shaggy5

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  1. Sorry if this doesn't fit here, but I have only heard a little about Titan. It's not live, is it? Is it still in beta?
  2. Changing synapse TF is not a new idea, but I realize the devs are busy with so many other things that a major overhaul (a la Posi) isn't happening.

    Instead of an overhaul, can we just get a couple of small tweaks? I don't think I will ever like an all clock TF, but if the devs just made 2-3 of the many (!) defeats all robots into defeat boss, it would help immensely. I only do synapse because of the accolade and I always hate the first 2/3 of it so much. Only Dr. Q makes me squirm more. Just give us a few less defeat alls and I could smile!
  3. Quote:
    Originally Posted by Katze View Post
    Coralax were always part of the lore of the Hollows and Eastgate Bay:

    History Plaque in Hollows:

    "This building once housed the lab of Dr. Calvin Stewart, who pioneered Eastgate Bay's Seaview project. Since the Hollowing, Dr. Stewart has been forced to abandon the lab, and communication with the Seaview project has been erratic. Very little is known by the public about the scientists' activities in Eastgate Bay. "

    Stephanie Peebles' mission "Stop the Council attack":

    "I've got a fish story for you, character, and it's a beaut. Seems some researchers over in Eastgate Bay just pulled into port. Say they were attacked by some sort of 'fish monsters,' and they barely escaped with their lives! They even say they've got one of the creatures on ice down in their hold. "

    and the Clue : The scientists' find: "The contents of this crate can only be described as bizarre. The creature in stasis within is definitely fish-like, but easily the size of a man. Its long, powerful arms look capable of ripping a boat to shreds. "
    HA HA HA..that is awesome information. It'll teach me to read some things more. I still liked it being less mob types, but I cannot complain that it makes no sense!
  4. Quote:
    Originally Posted by Wicked_Wendy View Post
    I have done them all on my badger.

    Doc Q is the worst as far as I am concerned because of the length. I have done it exactly 2 times in 6 years and have no desire to ever do so again. Yes it awards a lot of merits but I can do 2 or 3 shorter tfs in the time required .. and thats now that jet packs are available and so is the ouro portal.
    I could have written this statement. I did Dr. Q when it was LOOOOOONG and then again a few months ago just to see what I thought now. The thing that surprises me the most of Q is that, while you get a ton of merits, the xp is SO TERRIBLE. If I did ITF, Hess, and a Manti, for example, I would probably be done in the same amount of time, but the XP would be so much greater with the latter. I think I got 6 bars of xp from Dr Q and that was 4 hours...!
  5. I also don't want to see States die...because, as it has been said, it would seem for all the wrong reasons.
  6. That is helpful. Thanks. I do remember the fog now that you say it.
  7. Quote:
    Originally Posted by Ironblade View Post

    Personally, I think either Positron (maybe) or Synapse (most likely, IMO) will die and the 'man without a zone' (Back Alley Brawler) will take over as contact for that task force.
    This would be awesome IF that meant they changed that horrid piece of monotony known as Synapse TF!
  8. I think I have done all of the Shadow Shard TFs at some point. Besides Dr. Q being the longest, I am not sure I could tell you which is which. Is there something that sets them all apart from each other?
  9. Quote:
    Originally Posted by Rajani Isa View Post

    Lost are homless, and the south end of the Hollows IS a park next to skyway. It makes sense. More sense to me than the Coralax anyway.
    I forgot about the Coralax...I don't like that either!
  10. Quote:
    Originally Posted by Call Me Awesome View Post
    It would be terrible XP/Inf rewards; the Prisoners are greatly underpowered mobs for their level and their rewards reflect that.
    Prisoners xp/inf could be changed, though. My point is just liking more variety.

    Now to kind of/sort of contradict what I just said--I don't like that they added random street mobs in places like the Hollows. I don't like seeing so many types. Why did the Lost have to show up?
  11. Quote:
    Originally Posted by Texas Justice View Post
    Just off the top of my head, these are what I can remember from Launch.

    Infected
    5th Column
    Clockwork
    Hellions
    Skuls
    Vahzilok
    Lost
    Circle of Thorns
    Hydra
    Tsoo
    Outcasts
    Trolls
    Warriors
    Freakshow
    Banished Pantheon
    Family
    Devouring Earth
    Sky Raiders
    Crey
    Rikti
    Prisoners
    Nemesis


    Hopefully, if I've left something off the list someone will be gentle in reminding me what I forgot.
    I am not only impressed that you listed so many, I am impressed that the devs had SO MUCH at launch.

    It still begs the question for me about why so many things involve the council. How cool would it be to jump in a radio mish in Bricks to fight the Prisoners?
  12. Quote:
    Originally Posted by Necrotech_Master View Post
    the only group that im familiar with is rularuu which was introduced in i2 i believe

    it still amazes me that rularuu are so tough even though they are a very old enemy group
    Wow, thanks. I had that question, too. It is a tough group. I wish they were around more--I get so sick of seeing council, council, council...
  13. And to go along with this, when was the Shadow Shard introduced? What about Croatoa?
  14. Some people seem to have a great memory of each issue. I was curious when certain villain groups were introduced. I started in i3 and it seems so long ago!

    When were trolls introduced? With the Hollows in i4?

    What about clocks? Did the game start with them?
  15. Quote:
    Originally Posted by Happy_Thoughts View Post
    I find it to be a fantastic pairing.
    Agreed!
  16. Quote:
    Originally Posted by muonia View Post
    Hello, I've been working on a Elec/time controller and have gotten to the mid twenties. It just doesn't feel as potent as other controller combinations I have played and has even lead potential for damage. For comparison I leveled a ice / Rad to fifty and never looked back once.

    Is this just not a good pairing?

    My challenges so far.
    * swapping just does not seem that team friendly of a strategy. Anything I can drain is also something that dies easily. Anything that doesn't die easily seems to die about the time I drain it.

    * unlike a lot of control sets, there aren't many proc options available to boost damage, especially on the Apr powers.

    *survivability is good solo, but the kill speed is horrid. On a team you are a squishy who needs to be in melee range to use most your tricks and your two signature aoe powers are only partially effective. Static field is nullified by aoe and distortion field is a sometimes hold with good debuffs. Neither are solid enough to survive in melee long.

    So I'd there are those who have advice I would love to hear it. I have a lot of controllers at fifty, but this one seems to present some unique challenges.
    If you are strictly speaking about DPS, this would not be a great set. In most other aspects, WHAT A GREAT COMBO! Time along with any primary is awesome. Elec drains are great-especially with the toggled up for end mod--I drain most everything very fast. With the mitigation /time offers, you will never let anything hit your team!
  17. Quote:
    Originally Posted by Rajani Isa View Post
    Note they are swapping the Taunt and To-Hit in an upcoming patch IIRC (Currently Taunt is core, yes?) to make it more viable for others.
    OK good to know. I still think this could have been done a little better, but it is nice to have real choices.
  18. Quote:
    Originally Posted by Grae Knight View Post
    Resilent Alpha could potentially help with Will Power tankers who have a pretty weak taunt aura. The +resist would be nice for WP tankers who are already at or near the defense soft cap. Outside of that I can see any real uses.
    I see that for WP after looking closer--they increase their taunt and their tohit debuff.
  19. I was looking at what I can get for Resilient Alpha and I can't see very many situations where this would be the power to choose. Is there something I am not seeing? If I am looking for more resistance for my toon, this (if I am seeing it right) ability does give me 7% more than cardiac (nothing to sneeze at), but the other powers I get with cardiac seem to help so much more. Cardiac helps with end problems, while Resilient deals with taunt, but I don't ever seem to have a problem with not enough taunt. Radial Paragon could help with tohit debuffs, which I assume would be good for Willpower, but then I would be down to the 20% resistance that I get from cardiac.

    Is someone can steer me into seeing this more clearly, feel free.
  20. Quote:
    Originally Posted by Laevateinn View Post
    This has some nifty uses e.g. detoggling Mary's hurricane, but in general is not significant on AVs, which are mostly bags of HP that you have to attack over and over again. saying that Mind controllers "mez AVs in one hit" does make for a compelling soundbite, but is not a realistic description of the powerset's ability.

    I disagree. If you have ever been a "mind" on LRSF, the ability to mez the AVs to sleep so you can attack just one is invaluable. It is the easiest way to make sure you don't fail.
  21. Quote:
    Originally Posted by theduke24 View Post
    Can anyone explain to me why anyone would pick mind control on a troller? thanks
    Like the others, I am not sure about what you are driving at, but my quick answer is that one should pick it because it plays like no other set. Controls, confuse, sleep, fear...all in one. It's mostly soft control, but you can lock down a large mob is many ways.
  22. There has been a lot of downtime, BUT I am not complaining. There is SO MUCH new content I can barely keep up. I will take the downtime to keep the game new and fresh.

    LOVING IT!
  23. I think this is the new incarnate branches. Am I wrong? I figured this publish was the new Alpha, etc. Could it be that and MORE? I hope so.
  24. Quote:
    Originally Posted by Arnabas View Post
    The worst part?

    Trying to find the damned contact.

    I was looking for the name/ location of the contact, skimming through some threads here to see if I could find that out. Still don't know who it is, or where he is, but I have managed to spoil the "reveal" for myself.
    I believe you, but I don't have this struggle. At least in my game, as long as I know the map, the only thing that I have to do is open the map (at St. Martial, for example) and there are two contacts on the map that are green--the trainer and the sig arc contact. To me that make it incredibly simple to find the contact.