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Everything posted by Frozen Burn
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/Fire makes ALL blasters fun!
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Doc Delilah and Agent G contacts (lvl 20-24) in Faultline has Arachnos throughout their arcs. They are fun arcs too. And you can get your Ouro portal organically through them, if you haven't gotten it already. You'll have to play around with team-size settings too. With Arachnos and larger teams, you tend get more of the spider robots, fortunatas, Mus, etc instead of the wolf spider minions. So, maybe something around x4 or x5 might yield more Wolf Spiders than a higher setting - maybe?? Like I say, play with it. High Pain Threshold / Freedom Phalanx Reserve - I find this is easier to get the Freedom Phalanx Reserve accolade over High Pain Threshold villainside. HPT requires your 3rd debt badge. So, you have to die a lot to get it. I hate that. Otherwise, the defeats for the Wolf Spiders come naturally over time. But while Missions redside with Family exist, like Billie Heck in PO has some, but they are few in number overall. You have to jack up your settings to x8 or get a full team to get the most out them. I still usually have to street sweep or farm for them. To me, the defeats for FPR (Tanks, Gears, Fake Nems) are easier to come organically - gears through Posi and Synapse TFs, Tanks through Yin TF and other story arcs, and Fakes, even though they do not spawn lower than lvl 40, you can get on a mission team fighting Fakes or hunt them in the Shadow Shard or PI (to get it earlier), or at lvl 40 you can run Part 5 of Pandora's Box. Good luck!
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Glad you are enjoying the build so far! Regarding Meteor - no, +Rech does not impact the time to impact. You just eventually get used to the delay after using it so often, i guess. 🙂
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You have enough power slots to choose ALL primary and secondary + 6 pool/epic powers. If you want more pool/epics, then you have eliminate something from primary or secondary. If you are unfamiliar with a powerset or AT... I suggest take as many of your primary or secondary powers as you can leveling up. Get used to them and see how they work in your build, attack chain, playstyle, etc. Then later on in levels, if there is a power(s) you're not keen on for whatever reason, then you can respec out of it/them and opt in for other pools/epics as replacements. Once you get more familiar with the game and the AT, it's easier to skip things right from the start that you know you won't like.
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You are right, you will hear a millions different ideologies on this. Here's one you may not hear much, but I swear by.... I always take my T1 and T2 primary and T1 secondary for defiance. When you're mezzed, you can still use all 3 of these. Many will skip 1 or 2 of these, but I can't tell you how many times having all three saved my life when I mezzed and had no breakfrees or other means of defending myself. Even in end-game and hard-modes when mobs can overcome Clarion, having these help. And depending on powersets / build, I typically will use at least 2 of them in an attack chain - even at end game content. Also, many times, that T1 secondary is an immob which can be useful to help keep an EB/AV still when you're light on controls for the team. Plus, those immobs usually do more damage than your T1 primary and can be worth slotting up. So short answer to your question - I say take both! But build and play how you want. 🙂
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Ran the 2nd half of Doc Buzzsaw's "The Freakish Lab of Dr Vahzilok" through Ouro with a friend and during the "Break Bile out of Prison" mission, there are Freaklok allies. Once we rescued Bile and was leading him out through the yard, 2 of the Freakloks were targetable (conned orange like a foe boss), and Bile aggro'd onto them and would try to kill them - except, they were unkillable due to supposedly being an ally. We could also attack them and could see orange numbers above their head, but no HPs were lost on them. Fortunately, I was teamed with a tank and we tried taunting the Targetable Freaklok to lead it and Bile towards the exit. However, we got too fast, and lost Bile - who then turned and aggro'd onto the NPCs fighting on the other side of the fence! These are NPCs that you can get to and are there for the "atmosphere" of the mission. But somehow, Bile aggro'd onto them and kept trying to run through fence to get to them, but clearly couldn't. We were stuck. But we brought the other targetable and unkillable Freaklok back to Bile and fortunately, he switched aggro to it. And then we SLOWLY taunted the Freaklok and led it an Bile to the mish exit. ....Clearly, The allied Freakloks are buggged, as we shouldnt (nor Bile) be able to target and attack them and see them as a "foe." And it seems the NPCs on the other side of the fence that we can't get to are conning as "foe" to Bile since he wouldn't stop trying to get to them to attack them.
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Allow Mastermind ATO's to slot in personal attacks.
Frozen Burn replied to TheMoncrief's topic in Suggestions & Feedback
True. Some controllers and Doms have fewer than 7, but certainly generally fair better than the 3-4 that MMs have. -
Incarnate Abilities: the complete set
Frozen Burn replied to Techwright's topic in General Discussion
I have some toons that have multiple of each, so that I can switch as needed depending on the circumstances at hand. If I have extra salvage lying about not being used, I'll craft something else for the heck of it, even if I never use it. But it's a waste to try to get every single one - like, why get the control Hybrid when you're not on a controller or dom and have no mez powers? -
Allow Mastermind ATO's to slot in personal attacks.
Frozen Burn replied to TheMoncrief's topic in Suggestions & Feedback
MM Henches are not just "pets" - they are the MM's primary attack and defense, and their entire/sole reason for being. So, naturally, the ATO procs benefit the Henches and thusly, they benefit the MM. The MM is unique in this way to all other ATs. And MMs should have the same opportunity as all other ATs to slot their ATOs in more than just 3-4 powers whereas all other ATs have the freedom to slot theirs in 7-8 powers. -
Allow Mastermind ATO's to slot in personal attacks.
Frozen Burn replied to TheMoncrief's topic in Suggestions & Feedback
This is the problem - the set should not be labeled "pet enhancement" at all and should just be AT enhancements. The ATO specials are global buffs for all your henches/pets no matter which Hench power you slot them in. So, there is no difference if you slot that same IO in an attack. They will still get the buff - it SHOULD be like any other AT slotting an ATO special in one of their attacks. Putting them in an upgrade power makes no sense. You would have to open the whole ATO set for the power and the you'll have people 6 slotting an upgrade power witht he entire Acc/Dam set that really only need a single Endredux or Rech in it. Slotting MM attacks with ATOs makes perfect sense (and the only sense) as the set also buffs Acc/Dam/Rech/Endredux. -
The power you use when stealthing to end of map and TP'ing your team to you is Assemble the Team (30min cooldown) purchased from START/P2W vendor (1 Mill Inf). Also, there is Incarnate Destiny ability Incandescence that does the same (2 min cool down). ...so if that is what you want, then that is only 3 powers from the Teleportation pool set you need. And yes, Fold space brings a group of foes to you in a pile. 🙂
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I will let others who play all the Tank armors weigh in on any specifics, but generally as a Tanker, you want to take most all or most of your Primary armor-set powers as they help you stay alive to hold the aggro for your team. If you skip any powers, it should be on your attack / secondary powerset. But even then, you should be able to take all your primary and secondary, and you'll have 6 slots for your pools - in which you can take your 4 teleport powers + 2 others. Regarding Team Teleport - this is basically a travel power for your entire team. You teammates around you will teleport to your chosen location WITH YOU. This isn't a "recall your team to your location" power. And many people don't like being teleported at someone else's whim, so they will have "Prompt Team Teleport" enabled and and decline when prompted - and having a ton of prompts come up on their screen can be quite aggravating and annoying. So, think carefully before choosing and using this power.
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Allow Mastermind ATO's to slot in personal attacks.
Frozen Burn replied to TheMoncrief's topic in Suggestions & Feedback
I completely understand this request. I had a hard time building my MM too with the limited # of powers the ATOs are allowed. Most other ATs, their ATOs can be slotted in 7-9 powers of their attack set or control set (for Trollers and Doms). This provides a variety of building options for all other ATs. But in general, the MM only has 3 pet powers to slot their ATOs. Thugs, Demons, and Necro get a bonus 4th power to slot ATOs in (Gang War, Hell on Earth, and Soul Extraction). That is 3-4 possible powers for slotting options vs. 7-9 for all other ATs - that's unfair. There is no reason the ATOs shouldn't also be available to slot in other MM's primary attacks. Now, like Uun stated, there may be another secondary powerset that you can slot them into (like Storm/Tornado), but this seems to be a one-off as I don't see any other MM secondary powersets that has a power that allows them - not even Dark Miasma and Dark Servant. So, this seems to be a bug/exploit for Tornado and I think this should NOT be allowed - no other AT can slot their ATOs in primary AND secondary - only the primary OR secondary (in the case of Defenders). But if the MM ATOs can be opened up to their primary attacks as well, this would give them 6-7 powers for slotting and having a bit of freedom in their builds like other ATs. (And eliminating them from Tornado becomes moot.) I see this as a completely reasonable request. -
You should sync up and find the missing two badges now before your list gets even longer to check through. I know from experience. 🙂
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Yeah, I posted something similar a while ago... I love me some Sally, but this looks like a snake poking it's head out of a steel ball. lol
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Normally, there is some dramatic music playing during Anti-Matter's opening monologue and cutscene in the Keyes Trial, but lately, it's been quiet with no music at all.
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Team Transporter error message running Night Widow Ragana's arc
Frozen Burn replied to BillyMailman's topic in Bug Reports
Team Transporter never takes you to a Contact Door like that. It will only take you to a physical door or portal - and never to a person. So this isn't a bug per se, but just the way it always has been ever since these transports were put in game. -
Yes, Op does this with EVERYTHING. They complain everything sucks and is useless. People try to help, but then most of the time, they admit they've never even played the thing they are bashing. (I'm actually surprised they seem to have been playing a defender!) But sometimes, like now, they never answer respond to their own thread and to any of the help at all. As @Luminara said, with this person, best to just smile, nod, and let them fade into the archives.
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Once you switch to Hero/Vig and run that Ouro intro arc, the 2nd mission titled "Outbreak" will be the mission with the Contaminated. So that's when you may want to bump up to x8. However, you will ex'd down to lvl 1. It's eons since I've run arc, so can't remember how difficult it is at lvl 1 to kill 100 of the buggars at x8. In the tutorial they are spread out so it's easily manageable. But if you're overwhelmed, there is no harm in killing some, DO NOT COMPLETE mish and just log off and log back on to reset the mish, and then farm more - rinse and repeat as necessary. Good luck!!
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Make EB Shivans available from the S.T.A.R.T. vendor
Frozen Burn replied to EJane's topic in Suggestions & Feedback
This would negate the big draw for even playing in Bloody Bay, as not many PvP. You can get into Bloody Bay at lvl 15 which is early enough. What AVs do you have to face prior to level 15?? Doctor Vahzilok in the Posi 2 TF, and that's really it. Plus, the START vendor has Envenomed Daggers that are cheap to buy and will destroy an AVs regen rate for easier solo-ability. There is no need for Shivans to be purchasable on the onset from START Vendors. -
Carnie Dark Servant persists when Master Illusionist is killed
Frozen Burn replied to Moniacal's topic in Bug Reports
Yep, the Dark Servants have always persisted after the death of the MI. Just like the Phantasm, or Legacy Chain's stoney pet, Ruin Mage's Earthquake (which is a pseudo-pet, but a pet nonetheless), Rularuu Overseers spawning extra eyeballs, and so many others. 🙂 -
I think Malibu Kin and Sunflare Surfer would be bros shreddin' some totally tubular waves off the coast of Talos Island or the Rogue Isles. 😄
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Yes. Many of us do as we sit at the max badge count. 🙂 Good luck and welcome to the badger club!
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I completely agree on both accounts. I use AP freely and with no issue. But apparently, as you can see, many people have issue with it. Oh well. 🙂
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No, they are not wrong... the T4s (and 1 of the T3s on the core side) will last 2 mins, which is how long the power recharges. The effects just slowly wane over that 2 mins, but it does last that long - hence being "perma." Most all Destinies are like this. And as for what to pick.... it's always depending on what your needs or wants are. All are good and useful. It is totally up to you and your preference. I have toons that have made several and some that have made all of them.