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Everything posted by CaptainLupis
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I have the same issue, installed to a new location, with no tequila in it, when clicking the launcher it gets to the accept/reject the HUA and then nothing. This is on Windows 7 home premium 64 bit. I've even tried installing it on different hard drives, but it's the same result regardless.
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Focused Feedback: Blaster Secondary Revamp
CaptainLupis replied to Jimmy's topic in [Open Beta] Focused Feedback
How so? I can't actually get on to the test server (game keeps crashing when it tries to load a zone) so I've not been able to check things out for myself. -
Focused Feedback: Blaster Secondary Revamp
CaptainLupis replied to Jimmy's topic in [Open Beta] Focused Feedback
That's a pain as the ranged def is nice, but using 6 slots on a power that never gets used is generally not a great idea. Things like this do make me wonder if the devs ever play these sets, especially solo, to see how they work, rather than just looking at the numbers. But then, ever since my first ever 50 got gutted in the great regen nerf of yore I try not to get too attached to my alts, as it's completely outwith my control as to whether I can keep playing them the way I enjoy. -
Focused Feedback: Blaster Secondary Revamp
CaptainLupis replied to Jimmy's topic in [Open Beta] Focused Feedback
Yeah, I've always hated that too, it's just plain annoying and makes attack chains frustrating, especially when mobs are scattering all over the place. I really can't see the logic in it. Maybe if it were an AoE I could see the point, but for a single target power where it's not like the others in the spawn can't return fire as you are both in range of each other? Nah, I don't get it. Usually those powers get skipped or are set mules, nothing more. -
Focused Feedback: Blaster Secondary Revamp
CaptainLupis replied to Jimmy's topic in [Open Beta] Focused Feedback
Yes, but if you are getting the buffs from a different time power from a Defender/troller/MM do you still get the bonus and not just from your own power? -
Focused Feedback: Sonic Manipulation
CaptainLupis replied to Jimmy's topic in [Open Beta] Focused Feedback
Probably best to ask that in the Blaster section of the forum to not derail the focussed feedback. -
Focused Feedback: Sonic Manipulation
CaptainLupis replied to Jimmy's topic in [Open Beta] Focused Feedback
Sound booster, in the character creation screen, doesn't change the redish colour of the body focussed part of the animation, regardless of whether original, bright or dark is selected or colours chosen. The rings effect that moves up and down from the body does change colour. I don't know if that is working as intended or a bug. I also don't know if it is the same in game as in the character creation screen as the game client crashes every time I try to enter the game (32 bit version), it gets to the loading screen, and seems to be loading the zone fine, then kicks to desktop. It's the same for transferred and newly made characters. -
Focused Feedback: Blaster Secondary Revamp
CaptainLupis replied to Jimmy's topic in [Open Beta] Focused Feedback
Thanks. -
Focused Feedback: Blaster Secondary Revamp
CaptainLupis replied to Jimmy's topic in [Open Beta] Focused Feedback
Before I go a testing, can someone let me know what the "scale" refers to in regards mez? Does it mean unenhanced duration? If not if anyone could point me to an explanation of what it is it would be much appreciated as I tried a search and couldn't find anything useful. Cheers. -
Alpha question: Agility or Cardiac? (or Vigor?!)
CaptainLupis replied to cohRock's topic in General Discussion
That's interesting, I didn't know the Hami raid gave emp merits. I've only done the one since finding Homecoming and wasn't really paying attention to the rewards at that point. -
Alpha question: Agility or Cardiac? (or Vigor?!)
CaptainLupis replied to cohRock's topic in General Discussion
It's not a lot but at least you can slot another performance shifter +end in it. Edit: and now I see @Frostbiter already pointed this out. I should probably have read the other replies before posting... -
I don't think that will work in a single macro command, it'll start at the last command (rightmost) and if then work through the commands to the first one, BUT if the first one it comes to is already executed it will stop there rather than going on to the next one, like it would do if it were activating powers. If you really want a macro it would need to be via bind files I believe. I do something similar, but with keybinds, I use mouse button 4 and also with lshift+button4, that way you always know which stance you are in when you hit a particular one, where if it's a toggle you might think you are in one, but actually be in the other then set it the wrong way, especially if you double click the macro by mistake (ie if you are lagging and aren't sure the cammand has gone through yet or not). Anyway mine adjusted for what you would be wanting are: /bind button4 petcom_all attack aggressive (personally I use number 3 on tray one for this, as if it were a normal personal attack, my button4 bind is actually set to follow passive to quickly bring them to heel if they go chasing things I don't want them to) /bind lshift+button4 petcom_all follow passive (this is follow defensive in my case) Just out of curiosity, is there any particular reason you use passive rather than defensive? I only use passive when they run off chasing mobs I don't want them to, to bring them back to me, the vast majority of the time they are on aggressive or defensive. If you do try @GlobalGirl's suggestion you should probably duplicate every other power in the tray7 (as per their example) with what is already in your tray2, so you always have access to the same powers regardless of which tray you are currently in.
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I have never been able to get the new version of Mids to install, so I can't look at your build in any great detail to see where your bonuses are sitting, but a couple of things spring to mind. Repair: I am, to put it mildly, not a fan. I'd seriously consider pretty much anything else first. Web cocoon, even with just an acc in the default slot, would be more useful, helping to lock down troublesome bosses that get in your choking cloud range for a little bit, or annoying mobs like sappers etc. Assault only needs the default slot and will help your bots and teammates. Weave for the extra defence, or to slot another LotG... something. Also I don't know if you are planning running with tough on, or it's just a mule, but I'd look at swapping one of those unbreakable guards for the +7.5% health version as that will help a bit against all damage types, where the tiny bit of extra res from the IO will only help against smash/lethal. Whichever way you go you will likely do fine. I was playing mine with common IOs for a long time as I couldn't be bothered IOing another alt out, and even then it was doing fine against AVs (except bloody siege, couldn't quite put him down before his heal, but that was pre incarnate levels) and GMs, although admittedly that was in a duo with a necro/dark, not solo.
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Is it worth it to blow a ton of converters on a big sell?
CaptainLupis replied to Neogumbercules's topic in The Market
It depends how you look at it. If you get level 50 IOs from playing crafting it costs under 500k, including materials at current prices, assuming it is uncommons at least, and I can usually convert it to something that sells for 3m inf with around 6-8 converters. So I am still making circa 2m in profit. Yes I could make more crafting it at a lower level but for the sake of a a few hundred k it just isn't worth the hassle most of the time. If I am buying the recipe to craft though, that's a different story, and if I were just starting out without much inf then I would be trying to eke out as much per IO as I could, but there comes a point where that difference just doesn't matter much anymore. -
Thanks, that's very helpful, I was aware of the other ones, but for some reason I had it in my head Interface was different. The reason I was wondering this now is a couple of friends and I have a small soldier of arachnos team going that we play once a week, and have just got to the point of unlocking judgement and interface. As it's a small team it would have made a difference if everyone went for the same thing and they didn't stack at all. Cheers.
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And here you can skip all that hassle completely, if you are of a mind, and just buy them ready made from the AH.
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What is the stacking rule for interface? I can't seem to find a reliable answer, I thought it didn't stack from different sources but wasn't sure, and your reply seems to indicate there is a some level of stacking going on. Cheers.
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Are you sure about needing accuracy? You can't directly slot it for accuracy, and it doesn't appear to make a tohit roll in the combat logs. I always assumed it was autohit, but it only has a chance to hold, so I slot mine with end/hold IOs and I've never had an issue with it hitting.
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I see you had choking cloud listed, I found it surprisingly effective with the addition of the lockdown chance for +2 hold, although it is a bit of an end hog and gets detoggled a fair amount of times. Worth having if you play a lot in melee range, probably not so much if you like to stay at range.
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I managed to find the thread again and it was in assault bot that it was still causing knockback. And yeah, I can see the OF working well in the T1 pets that don't have any knockback, or only a little that needs converted, to add that extra chance of knockdown to especially if they do AoEs.
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Does that work ok? I seem to recall seeing some people posting that there was still knockback with the overwhelming force in bots, where the sudden acceleration worked fine. I can only attest to the SA version working, and I can't remember if the overwhelming force was slotted in drones or one of the other bots instead.
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Personally I prefer having a stealth IO in sprint (either the run or jump one works) as it is essentially a free slot, leaving hover available to take a LotG, or one of the unique def IOs. It also means in escort missions you aren't having to lose a bit of def when leading them around as you need to turn off your stealth.
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At, or post, level 32 I'd seriously consider slotting the sudden acceleration knock back to knock down IO in your bots. It makes a big difference, in my experience, to damage as they aren't constantly knocking the enemies out of the AoEs and fire patches, not to mention your own debuffs as a /rad. The down side is you can't then 6 slot blood mandates for the ranged defence, but for me the trade off was worth it.
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I'll take a look at that sleep thread. As far as the others the only issue I have with them is the binary nature, they either work completely, or no effect. Overwhelming Overpower just continues that theme. If they aren't going to address the binary nature of mez then I have no problem with it as an option for helping out a bit in endgame scenarios, it's just I am hoping for something a bit more radical to beimplemented instead. But I suspect I am probably in the minority there.
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Yes, sleeps can be useful where there are multiple AVs that you want to take on one at a time, but that is rare. When you are up against a single AV using sleeps against them is pretty much a waste of end. Which is why I'm hoping that, if they do implement any changes to control, it isn't the old binary mezzed or not, to make things like sleeps useful even in those kinds of encounters. We all know how damn annoying it was back on live where all toggles dropped when you were mezzed, even ones that had such a short duration you often didn't even notice it had happened. If we could do something like that against AVs powers (although probably not all at once) I think it would be somewhat on the right track to making mez useful against them.