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  1. Definitely a huge project for a volunteer dev team that has other stuff going on. Even stitching together parts of Boomtown, the GC tutorial and other destroyed zone would be a big undertaking.
  2. How would I be thinking of the power on an AT that I don't have any with Energy Aura? I haven't played that character in 200 days. Looking through the build in mids, Entropy Shield and Overload had close range effects on the enemies. That it's just overload changes nothing about what I said. It's on a 17 sec cooldown. Being close lets me unload with the big attacks, then suck up a bunch of endurance to keep the pain coming.
  3. It's right there in the screenshot from the plaque. "...the city gates being shut for over a decade now." No wiggle room there. The plaque is in Perez Park right by the SG portal if you want to read it yourself. I'm well aware of what otherwise is the game's wonky timeline otherwise. I've taken part in said discussions on the discord to flesh out backstories and such.
  4. Or extreme level versions of the enemies from the tutorial!
  5. My beam sentinel has energy armor, and entropy shield and power drain want me to be at close range. I skipped all the cone attacks.
  6. I've always been under the impression that the meteors hitting Galaxy City was a recent event. NPCs ask for donations to help the refugees, and the reconnaissance officer calls in breaking news. Turns out that's just massive government incompetence, since when you completed the Galaxy City tutorial that was (at least) a ten year jump cut when you arrive in Atlas Park. My point here isn't "LOL. Devs wrote something silly", but that I think a level 54 hazard zone would be really cool. As suggestions to populate it with: Shivans (duh) Arachnos. GC is their main entry into the city. Sky Raiders. The FBSA couldn't pull all their artifacts and other goodies out of the Freedom Corps HQ, so they're picking through the rubble. (also a few of my character's backstories reference them doing this and I don't want to rewrite them 🙂) I think the Lost would be a neat addition since they could make their way here through the ruined sewers. They'd probably need a revamp like the other factions have gotten to be challenging opponents at this level.
  7. I would be perfectly OK seeing "lf3m for hollows arc. No one over level 40 please." pop up in the LFG channel.
  8. I'm fine with being stationary while it plays, but it's really dumb that I have to stand there for 3-4 seconds after the change before I can move. If I want to pose so everyone can see how awesome my costume is, I can do that without any help.
  9. It's not particularly flashy, but I like that my SS tank with a shield does hurl one handed. That makes him twice as strong as those scrawny heroes that need both arms, right?
  10. I wouldn't call it great numbers, but if you respond to the Giant Monsters callouts in the LFG channel, they all drop 1 or 2 monstrous aether (once every 18 hours per monster). You don't need to team up for them. Just show up and start punching or zapping. You're not in a team, so you can take a break as needed. Three monstrous aethers convert to a prismatic aether in Pocket D at the hologram by the redside bank.
  11. The two best ways to handle MoG in my opinion are Murder arrest them before they pop MoG. Bring some psi damage. MoG offers no additional protection against this type. I do like the suggestions in here about reducing duration. If the team has no psi damage, MoG makes the mob a tantruming toddler and you just wait around until they tire themselves out.
  12. As an extremely minor nitpick in a great guide, the card for Paladin says "When defeated, Babbage will award 6 Merit Rewards..."
  13. Here are my PB specific ones: /bind RightDoubleClick "powexec_toggleon energy flight$$powexec_toggleon quantum acceleration" /bind LeftDoubleClick "powexec_toggleoff energy flight$$powexec_toggleon combat flight$$powexec_location cursor white dwarf step" They can also be combined with shift, control, and alt like any other bind.
  14. To add something to this, the sentinel also has a built-in power (Called the inherent power. All archetypes have one) of Vulnerability that debuffs the defense and resistance of a single target. Besides your ranged damage, you toss it on bosses or other tough enemies to help your team take them down. It's a good introduction to debuffing without needing to manage a whole powerset full of debuffs to manage.
  15. Binding things to the double clicks is extremely convenient, but the double right click is less functional than the left one. The left double click will fire off even when clicking on buttons like using the AH or a vendor. I am 100% ok with this since the power trying to go off while doing those things in Pocket D is worth it always working when I need it in a mission. That's not the case with the double right click. The double right click will not trigger if the right click activates a context menu no matter how fast I hit it. That is extremely annoying in a crowded area since the context menus block the bind from activating since the right click keeps opening and closing menus instead of activating the bind. As a kludge, I could just not use double right click for anything I'd need in a crowded area or execute a power at a location, but I don't see any compelling reason to need to have that limitation.
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