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Posts
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Quote:On more then one occasion I have. Some examples:I've rolled many toons just because I thought of a cool name, with no regard to their backstory or concept, and barely any regard to their archetype. Has anybody else done this?
Therm O'Dynamic
Bow Chicka Bow Wow
Pyra Painda
Rad-Bit
Willie Whompem
Poultrygeist
Krispy Kremator
Widebeam
Deja Thorax
Feisty Fawn
I do take their powers and sometimes backstory into account though. But I still will frequently come up with the name first. -
Quote:Thanks for the advice guys. I've decided to keep them and try to redesign the bases.
Is it possible to change the Villain group name? One of them is really bad.
Don't forget to indulge in whatever nomarific goodies are in the storage bins (if any). May as well put them to good use, since no one else is using them. -
If I have the time, I will slot generic IOs from levels 12 through 21 (minus whatever Yin SOs the character in question can use).
Then at 22, I slot level 25 sets, frankenslot pieces, and generics. Level 25s are generally more than sufficient. For frankenslotting and generics though, where set bonuses are not important, I will go with whatever the highest level the slot in question can hold at the time I get it, since even though 25s are good enough, there is no harm in going higher when exemping is not a factor.
Of course, there are some sets that aren't available at 25 (Devastation for example). Those I will slot at whatever their lowest is if I am concerned about bonuses when exemped.
Additionally, when I reach 47, I often go ahead and do a respec to better optimize the build. At that point, I would replace the generics and frankenslot pieces (where exemped bonuses are not important) with level 50s, just because I can, although 35s, 40s, and 45s I may leave as is anyway, since there is not that great a boost with 50s from those to make it worth the expense.) -
Quote:Getting rid of those would totally kill frankenslotting, which for some of us is more important than going for actual set bonuses in many cases. I'd rather just see them go ahead and keep those sets, and add more sets with better bonuses.I'd like to see all the garbage low-level ones done away with and replaced by awesome low level ones. It would be cool to be lvl 15 and have a healthy set bonus list going on.
I also second the suggestion for a unique immobilize protection IO, and throw in a stun protection IO unique as well. Stuns seem just as annoyingly too common as immobilize and KB. In fact, it seems like a huge portion of enemies have the ability to stun for no valid reason whatsoever.
"Dude, look at that. I nicked him with a spitwad, and he's staggering all over the place like a drunk bum." (says the civilian to the Hellion who was trying to steal her purse) -
Quote:And don't forget to bring a shrubbery from Roger the Shrubber, who designs and arranges shrubberies. And after that, go cut down the largest tree in the forest with a herring.I don't like "pseudo-defeat all" missions. You know, the ones with so many required objectives (Defeat the boss, Defeat his 12 lackeys, Rescue their 13 Hostages, Trim the hedges of many a small village...) that you end up killing nearly everything on the map anyway just to complete them all. Just simplify things and make it a Defeat All instead of a Defeat 95% Of.
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Quote:I was mostly certain that once you take your Praetorian to Paragon or the Isles, you unlock the epic based on your AT (Brutes, Masterminds, Corruptors, Dominators, and Stalkers unlock VEATS and the hero ATs unlock the Khelds irrespective of which side you go to.)Oh, and when you get a Hero to 20 you unlock Kheldians, and when you get a Villain to 20 you unlock Soldiers of Arachnos. You get nothing for getting a Praetorian to 20, unless you've never played the game before, at which time you gain the ability to create characters in Paragon City and the Rogue Isles.
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Quote:At least on that map, if it's the same one I'm thinking of (elevator to immediate right of entrance, elevator to left of closed doors, and one off to the left of the room behind the closed doors), the objective will usually be through that second vator, then at the end of the long hall where there is that ramp and small platform of doom with another closed door on the other side, behind which is where you need to get to.You know what I hate even more than layered rooms? That one Crey lab map that gets used ALL THE TIME and has elevators EVERYWHERE. That all go different places.
I just had a "rescue and escort two people" mission on that.
On my Widow.
Who, as one might expect, is stealthy.
Ewwwwwww. -
*** Tilts head to one side and focuses on the OP again... ***
Ah, I see it. It's a sailboat! -
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For the characters I am currently actively playing, I am going forward with their builds as if the upcoming changes were not coming. Then when the time comes, I will do a new plan and respec. Also, mine tend to be level 25 builds for the most part, since I start IOing at 22 with level 25 enhancers instead of waiting until the character is pretty much finished. (More bang for the buck with level 25s, since the bonuses are good all the way down to 22 as opposed to losing them when exemped below 47 if using 50s).
As for what IOs drop in value? Well, I'm hoping Stealths take a plunge due to many more people being able to fit in the Concealment Pool -
Quote:/macro FIND "target_custom_next drop"I, too, love the vampire generators.
Worst mission ever is totally the one you need for the Plague Carrier badge, with the glowies in the massive outdoor map. Really, anything that involves outdoor glowies. Oranbega I can handle, but when they could be anywhere on one of the huge outdoor maps? Ugh.
That makes finding those glowies in the Plague Carrier mission much much easier.
My least favorite map is the ruined/flooded city map. That is a major pain on the eyes -
Meh. I recommend just going with level 25s (or 30s for sets that start at 30). Apparently the enhancement difference between 25 and 40 is rather miniscule, and then you can keep your bonuses all the way down to 22 (or 27).
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Quote:$20 but you get a free month ($15) and either the cyborg or magic pack.
Edit: This assumes you haven't applied the AE edition already to your account.
Architect Edition Edition (since that is what people seem to be calling AE... Blasted US DRD Department of the US) breaks down as follows:
Box: $20
Time: $15-
Booster: $10-
Net Cost: Negative $5
So yeah, it is well worth it, since you are interested in a booster anyway (if it is the Magic one you want), and you would be spending that $15 on your subscription regardless. Applying the code will push your next billing date back a month from whenever the next one would have been. -
He didn't say whether or not he got the Cyborg pack via AE or not. I was guessing from the info presented that it was purchased by itself. If he only bought the Cyborg booster and not AE, then he could get AE and select the Magic Pack.
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If you purchase the Architect Edition, that comes with your choice of either the Magic or Cyborg pack. Plus the code gives you an additional 30 days game time (which you would otherwise be paying separately anyway). All in all, the total net cost for AE is a negative value.
Mac Edition would also be either a net negative or zero cost as well, since it includes the Valkyrie pack and yet another 30 days time. -
Here's how you can tell:
/em throwconfetti
If that works, you have the Wedding Pack
Powers associated with each:
Mission Teleporter: Valkyrie/Mac Edition
Mystic Fortune: Magic Pack
Ninja Leap: Natural Pack
Secondary Mutation: Mutant Pack
Self Destruct: Cyborg Pack
Pocket D Teleporter: GvE Pack -
Quote:That one would have to be called "Tree of Get A Life, Losers!"I'd love to see a Pet Power Pool created.
Tier 2, Immobile Taunt pet. PBAoE 16 target Taunt with a 25 foot range at 400%. Pet has low health so 2-3 hits will kill it. It's a distraction, nothing more.
Or alternatively, Handey's Tree, because it would scream all the time for no good reason, until the enemies destroyed it. -
I just survived this one on my Peacebringer (level 44, Human/Squid build). Even at -1 it was a challenge, and I probably would not have made it had it been even con. I made sure I hooked up with Frosty first before talking to the Commander, and he was very instrumental in the success of the mission.
I managed to get through probably the first two or 3 waves in Human form, and then finally had to pop Light Form for the remainder of the battle. The sappers were the most annoying part of the mission, way too many of them hitting from all sides. At least I did make it through without even losing Frostfire, and Light Form lasted until about 5 seconds after I exited the mission.
All in all, it was pretty fun, though I do agree that it could stand to be toned down just a tad, perhaps to where it would be survivable for a squishy on +0? -
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Quote:I haven't died once fighting him. The animation is so long and the hit-check is not at the beginning so unless you're Stone Armor (or a Mastermind with poor pet control) you should have no trouble getting away from him. The "oh noes he's powering up!" warning is almost insulting as you can plainly see that you should be backing off, and if you don't realize that the first time then seeing his health refill should teach you to avoid it from then onwards.
Instead of rushing into the room where he spawns, it is best to pull him into the elevator chamber. Then when the warning to get clear pops up, just go back down to the previous floor for a few seconds. -
At least you can take this as an opportunity to do a set of 3 radio missions in Faultline to get the Skyway Safeguard and self rez temp power (have to get it before 21, otherwise the Faultline Detective gives Steel instead.)