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Posts
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Joined
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Nitpick: It's missions; not quests.
Every time you complete a tip mission you receive a fame point up to five. Once you have five fame points you can't complete another tip mission until at least one of them wears off. They last for 20 real world hours. -
My Alienware has the zoom in and out default set to Home and End. Try all the keys in that general vicinity of the keyboard. They're all usually bound to camera functions.
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Quote:But therein lies the issue. From what I can tell the game is coded to check for the required level first and then the alignment. Because Praetorians don't have a hero/villain alignment until post level 20 the code ignores them. It still delivers the message because a level 20 character is on the account. That's an oversight that probably wasn't considered during Going Rogue's development.The reasoning behind lowering the levels to unlock these ATs is to make them more accessible. I say just let if flag on the first side a praet chooses. Pick hero when you come out the portal and you get the hero EAT, if you switch to villain it doesn't count because your first choice was hero. That way they would have to carry two guys to 20 to unlock both EATs just like anyone who doesn't have GR.
Personally, I don't think having a level 20 Praetorian should unlock either side's EATs. I think they should remove the message so as not to confuse and disappoint players but if you wanna play an EAT then roll up a level 1 hero or villain. I'm sure that's unpopular with most people but I was also opposed to lowering the level requirement so meh. -
Quote:Doh! I hadn't even thought of that. Never been in a VG on this toon so I completely forgot about displaying VG colors. Good catchFor the colors issue, I have to ask, are you in SG mode? Because that would absolutely mess with the in-world color selections.
Quote:For the key-bind issue, did you include in the bind a costume change emote? If you're in battle-stance (this includes some toggles) or (often) moving, the emote won't play, but your toon will be stuck in place for a short time before the costume actually changes. I also think some of the costume change emotes executable names were recently changed, so if you're using one of those, I can see how it may cause a problem. (I am not positive about this, though.)
Quote:And finally, I have to ask a really out-there question; is your 2nd costume made with VEAT parts as well? Because as far as I know, we only get the official Arachnos parts on the first slot (0), so if you've managed to get them on the second slot (1) as well, I can see how it would cause problems. -
Hey everyone. I've sent in four bug reports about this issue but figured I'd come here to raise awareness/see if anyone can help.
I loaded a costume onto my Bane Spider and modified it (Changed some pieces and colors). The costume displays correctly both in the tailor interface and my costume screen but when I actually switch to it all the bits that should be black are yellow instead. It seems the entire costume slot (2nd) has become corrupted in some way because I've tried creating a completely different costume from scratch and the issue persists. Colors seem to be randomly overwritten with yellow even though they show up correctly in the two interfaces.
Also of note is that I can no longer use any key to switch to that costume. Pressing the key that's bound to change to that costume slot simply doesn't work; I just remain in my current costume. However, if I try to switch again I get the message in my chat box stating that I must wait 30 seconds before changing my costume.
Has anyone had this issue before? Only the 2nd costume slot is giving me any problems. I suspect it has something to do with the loading in I did but I have no clue what could be wrong. -
As I understand it there's a /releaseall command that fixes the problem. It actually kills the pets instead of just making them despawn. That gives you a clean slate to resummon instead of having the dismissal get caught in whatever loop is preventing it from working.
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Just wanna clarify a thing or two.
Global IOs function as set bonuses so their effects persist regardless of form. Also, any of the lingering 120s procs will run their entire duration even if you shift into another form. -
Quote:I think that's the point. Obviously what power you have that sort of proc slotted in has no mathematical effect on when or how often it triggers.Putting it in Aim does not increase the chances that it will go off "when you need it". All it does is decrease the chances that it will go off at other times (including attacks later in the same fight) to 0%.
Rather, slotting it in click powers provides a better chance for the proc to activate when you need it as opposed to just randomly every 10 seconds. The value of that is directly tied to the Recharge of the power and how often you click it. That's why it's beneficial to slot Chance for Build Up procs (And Chance for Hold, etc.) in frequently used attacks. You click the power often so there are more rolls to see if the proc activates. Since Aim is a power you use often but not too often the value of the proc goes from, "Perfect! That's just what I needed!" down to, "Hey, that's pretty cool".
But regardless, no one's misunderstanding that slotting the proc in a toggle has no real effect on how often it goes off. It does, however, effect the number of times the game rolls to see if the proc will activate by limiting it to once every ten seconds as opposed to once every time you click a power. So, in a manner of speaking, it increases efficiency.
My Opinion On the Matter: Slot the proc in Snap Shot and call it a day. -
Makes sense if you think about it. Praetorians don't become heroes or villains until post level 20. Since the EATs are alignment locked a level 20 Praetorian doesn't meet the requirements for either side's EATs
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Quote:That could make things significantly more challenging. What makes a build like this so viable for Kheldians is the fact that they have so many powers that you don't have to use if you don't want to. That means you can ignore optimal slotting and just focus on getting the IOs in 'em that you need for set bonuses.I want to be sure that the powers I'm slotting are powers I like, and will continue to use. I'm not usually against mules, but for some reason they give me the willies on my Peacebringer.
I found that shooting for positional Defense was a bad idea on my Peacebringer because it limited how I could play. Obviously melee Defense is only effective in melee and ranged Defense is only effective at range. That's fine when you're talking about slotting for such things on more specialized ATs like Scrappers or Corruptors but as a TriForm Kheld you're gonna be in and out of those specific battle zones all the time. That's why I went for Smashing/Lethal instead. Though typed Defense isn't as foolproof as positional it provides you with more versatility and, for Kheldians, versatility is the name of the game. -
My Peacebringer runs something like this. I've got his Smashing/Lethal Defense just upwards of 30%. Combine that with somewhere near 60% Resistance in Dwarf and he's a pretty tough little bugger. Since I dedicated a lot of the build to those defenses getting Nova to a respectable level of damage required frankenslotting. Fortunately the ranged damage pieces tend to be cheap.
As far as what IOs to use specifically, it depends on your budget. Since Kheldians' have a lot of powers with various effects you can make use of alot of sets. I wanted to keep my build as cheap as possible and built with things like Reactive Armor, Exploited Vulnerability and Rectified Reticle. The only pieces that are giving me trouble are, predictably, Kinetic Combats. I managed to get four Accuracy/Damage and Damage/Recharge pieces for a good price before the market merge. Since then I've been using merits to complete the sets. Got two slotted so far with two more to go before the build's complete. -
Hmm...wasn't expecting the results to be so unanimous.
I'm at work so can't check the Endurance costs of Stone Armor's toggles versus those from Invulnerability but the set doesn't seem too blue bar hungry at level 22 but that could change.
I've had very good experience with increasing Smashing/Lethal Defense on my Peacebringer so, theoretically, it should be cheaper to do on a toon that actually has some to begin with.
As for Rooted, I'm aware that cancelling the movement penalty completely would be tough to do and I've got no intention of doing so. I find that, generally, once a fight gets started I don't have much need to move very far or at great speed.
Any other advise you can offer on the subject is appreciated. -
Hey fellow Brutes
I've always wanted to try Stone Armor so I rolled a Kin/Stone for Going Rogue and I'm loving it so far. Honestly, the look and sound of Granite Armor was a major reason for my interest in the set. But as I try to assemble an IO build I'm realizing something and having what may be a crazy idea. As good as Granite is, I don't want it to be the focus of my build or my play.
I've seen the typical /Stone build; enough Recharge and RunSpeed to counteract Granite and Rooted, Teleport for vertical movement and some Regen if it can be fit in. Well I don't wanna do that. My concept is for an elemental master (Got the Kin powers colored to look like the Clockwork plasma attacks to represent fire) so I took Fly. Also, I find high Recharge builds tedious to assemble and notably more expensive than ones that focus on other attributes.
So here's what I'm thinking. I wanna use Granite Armor like the Tier 9 defensive power that is (Meaning sparingly and only in the most extreme circumstances). So I'm planning to put a build together that has softcapped Smashing/Lethal Defense, plenty of +RunSpeed to counteract the debuffs that /Stone is infamous for, and some +Regen to help keep me in the fight. I'd like to get your opinions on such a build. Has anyone ever done it before? If so, did you find it adequate for Bruting or were you still using Granite a large amount of the time? Thanks for any input you can give me. -
What Panzer said. I love the Crab arms but I also run a Bane build and can't stand having 'em sit on my back being useless. If the Devs ever find a way to make 'em exclusive to one build instead of crossing over I'd rebuild a Crab in a heartbeat.
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Welcome back
Quote:Basically I just want to be the bigges asset I can be to the team I am in. Is one better in a team setting than the other? Right now I am leaning slightly more to night widow for the only reason that I think psi powers in this game look kinda weird. Which is also why I went with a plan/fire domi in the old days, rather than a psi one. However, I would forgo this if the fortunata makes up for her mind link handicap by having a strong enough aoe and domination capability to make up for it.
The Fortunata version of Mind Link being on a longer recharge is no handicap. You can softcap your ranged defenses cheaply on a Fort as opposed to going with a more expensive high recharge build to keep Mind Link up. While your team won't benefit from Mind Link's extra Defense they also won't need it as much since you should be keeping things from attacking with your controls.
Either way, both variants get team buffs so you've got those going. It really depends on what style of play you prefer.
Quote:Also, if I try fortunata, can I respec to night widow later, or do I have to make a whole new widow character? -
Judging by the forums Peacebringers are the lesser played of the two. But in-game I come across far more PBs than Warshades (Almost exclusively human only which makes me sad
). I have one of each and enjoy them both immensely. For a first serious attempt at Khelds I strongly recommend a PB.
EDIT: Wanted to expand on my recommendation for a Peacebringer as your first serious Kheldian.
I always suggest PBs to Kheld newbies because, as JohnCarter said, the Warshade powers are more "unique". Kheldians have a steep learning curve, even for players with experience on many different ATs. The slot crunch, shapeshifting into the right form at the right time, and deciding what powers to use when are all difficult enough mechanisms to get accustomed to. Adding in the various drains, siphons and summons that Warshades get can be too much to handle.
Also, some players who start with Warshades end up abandoning them, claiming they feel weak. That's largely because they're not self-contained like the ATs those players are used to. At the baseline their performance is okay but certainly doesn't match some of the glorious tales you'll hear told on the forums. Doing the things that have made Warshades famous requires some specific conditions that you largely won't be able to handle until you have a grasp on how to play 'em well and enough slots and enhancements required to survive the accompanying danger. -
Quote:I recently made this exact same suggestion in Castle's thread for prospective alternate animations.Personally I like the new crystal armour optional look so would like a version for granite however it was done.
Since the current granite swaps your model for the DE boulder, could the crystal armour swap you to a DE Geode model? And I guess it could swap to one of those lava things in Hollows for Lava look armour? -
Haven't been keeping up with this thread as well as I should have so please forgive me if this has been brought up before.
What I want more than anything else are two alternate forms for Granite Armor to match the Lava and Crystal themes that come with Stone Armor. I've wanted to use them for quite a while but just can't get my head around why a character that uses the Crystal theme still turns into a lumbering collection of stone plates. Since Granite Armor uses a command to replace a toon's current costume with one that's, according to City of Data, called ROCK_SUIT it seems plausible that alternate costumes could be implemented.
I'd like to see a lava option for Granite that turns the player into a Magmite Lord of the Minions of Igneous:
And a crystal option that utilizes one of the Devouring Earth Quartz:
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Hey all. Poppin' by to dust the cobwebs off this thread with another PuG experience of mine. Not a bad one per se but hilarious all the same.
Quote:Formed a mixed PuG in Praetoria to grab the last bit of XP I needed to make 20 and ditch "utopia" for Paragon City. Was running through Dark Watcher's arc and took the mission to defeat Metronome's Clockwork. (For those who don't know, the mission text says you'll have five minutes to defeat 8 Clockwork to prevent the activation of several massive War Walkers.)
Well things started to go wrong as soon as we entered the mission. Apparently the number of Clockwork you have to defeat scales with team size so we actually had 5 minutes to defeat 80 of the things. That was daunting in and of itself but what really made it bad was the bug that kicked in. All of a sudden the Loyalists and Resistance members on the team could attack each other. As you can probably guess that made using our AoEs quite problematic. But what really made the whole situation LOL worthy was the fact that there was a Demon Summoning Mastermind on the team. His pets went buck wild and proceeded to attack the Clockwork, those of us who were Resistance aligned and anything else that struck their fancy. I think I even saw them take a few pot shots at the MM every now and then.
Overall just an extremely funny PuG experience. -
Villain Epic Archetype. They're also known as SoAs or Soldiers of Arachnos (Their actual in-game moniker). They unlock when a Villain on your account reaches level 20. I could on for a while but if you wanna know more about 'em head down to the SoA forum and check out a few guides.
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Kinetic Melee is made up almost entirely of KnockDOWN. Repulsing Torrent is the only power in the set that has a high enough mag to actually produce Knockback against even conning foes. Unless you're playing with the difficulty at -1 your description of Kinetic Melee's mitigation is incorrectly skewed.
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Let me start off by saying the new content in Praetoria is definitely more difficult than any previous low level stuff. Personally, I like that but I can understand the frustration.
Quote:I ran this mission on my Brute and what you're presuming is correct. The ambushes are triggered based on how much health Seer 001 (The Elite Boss) has so if you AS her down to half health in one shot you're gonna trigger several waves simultaneously. That's a common problem for Stalkers when facing critters that call in help. This is compounded by the fact that she summons more Seers; all of which deal mostly Psionic damage, a type that almost no one has Defense against (Particularly in the early game). I survived by popping a few purples and killing her as quickly as possible. Letting Kate take some of the aggro helped too.As I don't normally play stalkers (Love them to death, but never quite got the hang of them), I actually didn't think about this as a problem when I started the "Katie's Mom" mission. I ASed the lady, and got her to half health in a few shots... and suddenly got attacked by what seemed like 5 waves of ambush spawns. That comment makes me think that she was set to trigger the ambushes at relevant points, and by ASing and hitting her hard and fast, I clean blew through multiple triggers and they spawned at once... and proceeded to shred on me.
Overall the heavy use of location and player targeted ambushes can be problematic for any AT. It's not an insurmountable obstacle but it does require a change in tactics. Standing toe to toe and fighting until someone dies is not as effective as it is in either Paragon or the Isles. You've gotta play smart. AS, run and repeat is a viable method for bringing down such foes. Of course it's likely you'll run into another problem in the form of missions that require you to exit through the door but that's nothing new. Overall, you'll be much more reliant on inspirations and good strategy than most of us are used to employing. -
The title says it all really. I'm looking to roll a Dominator but can't decide between the two primaries. I've got some limited experience with Mind Control from playing a Fortunata and I've heard plenty of good things about it. I've heard less praise for Gravity Control, particularly as a teaming set. My concept can work with either one but I'd like to get some opinions on the synergy, if any, that both sets have with Thorny Assault for solo and team play.
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Theoretically the proc should activate but regardless it won't ever be sustainable. Force Feedback: Chance for +Recharge has a period of suppression between firings for exactly that reason. So even if you fired Jolting Chains off constantly the proc would only trigger a certain amount of time. It's all spelled out on ParagonWiki. Just check out the page for the proc.
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Glad to see you're open to other options.
For Rooted I use:
Quote:And for Granite:W "powexec_toggleon rooted"
SHIFT+W "powexec_toggleoff rooted$$powexec_toggleon Insert travel power here"
Quote:W "powexec_toggleon granite armor"
SHIFT+W "powexec_toggleoff granite armor$$powexec_toggleon Insert travel power here"