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Everything posted by Erydanus
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It's too bad you guys are so far along already because my #1 solution to a defender unhappy with the damage from electric blast would be to make that defender a corrupter instead. That way the damage values will be increased across the board. Of course the buff/debuff power of a corrupter is weaker but since it's a duo situation and you play a tank, it'd still be plenty.
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Retrieving character list from server taking longer than it should
Erydanus replied to Hopestar's topic in Help & Support
I just logged in 2 minutes ago (9:17pm eastern) and the queue popped up 5 seconds after server selection! It's an anomaly! Update: 9:49pm eastern I logged to char select and was able to select a different character in only 22 seconds! -
Retrieving character list from server taking longer than it should
Erydanus replied to Hopestar's topic in Help & Support
Well I do think it kicked in around that time but they were doing so much it's hard to pin down exactly what point it started happening. -
I can't figure out how to get to a mision in Faultline.
Erydanus replied to TheSwamper's topic in Help & Support
You are correct but it is extremely difficult to spot from the outside. If you are flying over the area the hole will basically blend into the surroundings and unless you are personally extremely observant you won't find it. -
I'd do it as a Fortunata. Do you see any Psi resist in the Firey Aura set? I sure don't. I would just shoot him at range with Mental Blast, Dominate and Subdue over and over,with the occasional other attack to fill. The only thing he can really counter is the hold and immobilize and if the psy attack -recharge builds enough to shut down burn, he won't counter the immobilize much at all. That said keeping him at a distance would be really important but I think it could be done.
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I finally limped to 24 with my Widow and while I wanted to flip him into a Fortunado build I figured that since I'm soloing mostly this time (whereas on the old servers I was in a big supergroup team) I would probably need to go Night Widow(er). It's easier, it's basically what I've been doing but with a few perks added like Mind Link and some psi damage instead of one of my dart attacks, and I can take Mask Presence. Still there were times what I wanted was to lockdown the mobs and wail on them (Wyvern especially). So I decided I'm going to just open up my wallet and maintain dual builds (with generic level 25 IOs) while leveling and just use whichever seems better for the particular foes I'm facing. Plus I can focus a little more on a team build with the Fortunado and load up on the AoE attacks. That said I still need to come up with my initial level 24 build for Fortunado. I decided the best thing I could do would be to pretend the character is actually a Mind Controller and other than not planning on Containment being a factor, pick powers like I was soloing that way. (Which is why I have scramble thoughts at all...if I could swap it with confuse I would immediately) This is what I've got for starters - and it's all Fortunata powers: Villain Profile: ------------ Level 1: Mental Blast Level 1: Combat Training: Defensive Level 2: Subdue Level 4: Tactical Training: Maneuvers Level 6: Aim Level 8: Psychic Scream Level 10: Indomitable Will Level 12: Dominate Level 14: Psionic Tornado Level 16: Tactical Training: Assault Level 18: Scramble Thoughts Level 20: Tactical Training: Leadership Level 22: Foresight Level 24: Mind Link My plan is to pick up Total Dom at 26, Confuse at 28, Mask Presence at 30, and Psychic Wail at 32. The rest of my choices can be pool or patron; I'm undecided if I'll take Aura of Confusion. (Slotting is going to be a mess while leveling I'm just going to have to think about that quite a lot.) Do you think that I should pick up a couple melee or dart attacks as backup? I think on the old servers I actually kept like, Follow-up, one of the dart attacks, and Lunge or something like that. However since I'm planning to also maintain a robust Night Widow build, I think that's less urgent. I also seem to recall mixing melee with Psychic powers causes redraw issues for Fortunatas so I just went all in on mental powers.
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You should definitely put the build up proc in Widow Tactics. It's wasted in Build Up.
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See this is what I'm experiencing, SOLO. I thought it was an animation bug in Assassin's strike but now I think it might be a combination of sensitivity and latency.
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Except Haunts do have Taunt properties as well and also a fear power they spam. They are more like disposable tanks. They also take damage but can be healed and buffed. Mine benefit from my Shadow Fall, Fade, and Soul Absorption. I've been trying to capture the damage dealt by their brawl and their Shadow Punch but I can't find what channel it's reported on. Pet Damage Inflicted is only announcing that they feared something. I can see their tohit rolls. I can see damage numbers flying above the target's head. But I can't find actual pet damage done from them to monitor and parse. I've been looking because of this question and I put everything that could conceivably be their damage numbers on one tab and then a couple more things and I'm just not seeing them.
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Ring of Fire is a MAG FOUR immobilize. It is your tool for establishing containment on bosses. That said I slot it for damage! It's 4 second recharge 28 second duration just pretend it's a blast that triggers containment.
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During the big test server fight on Sunday I got pinned by mobs so I targeted Rularuu and typed /powexecnamelocation Target Teleport which did in fact pop me over toward Rularuu; he was flying but I appeared at about the level of his foot so about 10' off the ground. I might have been inline with a nearby bit of the plaza (I was off to the side of the hill). I did think it was weird I was at the bottom of his model not the top. It's almost like the command needs some kind of "align=top" parameter option added to it.
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Upon reflection ... why??? The enemies scale to the level of the person fighting them. It's not like a level 50 Zombie EB is going to jump a lone person in Atlas Park. This does explain why a bunch of us at-level in Cap Au Diable got a complete wash of an invasion one time. I was looking forward to getting a badge and some random drops as a break from regular leveling. Having a hard time wrapping my head around this particular change.
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I can't figure out how to get to a mision in Faultline.
Erydanus replied to TheSwamper's topic in Help & Support
And don't forget to use the disguise you got in the previous mission to make the infiltration go quickly! -
Retrieving character list from server taking longer than it should
Erydanus replied to Hopestar's topic in Help & Support
I think what made it hard to suss out is at original relaunch the server was legit hammered. Sometimes it took MANY MINUTES to get a character select screen. At some point that got under control, and the menu loaded faster. Then something changed and Win 7 machines now take about 50-60 seconds to load the character select menu. In fact, this past weekend I got on the test server to prep for Sunday's event. When I logged in, the character select screen came up IMMEDIATELY. I rolled a single character then logged out and restarted (to install the popmenus for test server that spawn IOs and set your level to 50). Guess what? In the middle of the night with less than 20 people on and only 1 character on my account, my Win 7 machine took about 55 seconds to load my single character. -
You should add for 20-30 First Ward (co-op hero and villain) and 30-39 Night Ward (also co-op; note that the zone caps at 35 but the instanced content is available to 39). 20-40 also includes the Admiral Sutter TF for heroes which is a hint of praetorian shenanigans.
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Any guides out there for what enchantments to buy/craft while leveling?
Erydanus replied to FreakazoidRobot's topic in Guides
As far as what you should actually be putting in powers there are some general rules of thumb you can keep in mind that are pretty simple. First let me explain that the first 2 tiers of original types of enhancements (TO - Training Origin - about 8% and DO - Dual Origin - about 16%) can be considered "starter gear" and not worth further discussion. Enhancements with a value considered the "standard" are SO Single Origin and level 25 and up IOs, 33 and 32% respectively. Note that the different parameters in the game use different enhancement scales and these numbers are "Schedule A" the most common parameters like accuracy, damage, healing, and so on. Three of them will hit an effectiveness cap and be stopped at 94%. The most common things that use "Schedule B" are defense, damage resist, and tohit buffs and debuffs; SOs of this type are 20% and three of them will hit an effectiveness cap and be stopped at 56%. This is referred to as "ED - Enhancement Diversification." At level 50 the value of IOs is 44% which means 2 of them is close to triggering the enhancement cliff so these recs are JUST for leveling. In short, while leveling, never slot more than 3 of the same type, or if you're using sets know that there are cap numbers, typically 94% and 56%. For most attack powers which are you typical bread and butter moves you want to slot 1 accuracy, 3 damage, 1 endurance; if you six slot the power you can add 1 recharge. This can vary of course! If the attack is extra slow you may sacrifice the end reduction and cram 2 recharges in there. If the attack is really fast and a filler you may skimp on it. It's a matter of personal taste and playstyle and what the power actually does. Notably, if you use IO Sets, which contain pieces that mix attributes like "Accuracy/Damage/Recharge" as opposed to generic ones, you can tune the slotting to your liking. For most defensive toggles like a personal shield such as a scrapper, stalker, or tank gets you want to 3 slot it with the defense or resistance piece. This is referring to things like a toggle that grants 25% resistance to smashing and lethal. These are generally very cheap (about 0.21 to 0.24 end cost per second) and not worth slotting for endurance reduction. Some defenses will have both defense and resistance meaning you'll have to read your power carefully and see what it gives and if the secondary aspect is as worth enhancing as the primary. Many support sets have similar shields that extend to a group and cost about double what the personal ones do. Those are trickier to slot because they very often mix defense and resistance and have the higher endurance cost that makes putting a little end reduction in worthwhile. Shadow Fall in Dark Miasma powerset is a great example of that. Finally there are some really expensive toggles out there like damage emitting auras - those typically need a lot of endurance reduction but it's all case by case. Everyone gets inherent stamina and you should 3 slot that while leveling and use 3 endurance mod enhancements while leveling. If you take Fly do not slot it for flight speed; it's capped out of the box. Hover on the other hand can go a little faster. Those are the basics, hope it helped. -
Correction on Reactive Defenses: Scaling Resist Damage, it doesn't work the way you described. It does not grant 3% resistance to all upon slotting. It grants 0. You have to become injured a bit before it will start granting any resistance. Someone on help was asking if it actually granted 3-13% resistance and since the character I was on had it slotted, I did a quick test. It was definitely 0% when I fired up the attribute monitor and started displaying my resistances. It's possible that it "turns on" at 3%. In my very quick testing of flying high and then falling on the ground, at about 20% health lost it went right to around 4% resistance. After multiple falls to get my health lower (very low, but not at the point of being the last few HP I had), the bonus increased to 12.8%. So it seems like contrary to the text it's a 3-13% resistance but only when you're at least somewhat damaged.
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At 44 I'm simply not having problems with the content I'm choosing.
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PPM proc rates don't favor fast attacks. It would work fine in another attack instead of AS if you prefer. I think people might be over-extrapolating from StJ, where it goes really well in AS because that also gives two combo points, so you're frequently using CU or another finisher right after AS. Riiight the accursed proc rate changes that keep tripping me up. :( Still, I wouldn't want to use AS and go back into hide. My AS would still be on cooldown! I would want the option to do AS or another big attack and that means for me a mid-speed attack that I typically follow up AS with.
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No the question was how to do an indoor sky in an EIGHT BY EIGHT room. And the part the questioner was confused about was where to find the Open Sky style for the ceiling tile. They already noted they had tried placing both sky boxes and setting a new default sky, and just weren't seeing sky. So you did answer that. And then you went into unnecessary instruction about using sky boxes in bases, which I disagreed with because of the room size they specified they were using. My personal experience testing skies was that tiling skyboxes causes obvious fadeouts. You have to cumbersomely overstack them to minimize that effect. That is why I said just using a default sky setting would be better than a skybox in this situation. Of course, as long as the open sky style was applied, even the default base sky would function. I'm not saying people can't use both systems. I'm not trying to tone police base options. I'm saying from my personal experience Option B will work better than Option A in this specific question.
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I'll agree to that. There isn't a s, m, l, xl size piece of water for all the water types. It would be a little easier to use them if all varieties had all size tiles.
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This is what I do. I don't like the list to be too long, with multiple instances it rapidly clogs up. On the trams, now that there's only 1 network instead of a low/high zone separation, I've seen scroll bars. But worryingly, I've heard of people unable to get scroll bars working due to how they scaled their UI. So on a base I'll typically group Atlas, King's, Perez, Hollow on one pad, maybe also Echo:Galaxy. Four or five zones per porter feels right and creates a fairly natural break. It also gives you reason to have a medium room with an array of portals - which looks more impressive, I think.
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Maybe that's why Scrappers get a +crit chance enhancement in their ATO set.
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Hold magnitude always stacks. That's how you overcome hold protection. Like a boss has 3 points of hold protection normally. If a controller uses their hold it's 3 points (unless they get an Overpower which is a dandom hold crit). A few seconds later when the power recharges they can hit the boss again for 6 total. Petrifying Gaze was nerfed hard to make it impossible to stack without massive investment in enhancements. It used to be more spammable than a controller hold. @_@:;
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The flight pack vendors bugged, so they replaced them with P2W agents which also sell flight packs (and you can buy multiple hours of run time). Considering they sell the prestige teleport powers as well, this was probably a good idea. Good places for addition P2W vendors would be Talos Island near the tram/WW and Cap Au Diable near the north ferry/black market. These are important hub areas with plenty of room for 1 extra vendor.