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Glacier Peak

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Everything posted by Glacier Peak

  1. I had no issues after downloading the patch. Thank you!
  2. Follow up on this (as I am working to get this badge as well). Forum goers discussed previously, may provide more clarity: Though the spawn pattern seems disrupted due to the Halloween Event.
  3. Scourge is a tricky inherent to compare though. The closest I can think is maybe the Stalker's inherent. Situationally dependent I mean. You need to have damaged an enemy to a certain degree before it becomes active, while every other AT can use their inherent passively given the appropriate context. If you aren't putting up enough damage, it is useless in my opinion as well.
  4. I always love the excitement that comes with new patch notes! Thank you Homecoming volunteers! You are awesome!!
  5. I feel you. Debuffs just aren't as useful in solo situations as they used to be. Pairing debuffs sets together is nice though. I like teaming with a thermal or radiation debuffer and a heavy hitter like a fire/ta or beam/plant Blaster.
  6. I wanted to follow up with another post relating to the expectations of the OP. My main is an Ice/Cold Corruptor and I enjoy PvPing - however, I have found that debuffs in general are not as 'powerful' as sheer damage output in either arena or PvP. I 1v1'd a Spines/Regen Scrapper in the arena to test this theory, and even with Benumb dropping the other player's regeneration, my -rech/slows hardly did anything to mitigate their movement or attack chain. This may be due to diminishing returns, but it also may be due to slow resistance from some IO sets. Either way, I had high hopes for -slow, -rech, and -regen coming from Ice/Cold, but have not seen the levels I experienced on live lately. Then again, perhaps if I rolled an Ice/Cold Defender, the debuffs would scale higher (but I would miss out on Scourge!).
  7. I would attribute that to diminishing returns. I believe the answer can be found in one of these resources:
  8. This is helpful! Sleep and hold will both count, just gotta get to the end of the old posi to try. Thanks!
  9. I'm also happy to give tours! Edit: I just noticed I made my same post a year ago lol
  10. Great updates, always excited to read these. Thank you volunteer team of devs, staff, and GMs! Hope you all get to enjoy your hard work like the rest of us too!
  11. Disoriented worked, being held is inconsistent though. Are there any enemies which put you to sleep frequently? I will try that mez next I suppose.
  12. Immobilize, fear, disorient?
  13. Anyone have an idea why Taunt, Placate, and Knockback don't count towards the Mez badges progress bars? Is it a PvP thing? Are they just facsimile mezzes? Thanks
  14. Just realized this - the character has only one shoulder armor on! Sweet! I am excited once more lol
  15. Great question! This is definitely not an AFK method. It requires you to switch AVs about once every 10-15 seconds. The more AVs you have to Brawl, the less cooldown you have. The improvement in damage dealt per hour is nearly five fold though! I would recommend a bit of both methods if you want to get it done quick, but also want to AFK farm.
  16. I'm doing the exact thing you outlined with my Street Justice/ Super Reflexes Brute, at the respective level for each TF and I have found that using just a Shivan and any of the P2W Summon Temps pretty much guarantees success. Edit: Oh shoot, also wanted to add a very important power - Envenom Daggers temp power. Helps a ton. If you want to try to solo without the summons, it makes it easier when you can control the AV's regen by throwing daggers.
  17. Update to my original post! While working on the damage dealt badges again, I came across a realization - BRAWL! Brawl is up instantaneously (Activation time = 0.82 / Recharge time = 0.40). It deals an average of 80,000* damage per minute or 4.8 million an hour! (* enemies will die quickly if you do not cycle between the group). Using this method, the last damage dealt badge could be achieved in less than a day! (20 hours total). For context, the previous method I discussed averages around 900,000 damage dealt per hour. Setup: Any build or AT! Ouroborus Mission "View your Future Memory" Set enemy level to +4. AVs set to +4 have extra health Gather 8 or more AVs in to small area (10ft radius). Target one of the AVs and put Brawl on auto. Allow the target's health to reach halfway then cycle to the next closest AV and repeat. Having 8 or more AV's allows each AV's health to regenerate to full so this cycle can continue without defeating one.
  18. A couple more I captured while roleplaying! Edit: Both of these also allow travel underneath/outside of their respective zone. Talos Island 1. Location: 542.6 -2.0 6181.8. Another instance of the geometry being raised enough to allow a teleport underneath. See TP marker as white. Tested and worked. Neutropolis (finally found one in Going Rogue!) 1. Location: 4388.3 -69.2 2861.2. Another geometry height issue. Allows for a teleport underneath. TP marker is white. Tested and worked.
  19. Report it and understand that if it has theoretically existed since legacy, and continues to exist on Homecoming, it is likely not going to be fixed any time soon due to a number of constraints on our volunteer team. I also use the one I found to roleplay >.>
  20. Happy to show you in game. @Glacier Peak on Indomitable.
  21. Great work as always, glad to be able to support.
  22. /cleartray is useful after respecs. /selectbuild # also useful.
  23. Penny stocks!
  24. I certainly enjoy finding these, the harder to find the better IMO. PvP zones are especially tough too, so when I discover them it is very rewarding to me. Bloody Bay 1. Location: 622.3 -35.0 1676.6. The geometry is raised over the water to allow a teleport through (see white circle). Siren's Call 2. Location: -648.0 -137.6 -276.9. The camera angle needs to be as depicted (in the screenshot) in order for the teleport cursor to appear white and allow activation. Tested and confirmed multiple times.
  25. Occasionally I read this as cravat.
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