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Posts
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Joined
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Well its currently not in the game yet. But you can do your badge hunting now and avoid the rush.
The Known Requirements are:
Locked and Loaded
Freak of Nature
Bad Luck
TechnoFreak
Deathless
Gangbuster -
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is there anyone who has done the scirroco missions, that can help me with some info. Im on the mish where you have to fight the 4 arch mages in the cahntry, and every single time I do it at least 2 of the mages dissapear and do not come back so i cant complete the mission. Is there a reason for this, should I be letting fathiim and one of the rularuu assist me? Or is it a bug? I aprpeciate the feedback =D.
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When I did this mission, everytime I entered the Deathstar thing I was placed underneath the floor. All 4 mages were surrounding the AV and I was able to herd the mobs to him to finish it. The mobs were still targetable for some sniping too of course. -
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Black Scorpion second story arc:
****SPOILERS**** and a warning
After completing the arc with Dr. Quatrexin and getting The Stinger badge, I was offered another arc - [censored] in the Armor. This arc involves kidnapping Dr. Aeon to make anti-ghost weapons for the Scorpion suit.
The final 2-part mission is bugged. The mission starts with Black Scorpion telling you to talk to an arbiter to set up a fake story and then kill Dr. Aeon. The arbiter doesn't believe the lame cover story and tells you to either stop Scorpion's insane plot or face the wrath of Recluse. The first door mission has you rescuing Dr. Aeon from Silver Mantis - but when I attacked Silver Mantis, Dr. Aeon just disappeared. Since rescuing him was an objective, I couldn't complete the mission. After that was cleared by a GM, I went on to the second - a timed mission to disarm some bombs and defeat Black Scorpion. Black Scorp spawned as an ambush after the last bomb, but defeating him didn't clear the mission - he only had 1 minion instead of 2, so I think one might have gotten lost. Had to get a GM to clear it with very little time to spare.
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SPOILERS AGAIN
I did both missions twice. Once I saw Dr. Aeon vanish I just went back out and reset and it worked the second time around.
As for the Black Scoripion Ambush, I had enough time to reset it and try again but the same thing happened. So 2 times I cleared everything on the map and clicked 5 bombs, defeated Black Scorpoin and his pals with no luck. It kind of erked me that this is an AUTO given TIMED AV mission.
The Strangest part is, the clues still exist in my queue. There was no souvenir. (not even one to tell me I failed). And Black Scorpion now just tells me to come back at 45. That entire second arc was never even available to some people. -
I kinda wish there were no other mobs or a less amount in the mission
I like the ambushes, I like the feared civies, I like blowing stuff up. The problem is when 40 other Psi Cops are shooting at you while Longbow is ambushing you. Meanwhile, time is ticking. And you are trying to target things through chaos.
It really doesnt even make sense that all those Psi Cops would just be standing there waiting in Brickstown at the one bank I want to rob. Get rid of the Psi Cop spawns and just let us cause havok till ambushes show up....because thats how it is supposed to happen. -
Yeah I agree, just get rid of the buff to AVs/Heroes and these will be somewhat ok. Its currently easier and much more fun for me to solo these missions than it is with a team of 4. The people that like teams of 4 to 6 are going to suffer the most because you are going to spawn a Hero and its now impossible to beat on a small timeframe. So basically, if you want to team in a Mayhem Mission, you need 8 people.
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While it is kind of a nerf, getting hit 2 times more (than issue6) in the tier 9 defense powers is not bad. In my 3 minutes of a tier 9 power, I'll get hit twice. Ok ...double that to 4.
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So it appears you can use travel/end as a slow/end in powers like Tar Patch and Ice Storm.
Maybe we need two lists... approved and unapproved power usage
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Ok, unapproved and likely "fixed" soon.
Dam / Acc = Warshade Eclipse. The damage resistance is enhanced since the power does no damage. And you guessed it, each one provides 33%, unlike the normal resistance SO. I have my Eclipse slotted 3 dam/acc and 3 recharge. It gives me almost 25% resistance per mob. So I only need to hit 4 guys to cap it. Basically this is the same as the just-changed ToHit debuff / Enzyme thing that was patched. Will they change damage SOs to 20% ? You be the judge.
Dam / Mez = Atomic Blast. The power doesnt normally take Hold enhancements. 3 or 4 Dam / Mez cures that and they work fine. Its great for times when you dont kill everyone. The mobs are left held well after the period of -end recovery.
Membrane Exposure = Quicksand / Earthquake. I noticed earlier in the post, people were fighting over what can be placed in earthquake. Lysosomes work okay, but as said before it doesnt take accuracy. The answer is simple, Membranes work great as a debuff (yes i know its normally a buff enhancement). You enhance the -acc, -def, and recharge of earthquake with membranes. Also, they work beautiful in quicksand....while the -acc does nothing, the -def is far greater than earthquake's. -
When is the upcoming patch anyway? I remember seeing that post a few months ago. Is it implemented ?
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Is Radiation Aim still only 6 seconds? or is it 10 like all the other aims finally?
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Its ten now, they fixed it in Issue 2 or 3. -
I especially hate the nullifiers, because it is quite easy to break protection when theres 3 or 4 Lts per group. When I am in an 8 man team fighting longbow post 40, I'm held every group.
The spec ops can be assassinated. -
I dont mind the endless stream of CoT missions. Theres an sg badge for completing thorn missions. Thats not to say I wouldnt love a bunch Freakshow missions in my paper
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Is there currently an effort to convert the binds to the new powexec_toggleon commands?
I've been using SoD since issue1 and find it very helpful on all my toons. I just think powexec_toggleon could help the few quirks it has. -
Radiant Aura caps out at 535, same as healing aura.
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Great guide.
Couple things to note, regarding the synergies:
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Dark Melee has a endurance recovery power to aid with the end heavy toggles of Super Reflexes.
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Dark Consumption and Elude were also made for each other. DC's recharge with hasten and quickness is 94 seconds. Elude's duration is 100; you just gota love that combo. (Of course, I threw in another recharge SO for good measure.)
Having an instant full bar of endurance after the Elude drop is amazing.
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Dark Melee has a heal power to aid Super Reflexes for when the hits to land or to help repair from auto-hit attacks.
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All the young DM/SRs should pay particular attention to this. SRs get hit. The ability to mitigate any type of damage taken with Siphon Life is marvelous. I can heal myself for almost 400 HP at lvl 50. -
I remember being lvl 15 er so, doing 3000 damage to lvl 4's in Atlas with neutrino bolt; after an application of Enervating Field.
I remember how the enervating field bug acted with freezing rain, and you could 2 shot even lvl bosses. -
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Thank you for the listing of powers things are useful in. I'm still not convinced that there is anything that can really use all three powers in Membrane Exposure (ToHit, DEF, Recharge).
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Well, let's see. What power do you know of that buffs Accuracy and Defense?
I'll give you a hint...it's in the Empathy set...
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Fortitude it is! Membrane is the bomb-diggity in ... Fortitude.
Thanks.
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don't forget accelerate metabolism
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You would only boost the recharge of the power itself. AM doesnt boost Acc or Def.
It is +recharge, +speed, +recovery, +damage, +res to effects -
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I listed Elude as a big benefit because not only do you get a big defense boost but it will recharge faster too. I think right now with 5 Hammy tohit+defensebuff/atk rates it recharges in 70 seconds (100 second duration) and gives me roughly 160% defense.
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Now I want 5 of these. -
This is correct. Using a mob next to the Hulk as the anchor yields the same outcome. Just make sure you step back a few yards before landing the fatal blow, or have 540 hp left before makin the last strike. (If you're 50 against even lvl Warhulks anyway)
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EF makes no difference on exploding mobs. At least not to Warhulks.
With EF, warhulk hits for 270/270 (lethal/fire)
Without EF, same result - 270/270
And im not so sure RI works either. I can go an entire fight without being hit from a hulk. When they go boom, im hit quite often. A long time ago, I just thought the boom had good accuracy. Then my SR scrapper starting fighting them and is rarely hit from the hulks' boom. To me, this just proves that debuffing the blast does nothing.