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Glacier Peak

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Posts posted by Glacier Peak

  1. 10 minutes ago, Snowdaze said:

    I already got my validation from Captain Powerhouse. 

     

    Excellent. With Hover and Fly activated in a PvP zone or arena, a player with no set bonuses or enhancements slotted receives 4 Mag Fly on Self from Hover and 1 Mag Fly on Self from Fly. You would need to cast or stack a total of Mag 5 Fly against a target to remove their ability to fly for a short period of time (15s). This can be achieved with one cast of Web Grenade temp power.

  2. 4 minutes ago, Snowdaze said:

    I am well aware of the web grenades, and testing a pvp effect with just yourself is kinda hard. Also the Evasive Manuvers is not listing how much flight protection it gave... Also I very much went on brainstorm to test some things. but much like PvP "bringing additional players will offer more advantages" and I am but one. 

    Let us work together. I am on Brainstorm in Recluse's Victory.

  3. Just now, Snowdaze said:

    fair enough, that alone isnt enough to even bring down hover. Now if there is the same recharge on the Fakkolade (I have not bought or used them so I dont know), it is effectively useless on it's own to bring down a foe using -fly protection.

    In PvP, bringing additional players will offer more advantages to any given situation. If you intentionally constrained yourself to only relying on the Nullifier fakkolade to inhibit the escape of a flying enemy player, you will likely fail as you stated - but there are other powers to consider and appropriate balance between those powers effects and player resistances to them. For example, assuming a player is PvPing solo, they can purchase 10 uses of the temporary web grenade power from the PvP vendor and use them against flying enemy players. This provides -50% fly speed for 15.00s and 10 fly protection for 15.00s on target (this power recharges in 4 seconds).

     

    I would suggest you test the changes on Brainstorm that you are arguing against. The feedback your provide would be much more informed.

  4. 27 minutes ago, Xiddo said:


    yeah - I have that... I mean EVERY AV should offer a badge. It’s been discussed in this thread before “The Butler did it” for Hopkins, for example, was one suggestion.

    The great work to create that badge by the HC volunteers is an indication that that type of badge is feasible to code and implement. That was the point of linking that post. 

    • Like 1
  5. For those with anti-pvp sentiment, you gotta admit @Kraqule put some effort in to that post or else you didn't read the whole thing and decided the moment you saw the word pvp it was time to don the tin foil hat.

     

    Then again it's the internet and it's always raining on someone's parade.

     

    Edit: Though my position wasn't stated clearly in my initial post, I don't think the system that @Kraqule recommended is at all feasible for HC. Like previously stated, it could be undertaken on a private server, the population is too low for those enjoy that type of content to justify the change, and there are likely better ideas in the works to address the end game question if the past few issues/pages are any indication. 

    • Like 1
  6. 2 hours ago, SmokenBongs said:

    Hello Farmers!

     

    Looking for some assistance building a Tank Fiery / Rad Fire Farm Follower.

     

    My goal is to be able to set my guy on follow on someone while I'm working and let them help with aggro and dmg during a fire farm. 

     

    Wondering if anyone has done this themselves or if anyone has any advice. 

     

    I had this very same idea a couple of months ago. So I rolled a Fire/Radiation Tanker under the assumption that it would pull additional aggro toward the burn pit (kind of opposite of your stated intention I guess). The tanker definitely pulled more enemies in, but even with a fully +5 IOd and T4'd Incarnates it didn't help much with burn on auto. 

     

    So my best advice is to get your main farmer at +45% fire defense and then start another fire farmer on another account to do the exact same thing, but in a different mission (again, opposite of what you were seeking help for).

  7. 22 hours ago, Ukase said:

    Seriously? My tank is a shield/mace. As such, my defense was soft-capped for melee at about level 25 or so. You don't take damage if they never hit you. I had to turn my toggles off just to die. Even then, I had to take a knee because I had too many hitpoints for the GMs to kill me fast enough to suit me. 
    As for damage dealt - it's a tank. Not famous for dishing out damage. 
     

    And the held badges? Had to go overnight with 2 sappers, with my toggles off. 

    Different ATs/powersets will have some of those achievement badges that are harder to obtain than for other AT/powersets. 


    As for suggestions - focus on the damage taken, dealt, inf earned...after you have all the defeats. 
    Don't hunt defeat badges until you've done all the Masters, ouro arcs, accomplishments, etc. 

    And - stepwise refinement - crafting badges, certain arcs - they're tedious, particularly when solo. Break them up over time. Bid on 2000 pieces of common salvage (200 slots, 10 pieces each slot.) before you log off or quit for the day. Next time you're on, grab the salvage, sell for 6 inf (costs you 5 inf to sell anything, so you may as well break even). Repeat until you get all the sales you need. 

     

    Totally agree on the defeat badge order. You will totally knock out a majority of the defeat badge requirements from getting other badges (tfs, story arcs, etc). If I had to pick an order, I would do Exploration, History, AE, Day Job, Consignment, Ouroboros, Invention (assuming you've built up a nice bank of inf), Event, PvP, Accomplishment, Achievement, Accolade, Vet Levels and finally Defeat/Gladiator. That is more or less the way I did it, but I didn't go out of my way to not get badges from the order/category.

  8. 23 hours ago, KaizenSoze said:

    One set of badges that takes awhile in the 1000 and 2000 invention badges. The auction house UI is tedious, so grinding the badge is tedious.

     

    I feel it's best to do that one in chunks over time.

     

    For missions badges, make sure and read the wiki before attempting.

     

    Red side, Mr. G (Primal) has a lot of badges, but also many conditions. Like completing lower level arcs for particular contacts.

    Efficiency expert is another one that is confusing.

     

    To get Recluse's Right Hand, you have to complete all arcs from all patrons. That's 17 arcs for one badge. Grind out that in chunks.

    Dang I didn't realize that about the recluse badge!

    • Haha 1
  9. I actually got the +hp and +end accolades because I enjoy playing my fire farmer so much. Its effects are moot since I use Ageless for +recovery and I am soft capped in fire defense and resistance. I have a second build on the farmer for lethal/smashing caps and overall anything not fire farm related and the accolades help, but they aren't a really noticeable difference I would say. 

  10. 3 hours ago, Tigraine said:

    No, I was pointing out a change in what was possible as a consequence of removing TOs.  Telling me to go buy stuff or play in groups is ignoring the whole purpose of this statement:  highlighting what I believe was an unintended and unconsidered consequence of the change.  In short, ignoring the whole point of the post. 

     

    This isn't the Help forum, it's Suggestions and Feedback.  If I was looking for advice on different ways to play, I would not have posted here.

    Yeah, feedback is feedback I guess. 

  11. I'm of the opinion that since every other cap can be reached via inspiration, albeit temporarily, recharge could be looked at as well. Inspiration flavors haven't changed much since initial development aside from increasing their effectiveness and adding team flavors. Ultimate and breakfrees were added most recently I believe. Either way it's worth a look, assuming it hasn't already been checked out. 

  12. There are also non-lore reasons, such as the lack of anything beyond the tree canopy. An interesting note to add - if you get under or behind the Sonic fence in any of the first three Praetorian zones, you can still move back and forth through them and remain behind them when you rezone. 

    • Like 1
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