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lemming

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Everything posted by lemming

  1. When I breakdown and retire a character, the ones with incarnate salvage get it broken down into threads and I buy Super Inspirations with it. And if I have a char that is fully kitted out, they tend to use whatever for the inspirations for some of the trials, etc...
  2. It says "Weclome"!
  3. It's a good summary. I have skipped it when I just don't have the room for it, but I tend to like TP as a travel power, and TP Target is useful for a lot of reasons. So many of my builds can use it and it works as an aggro tool as well. And for a niche case, it helps in the Font as long as you keep eating Draughts (which drop a lot there)
  4. I went with Cupid's Crush full six slots. It seems to work pretty well for me.
  5. My favorite tactic is to find a char to attach remote bomb to and catapult them over to a group, then blow it up. Sure, more effective just to attach a bomb in there, but definitely less fun
  6. Just checked in Perez on some unwilling skulls. And for the most part, they went in the same line away from me, but they will sometimes just travel away from me. What they definitely don't do is go direct from the targeted mob. So if you hit the center of the group, they will all travel away from you, even if there are some closer to you than the impact point.
  7. Looking like LDTP does a similar thing. Wouldn't be surprised if Monitor Duty TP acts the same. (maybe not, it used a charge and went into cooldown, but maybe I wasn't fast enough) Now interrupting MT, ATT, Team Transport, and SG Portal (by being in a qualifying spot) does seem to keep those powers from appearing as well as not hitting the recharge. Which is good behavior.
  8. Well look at that. Just confirmed on one of my chars, though you do have to be quick. I think it's because you can interrupt the TP and that would keep it from reaching cooldown. The macro on the other hand just checks if there is qualifying thing going on, so is able to enterbase, but counts as an interrupt for Base TP. So, it's a bug, but not a huge issue IMO. Just checked on a char in PvP and the delay to get out is still happening, but does make the macro easier to get in time.
  9. Yea, I should have mentioned that. Though TinPex runs into this issues as well. Though with instanced ones, they'll be outside the zone soon enough. And some instanced ones seem to setup in the instance and invite people from any co-op zone.
  10. Team Transport can teleport to other zones and if you keep changing the destination, team members can go to different mission doors. So there's some methods at least on one ability that can do this, but there's probably a different limitation. Just based on not every mission destination seems to work, deliveries are a never for instance. Mission doors are fine. And there are a few Ouro contacts that don't work either. (Not enough coffee atm) If the technical aspects could be fixed, it would be a handy power. 15 min would be a nice cooldown, but the others ones are all 30 min at least. (Or just make ATT work this way if it can and replace Group Teleport in the TP pool with it)
  11. Yesterday, I did use the RWZ AE and found it laid out well. More terminals. NPCs and handy workbenches as well.
  12. They're probably coming up on an edge case, but they could see if they drop a lot of graphic settings if that improved it. There's a lot of interworking items in KW that got added, so I could see certain rigs having more issues.
  13. There are only a few account wide as Marine X mentions. Were you thinking the veteran rewards badges that unlocked some powers that were from how long you had been a paid subscriber? Those have been repurposed. Vet Levels are now per character past level 50. Every 3 you get a badge until vet level 99. https://homecoming.wiki/wiki/Paragon_Rewards_Badges https://homecoming.wiki/wiki/Veteran_Level_Badges I've recreated a few of my old chars, but there's a lot more room for alts on HC than there were in the old days.
  14. How would you get them to go there? Pocket D is usually because it's so accessible. Adding one to Echo Plaza maybe? You'd have to incentivize it.
  15. More like not many people took the T9 or used it as more than a mule. At least my four chars with it don't, but with the change, I'll respec it back in. I don't tend to like powers like it was setup. I like the softer crashes that make it more survivable. And as others have pointed out, other parts have improved.
  16. Those can be purchased with reward merits during the anniversary event. The rest of the badges, aren't that difficult, not as time consuming as live for sure.
  17. We were on a three man team, third person on team showed up at the Sewer Trial Map. No head of hydra badge, and no path to get to rest of team. (We had TP Target, so easy work around.) DR_PIERCES_LAB_REVERSE Other two members arrived in lab with no problem.
  18. If I had been meticulous, I would have done that calculation. Doing a quick spot check, slight difference in values, but who knows. I assume you've gotten level 50 flys and the like? I haven't really paid much attention since I tend to just sell off except for one char. I know it depends on the content, to get 53 you tend to have to fight 53&54. And my one char that would use these, I combined to get.
  19. Drat. Was going to check my logs, but logs don't give level. However, looking at just the Magic Enhancement drops over a period of time, you can probably see the distribution. "Aim of Joule (ToHit Buff)" : 27, "Bands of Hermes (Immobilize)" : 61, "Bewildering of Hermes (Stun)" : 109, "Devastation of Joule (Defense DeBuff)" : 12, "Extension of Joule (Range)" : 306, "Fury of Joule (Damage)" : 410, "Grace of Joule (Heal/Absorb)" : 215, "Horror of Hermes (Fear)" : 7, "Hurdle of Grey (Jump)" : 7, "Insight of Grey (Accuracy)" : 386, "Neglect of Joule (ToHit DeBuff)" : 26, "Pacification of Hermes (Slow)" : 27, "Paralyzation of Joule (Hold)" : 109, "Perplexity of Hermes (Confuse)" : 9, "Power of Grey (Endurance Reduction)" : 488, "Renewing of Hermes (Recharge)" : 374, "Resolution of Grey (Endurance Modification)" : 11, "Rest of Hermes (Sleep)" : 34, "Shield of Hermes (Resist Damage)" : 191, "Shield of Joule (Defense Buff)" : 193, "Smite of Hermes (Knockback)" : 19, "Stride of Grey (Run)" : 31, "Swiftness of Joule (Fly)" : 55, "Voice of Hermes (Taunt/Placate)" : 11, And the movement ones are definitely less common.
  20. On the PvP shards, the only time I had issues was on Excel, and it was very rare. 10m is a bit much, I don't bother because that seems to be my threshold for overpriced items, but I could easily. I probably still wouldn't use them much if they were cheaper, but that's just me. I like the idea of more variety.
  21. Make it one that you don't get from turning into Monstrous Aether, and just a random drop from Blarf. It's a pretty big reward table iirc already. I got a reward merit yesterday.
  22. Ah ha. I didn't get on this run, but the one before had quite a few more chars. ~40
  23. I have a Savage/Regen Brute that's fun, and it's limited to SOs currently. (It's a self imposed handicap)
  24. There are a bunch of Croata arcs right on the borders that are annoying and I wind up pulling the mobs to a spot I know will work. I think they're in my bin of "ugh, now I know why I don't like this arc"
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