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Rudra

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Rudra last won the day on November 21

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  1. I'd say just step outside to the bartender immediately out of the chalet area door and talk to the bartender, but they don't seem to sell inspirations anymore.
  2. The part you keep ignoring, and I have to assume you are ignoring it because you have already been told this twice (thrice if you count @Troo's reminder to read the other), is that the point of the +5, +6, and +7 is to bring back the +4 difficulty that incarnates effectively took away. So the whole point is to re-enable +4 difficulty at actual +4 rather than +4-1 (or -2 or -3) for incarnate shifts. That means your request for Apex and Tin Mage to be able to go to +7 ignoring lack of incarnate shifts would be unique (despite applied to 2 different TFs) among all the game's content. Again, the apparent goal was to restore +4 difficulty after available player level shifts have been accounted for, not to provide higher than +4 difficulty for game content. And most definitely not to provide higher than +4 difficulty for just two specific TFs as you are asking for. Edit: And to make sure this is absolutely clear, we're going to do some math. Currently, Apex and Tin Mage allow for level 55 enemies and they do not allow the incarnate shifts, just the Alpha shift (for 50+1). 55 - 51 (50+1) = 4 If Apex and Tin Mage were changed to allow the +7 difficulty, they would now allow the incarnate shifts as well so players could be level 50+3. 57 - 53 (50+3) = 4 Net result? You would be getting what you already have.
  3. Newspaper mission to retrieve coral research has a free-floating wall safe. It's just hovering there in mid-air at the following location: Zone/Mission: V_Caves_30_Layout_01_02 Position: [-239.2 7.4 823.6]
  4. Yeah, Kings Row shouldn't even be offered until you are level 10 at which point both it and Atlas Park are possible for the broker to offer. Something definitely going on there, but any chance you can check as a level 5-8? Just to see what happens? Edit: @kittowam, re-validate your game files. I had no problems getting the Atlas Park mayhem on a new character.
  5. Anton Sampson and Maxwell Christopher's story arcs; you'll get enough of them. Not much of a threat for a Tanker, but it's a right royal pain for a Blaster. Not to mention what Nemesis snipers with overlapping fields of fire do to MMs....
  6. It would still mechanically be Energy Blast. Asking for force bubbles as an alternate animation option would work better.
  7. Only if the player uses it and it already states that in the temp power. No reason to further complicate this.
  8. Your response is flawed. Level 50s can also go get more patrol xp by grabbing exploration badges. (The change to patrol xp still aggravates me.) So the description is still wrong. The only way for the description to be correct as is, is for the player to actively go hunting the explores before level 50. I still lack explores on some of my 50s. Either way, the text is not correct. You yourself just admitted it is incomplete, even ignoring that level 50s can still grab explores they didn't get through regular play or intentional pursuit prior. Edit: Here you go: Earn 30 bars of Patrol Experience to obtain this badge. (NOTE: Characters earn this badge by spending time logged off or finding exploration badges. No more than 10 bars may be accumulated at one time.)
  9. Yes and maybe. In that order. The 'Ballista' is only a Longbow Officer. And there apparently are Arachnos forces on the map, but they aren't numerous and I don't believe they normally spawn anywhere near the officer. Not saying they can't, but while there was a notice of a Bane Spider Commando taking out a Longbow Minigun in the mission for me, I still haven't seen the commando or any other Arachnos. (And I was just flying around as fast as I could to find the officer. So other Arachnos fighting should have been visible.)) Unless the author is running at like x8 and all the Arachnos spawned at the officer and just shot him/her/them and not any of the other Longbow that are part of that spawn, the author's outcome isn't likely. So I'm not sure what happened to the author.
  10. If your character does not have the Patroller badge and checks it on the badge list, it says: Earn 30 bars of Patrol Experience to obtain this badge. (NOTE: Level 50 characters earn this badge by spending time logged off.) The only way to earn bars of Patrol XP is to be logged off on that character. My request is to remove the "Level 50" part of the statement and add further clarification so it instead reads as: Earn 30 bars of Patrol Experience to obtain this badge. (NOTE: Characters earn this badge by spending time logged off. No more than 10 bars may be accumulated at one time.)
  11. On the "Infiltrate the 5th Column Base" from Laura Lockhart, the computer... erm... I mean communications terminal... is sitting partially over empty space on the balcony/catwalk through the guardrail. Zone/Mission: Abandoned_Warehouse_30_Layout_02_01 Position: [-179.5 32.0 361.2]
  12. By the way, how are you combining Mind Control (only available to Controllers and Dominators, neither of which get blast sets) with Psychic Blast?
  13. No, you're reading it correctly -- a fast snipe with its 'bonus' damage capped from 22% ToHit gets you up to about 75% of the damage a slow snipe will do, with the slow snipe having the addition of the greater range. Unless you're living and dying on the extra time of the slow snipe as your lead when you enter combat, it's (at least in my opinion) not a good tradeoff to slot the Experienced Marksman Range/Fast Snipe IO. I'm just chalking it up to a matter of personal preference. I don't have any use for the Experienced Marksman Range/Fast Snipe IO personally, but neither will I tell anyone not to use it. If I wanted my snipe to be a fast snipe and I wasn't concerned about range, then I would just use another attack to open and my snipe is now a fast snipe I can fit into the chain. I personally prefer to keep my slow snipe since I prefer to open fights with my ranged characters at as much distance as I can manage. There is also the consideration that the enhancements I slot into a snipe to get that 22% ToHit to improve a fast snipe's damage can also have the damage improved by simply slotting damage instead, which will also improve my slow snipe damage. (I still build ToHit/Accuracy into my snipes, but not any more than I build into my other attacks. And I can squeeze in some global accuracy or ToHit buffs from special IOs and set bonuses.)
  14. I'm not seeing the same thing. Maybe wipe your cache data and try again?
  15. Energy Blast. It does the knock a force blast would do and it is unnamed/untyped energy as a set so you can define what the energy type is.
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