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lemming

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Everything posted by lemming

  1. Ran this yesterday and then ran it again via Ouro. Just double checked with that char and saw it listed in Ouro properly. And checked another character that had not done that tip and confirmed that they did not see it.
  2. The only way is via Eden, and I don't think pure villains can go there.
  3. You do realize, Kallisti was never going to be a low level zone from the original developers? And HC already made known what their vision was going to be? I prefer the path they took, players do seem to want more stuff in the upper levels to do.
  4. Went thru a few groups with my rad/regen sentinel. Second Wind isn't worth hitting until you're down HP. However, I notice the same on live. My regen rate is peaking at around 130 hp/sec instead of the 67 that the live version is. And that's with the same slotting since Dismiss Pain & Ailment Resistance take what I had in there. (Four Panacea)
  5. Pretty sure your tank will be fine. I have both tanks & brutes for farming and I find my brutes are slightly faster for active farming, and tanks are better for AFK, but it's a slight difference and my best version is running a couple brutes with one tank. Not worth redoing anything for though. I think most of the changes are fairly benign to the average player. Top end players who squeeze out every bit of performance probably will see changes.
  6. Badge for set numbers, but since they're always adding to them, I doubt there will ever be a badge for all.
  7. So, I notice some chat about sentinels, and since I do have a Rad/Regen Sentinel, I went ahead and made one on Open Beta to compare. I note that keeping the same slotting I have in Dismiss Pain in Ailment Resistance gives the same boost to Max HP. The only bit missing is of course the noted point of 476 HP of Absorb. I did note that Second Wind does nothing to add to HP when at max. Looking over the stats, the only difference is a higher regen rate just sitting around, 107 on Beta vs 70/sec. Feel wise in combat, no difference at the usual level of stuff, but will screw around a little more today.
  8. Some of us aren't fans of MSRs. Ten isn't as bad as it used to be for the bombs & GM like it used to, but it is at least ten runs. (Assuming you're on a MSR with a team that does a bomb, which is not 100%) And while one can bail after the GM is down, I at least feel obligated to stick around. I think I have a handful of chars with the two badges from this.
  9. Honestly I didn't see them as either. I can see your point though. I was starting more tanks than brutes lately, but two of my current fave brutes are Mace/Shield and MA/Radiation, with a Rad/Rad a frequent run as well. edit: Doh! Forgot my MA/Regen brute who is currently fun, but fragile. I haven't tried her out on beta yet, will need a little rework to take advantage of the new Regen, but will be an improvement. I do want to try a Regen/MA tank alongside just to compare though. (If it plays like the Regen/AX tank I tried, slower damage, but superior survival) That's not to say, Brutes need love.
  10. I think it's WAI by original thoughts by devs. Somethings were supposed to be mysteries I guess. I would support them getting a description of what we were hunting. On defeats & gladiator overlaps. It is kinda annoying to have to switch between the two to see what is incrementing sometimes. I spend more time checking the wiki looking up just where certain badges are. Is it Event? Defeat? Accomplishment? Gladiator? (for some examples)
  11. Not sure what I'm doing wrong now. I chose to beat up the Altuists in "Discredit Altruist Division" with the DE and now I have a waypoint and six civilians to rescue, but can not figure out how to get there. Only door that opens is the mission door that just puts me in Kallisti. Currently slowly sweeping around looking for something interacts with the mouse Unmarked door in an alcove found. Would help if a waypoint went thru it
  12. Thanks for doing that. I didn't have the spoons to write one up, but it was on my plate. 😉 (And I fixed my previous math issue (typo really))
  13. It's possible to do all arcs as a praetorian, but you have to do it in an order that doesn't allow anyone to die before you need them elsewhere. I usually follow this guide: https://homecoming.wiki/wiki/Apparition's_Complete_Guide_to_Praetoria
  14. Minor typo after beating the 5th column leader to get them to attack the council: " The defeated 5th Column base commander kneels on the floor before you, defeated. He looks up, glowing red eyes from his helmet projecting an pathetic air rather than the intended menacing aura. You can imagine his weaselly face twisted in pain beneath it."
  15. I don't really consider it a buff or a nerf. Just wish I could turn off the stealth portion without losing the Def. (Or just make it consistent)
  16. Happened upon the Skulls vs Family tip and at the end of the mission, you are introduced to Robert Kogon. His thumbnail is squashed horizontally.
  17. It is an annoying bit that you can lock out some arcs by having contacts getting killed in other arcs. One way I found around it is by using an Ouro crystal to bring up the contact in question, port to them, quit out of the arc, and then you can talk to them for the dead end arc. Unfortunately, hard to do with some of the contacts with some of the Ouro limitations.
  18. Did notice when I went into the tailor after respecing my scrapper that I transferred I was being charged for Ailment resistance, etc... to reset my choices to Minimal FX. Only 10k each. I have enough free tokens on my legacy chars, but others might not.
  19. I wouldn't mind having the Stealth component taken off Brutes and given to Sentinels.
  20. I was off on the "End of May" bit. According to the announcement:
  21. The edge cases would exist anyway without the two additional. The two additional GMs have no impact on most cases. That example with 18 people missing different GMs? That's more unlikely than anyone getting the badge now with six runs. And even the edge case is quicker than the current version. I really can't see how you see a downside.
  22. Prior to the addition of the two, you'd have a minimum of six runs, but probably more like a dozen based on my tests. Now, if a group does it, six runs. Now if you have a 18 person league that forms up and everyone is missing one GM, well yes, it will take six runs again. So they'd have 11 runs under the belt in that scenario, and there are some edge cases, but overall, you can get the badge quicker with this change despite two extra GMs.
  23. I noticed that there was a lot not being put out to the logs. (Still working out what)
  24. Starkwhite covered most of it, but to add. I had a scrapper that was either alive with a full health bar, or dead briefly. iirc, there were three different nerfs that killed it. One was ED (which was probably all that was needed), and then downgrades. The one on Beta, I feel is better than current and a bit more survivable. I think spike damage is still an issue, but there's a lot of value added.
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