacts, end at levels 4,9,14, etc.; some things, like Task Forces, end at levels 5,10,15, etc. What about Safeguards? Zone arcs?
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Note to self; mark the point at which DO, SO, IO enhancements become usable.
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[ QUOTE ]
Also dont forget to look for ready mades not just the recipes, they are sometimes cheaper.
[/ QUOTE ]
Curiously, my perception was the opposite - ready mades (at least in good stuff like Acc/Dam) are consistently expensive, but recipies look like they might be more feasible if I have good luck with Salvage.
I'm still wondering at what level you expect it to be feasible to even start collecting set IOs? -
Doesn't Field Crafter pretty much require the whole set?
I'm loath to do Crafting Badges for the same reason I'm loath to do Flashback challenge badges; there's a lot and they're all most easily tidied up at 50th when you've got lots of spare time and influence and you don't earn XP for anything anyway.
Not event badges because when the event's on it's easy to check what the handful of badges going is, it would clutter up the list the rest of the time, and sometimes the event changes from year to year so last year's listing would be actively misleading. -
One thing I feel the lack of is a "things to do" guide, listing (perhaps primarily from a badgehunter's point of view, rather than, say, the "here's all the temporary powers, now go street sweep" guide on the US forums) what one should make sure to get on with at each level.
Entries on the list would have some or all of START, FINISH, or SUGGESTED levels - for example, hunting werewolves and vampyri for the Atlas Medallion would start at 20th (and note a design decision there not to list the absolutely theoretically possible idea that you might get repeatedly SKed into Council missions by some benefactor, but the point at which it's reasonably sensible) and suggest the level at which they start to even-con, Task Forces would suggest the maximum level for XP gain, Safeguards and Contact Missions end at the maximum level...
Another thing to note is that which can't be Flashbacked. As far as I know, that's Safeguard explore badges.
I'm assembling a preliminary list of things; right now I'm doing blueside only. I'd be interested, particularly, in comments about PVP, since what I know about PVP could be written on a granite slab with a herring.
Contaminated in Outbreak.
Mission Badges; the Negotiator, Spelunker... Bodyguard, Agent badges from normal contacts.
Story Arcs from normal contacts.
Task Forces: Positron... Numina; Striga (x2), Croatoa, Ouroborous (x3), Shadow Shard (x4), Cimerora; Statesman, Lady Grey.
Trials: The Cavern, 3 Respecs, Sewer, Eden.
Six Safeguards.
Cape, Aura, and 3 Costume Slot missions.
Raids; Rikti War Zone, Hamidon.
Store contacts. Origins in 35 range, Midnight Club. When is the Midnight Club mission _sensible_ to do? I know it can be attempted from 10th level, but...
Zone arcs: The Hollows, Faultline, Striga, Croatoa, Rikti War Zone.
Grind contacts: Meg Mason. There must be others, but I don't know who they are.
Giant Monsters: Adamstor, Babbage, Eochai, Jack in Irons, Jurassik, Kraken, Kronos Titan, Lusca, Paladin, Sally.
Mission-specific explore badges: six Safeguards, Multidimensional.
Accolades (list all prerequisites): Atlas Medallion, Conspiracy Theorist, Archmage, Freedom Phalanx Reserve, Geas of the Kind Ones, Portal Jockey, Vanguard (all normal explore/mission/hunt); 3 respec badges (implicit in listing respecs); Field Crafter (grind); Stouthearted (implicit in listing six Safeguards); TF Commander (implicit in listing Freedom Phalanx TFs); Ten Times the Victor; Watchman (RWZ).
Anything else? Any comments on the above?