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Everything posted by lemming
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Let Level appropriate Praetorians into the co-op zones!
lemming replied to Heavensrun's topic in Suggestions & Feedback
Yea, those annoyed me. Especially since we couldn't dismiss either. And iirc, there are no Transit doors for Praetorians. -
Let Level appropriate Praetorians into the co-op zones!
lemming replied to Heavensrun's topic in Suggestions & Feedback
The BellaDonna arc is perfectly fine to run as a level 50 Praetorian. It's all via the Night Ward. And of course, you can do Ouro stuff as long as you access a crystal via a base. You can probably tag along on a Mr G arc since those will have their doors wherever the mission holder calls Mr G from. -
Ok, screwing around on beta, at level 45 you can just walk up to Tina and do all her missions. However, Angus didn't want to talk to me until I was introduced by Tina. And looks like he might not be introduced at level 45 since Tina was giving me Maria & Unai at that point. So, for safety, I wouldn't go past 44 until after you get your 40-44 active contacts done. They did seem alright to talk to me at 45 though if they were in my list.
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Best way to figure out for sure would be to roll up a level 45 char on a beta and just walk up to them. I'd bet a moderate amount of influence that Tina is correct, not positive about Angus since I don't run him often.
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You know the question... Just as I did
lemming replied to smnolimits41's topic in General Discussion
For the question, I'd go DP/MC blaster. On the subjects of sentinels, they're in a good place now. -
Should just be the Cryogenicist Bosses. They're not that plentiful in Manticore with only appearing at levels 35+. Dr Aeon's SF is where i've gotten the most. Tip missions might be the other source. Similar with Gamma Tanks.
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I have seen a couple times people going "Hey, this was fun, maybe I'll be back!" and quit out of a TF. It's an aberration though. On the OP, I don't think it's very feasible. AE allows it, but there's no end of mission or arc bonus for them.
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Robert Kogan's Arc (Major Benjamin's writing quality)
lemming replied to RunUpGetDoneUp's topic in Suggestions & Feedback
I think Mayor Morales is the current mayor. (How long is a term? It's been years!) -
With my regen tanker, I've noted better survivability by maxing out my HP/sec and resistance is more worthwhile than defense since you actually want some hits. When I have everything going at once, I'm at 350 hp/sec+ which mitigates a lot. -regen I don't see as often, but slow effects are worse I find. My regen Brute is a little more fragile, but I slotted differently and they never stay down even if taken out. Similar with my Scrapper. Generally, if I can pause damage for a second or two on occasion, I don't have an issue. It's a bit more active compared to some of the other defense sets, and my attack set seems to do better if I have knockdowns available. (Foot Stomp, Dragon's Tail, and Mass Levitate for some...)
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So far, pretty much any hostage being escorted by the char with M&R will go to the selected spot. Dr Todd, Amy? (from Katie H TF), many tip hostages, etc... For One Good Spider, you do need to off the two fortunatas that restrict his movement before recall. On how to get: Explore & History Badges in First Ward & Night Ward. (I just grab them all) While you're getting those, defeat a bunch of Carnies and Drudges. Doesn't take long to pick up 100 points of them. Most complicated is doing the Seed of Hamidon. Doesn't take long to put together a group, a single team can do it, but at least on Everlasting, doesn't take much to put together a league. Make sure to get Full Spectrum before taking out the Seed, but since you want to trim most of the seedlings anyway, it should be on the way. Tips is the most grindy portion of the accolade. Hero version of Some Nut on Talk Radio, Vig version of Cloud of Oderous Smoke are very quick targeted defeats. There are some others that aren't too bad, but there are a few that you wish you had M&R for. Mission Computer is nice for this. If you're on a team and doing teleport teams, I do Steel instead of Atlas. Not much larger (even the vertical), and you don't have to deal with phasing.
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First question: Do you have cell shading on? If so, turn it off.
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One thing that I don't suggest unless you're doing other stuff and just want to screw around. A hidden stalker using walk can bring an NPC along easily. This of course depends on the style of ambush if any.
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Siege encounter from Maria Jenkins Mission
lemming replied to Marshal Valor's topic in Suggestions & Feedback
I have that mission set for one of my alts, and I did note, that char has difficulty with taking him out. He's an Elec/Elec Tank. He's the only character who has had the issue at +1 (or even with Alpha shift). -
I don't think there's anything you can actually target, but there are some targets. Rikti Training Dummy Arachnos Targeting Dummy Target (and Target Base)
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Incarnate Salvage Transferable within account
lemming replied to DrRocket's topic in General Discussion
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... -
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)
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Aura of Insanity's mez being affected by purple patch
lemming replied to WindDemon21's topic in Bug Reports
I went with Cupid's Crush full six slots. It seems to work pretty well for me. -
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
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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.
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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.
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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.
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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.
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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)