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Posts
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Quote:Oh no, I know.. everyone always wants to make everything a MO, and avoid doing X and Y and Z.I've had people do this with every TF/SF that has any sort of temporary powers involved. It's not really something unique to these badges in any way... And hell, most people don't even know about the badges, so most won't ever do that, and those that do will likely learn fairly quickly that getting ten on a single character on a single run is extremely unlikely to happen, and logically conclude that's not how it works.
but I have actually had people in the Lambda say "Are we going for MO? Give me the temps!!" and I had to explain to them A. how it actually works, B. why that is a terrible idea.
Also, there was somebody who was 100% ADAMANT in the fact that if they didn't use their two grenades, they'd get 2/10 on the badge. They had successfully completed a Lambda previously with the same strategy and was wondering what they had done wrong.
I'm not saying it's not griefing, or whatever, I'm just saying that there actually ARE people who know about the badges and have taken their own interpretation, or are just completely overzealous about getting them. -
Definitely agree about the jet pack issue... have had grouped with lots of super speed here.
Maybe we could get some kind of benefit specifically for Trials from our Alpha Slot, like an Incarnate Hover or something? Not overly powerful, just something to help them get up on the walls, or around in the next maps.
Quote:Secondary Mutation might not actually be disabled, but since it grants you a passive buff temp power, it doesn't work in the trial... unless you use it *before* you enter the trial.And yet... Sands of Mu is disabled, but Dimensional Grounding Ray is not. Jetpack is disabled, but Secondary Mutation is not.
Mystic Fortune is the same way.
These aren't Temp Powers, however, they are Inherent powers, such as Sprint and Rest. -
I can actually confirm that people think that they need to have all of the objects and proceed to not use them. Had somebody try that earlier... not only did we have to tell him about 3 times DURING it, we had to cajole him to use his grenades on marauder...
They are, however, badges for the team as a whole collecting the objects and not using them, I would assume as a means of preventing capable teams of simply rushing marauder to quickly end the trial.
His enrage simply gives him high resistances, with -resistance and -regen stacked up, he's possible to damage and kill RIGHT NOW without the additional slots or pac grenades. However, the incarnate slots will make this something that a lot of teams can accomplish, by utilizing the incarnate AOE buffs and the proc debuffs.
the acid badge as near as I can tell will likely need to be accomplished by utilizing Judgement, as you can wipe out a "critical mass" of reinforcements with a few blasts.
Level shifts will help tremendously as your base damage scale will increase. -
There was another thread in which people noted that most often it seems that it crashes WITHOUT a full team - or after somebody who has disconnected logs back into the game.
I.E. when somebody joins the trial, which most often was formed beforehand.
Does that seem to be the case with you?
Edit: before I came on forums, a trial team left in front of me - one of them came back as I was typing the post, and he disappeared. Then the entire league showed back up and went "WTF?!" so that is certainly interesting timing. -
Quote:Yes.Are you saying that when you rez/revive, the powers don't come back?
Somebody created a thread after this (:P) that eventually confirmed it for many of the Alpha slots.
It's been bugged for over 24 hrs and no response whatsoever.
Edit: and interesting finding... the other slots (well, the passive Interface..) do not seem to be disabled in this manner, though it's a bit harder to track 'em. -
It seems as though you lose some of your Alpha Slot Enhancements upon death (and subsequent revival...) during a Trial, in addition to Temp Power Buffs (I.E. Mystic Fortune) - as far as I can tell you retain the level shift (or appear to) but the enhancements do not enhance your powers.
This only seems to be the case with Trials, perhaps because temp powers are disabled, but perhaps any mission that has an on-map hospital has the same issue.
I know this effects the Spiritual Core Paragon and many of the Fortunes, but can anybody confirm other buffs?
(hopefully this is not working as intended) -
Just dropped out of the Lambda, seems to have happened when one of our players who had D/C'd and dropped team (but not league) returned to game.
Quote:I think this is an unrelated issue - it seems when you die, you lose your Alpha Enhancements... and possibly any other passive buff power. At least, this is the case with Spiritual Core Paragon's Healing & Recharge Rate and Mystic Fortunes.ALSO, 2nd weirdness - normally healing flames heals me for 740, and randomly, in about half the trials, I could only heal for around 660. As soon as I leave a trial it goes back up to 740 immediately, and sometimes it is 740 in the trial, but often times, maybe in over half now that I think about it, I could only heal 660. -
Quote:Ahh, TY TY.. while I did read your guide, I was guilty of trying to pick out info on the procs, rather than sets as a whole... very informative!The latter - as per my guide (linked in my signature)...
Slotting: Invention Enhancement Sets
[...]
However, there are two issues to be aware of with Set Slotting into Henchmen Summons. The first is that the type of set slotted denotes the type of powers that the enhancement set will be applied to. For example, a Pet Damage Set will not be applied to the Protector Bot's Repair power or the Ember Demon's Abyssal Mending (this includes the Endurance Reduction portion of a set). Affected henchman powers can be checked for on City of Data (click on the henches power, and check the enhancement icons, top right)
TY!
Quote:Unknown. It shouldn't work to extend the range of henchmen attacks as (again) most of the powers (if not all) are not flagged to accept range enhancement.
Basically, you can "force" the added bonuses of a hami-o into powers that don't typically accept that type of enhancement.. such as putting a centriole into a damaging power, OR a power with range which does not traditionally accept damages. (But I digress on that point...)
Quote:I tested this in PvP some months back, and it worked. In PvE, though, I really don't see the point of slotting them with Centriole Hamo-Os seeing as how all the pets like to run into melee range for no reason anyway.The pets are stupid and don't position themselves properly to hit as many targets as they could.. so hey, I'll give em some help! This should apply to several melee attacks as well, which are the main ones I'm looking to enhance.
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Hey - recently dusted off my MM.. looking into slotting options, and I never really thought about it before, but what happens in regards to procs inside of your pets?
I know that that Chance for Buildup applies to all of their powers, but how about something like negative energy damage from the Touch of Lady Grey defense debuff set? All of their powers, or only the ones that alter defense?
Please forgive me if this has been discussed before (I'm sure it has..) but I dug around through search results and some guides and was unable to find the answer.
Also - unrelated question - would I achieve anything by slotting Dam/Range Hami-o's in my pets? Would it simply enhance the cast range of the ability, or would it extend to increase the range & radius of their cone attacks? -
I just experienced the same issue, even though it seems as though you will be able to get the Incarnate component even if you've run it while ineligible. (The overview even makes mention of a pre-50 toon getting Incarnate Components.. (??))
This is something that should be changed IMO.
It's very counter-productive as far as the game goes... when you like to team up to level (hey, it's fast/easy!) it does not make any sense to *avoid* the content that everybody is doing during the week. Well, given the current fact that you will be unable to get the NOTW of the week if you run it before you're 50 with the slot unlocked, it does.. which is wrong.
At the very least, we should have the option to pick NO added reward for the strike target, until we're ready to get the incarnate component...