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UltraAlt

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Everything posted by UltraAlt

  1. @Cancrusher Other than the humiliation and rage-fits associated with being owned by another player, if you let that kind of thing get to you. ... and maybe destroying some of your own computer equipment if you have low impulse control ...
  2. The Option to disable PvP is to not go into a PvP zone. Heck, the only way to ENABLE PvP is to go to a PvP zone. Though seriously, in all the times that I have gamed in PvP zones since I joined Homecoming, I have run into NO villains in PVP (no Heroes for that matter). One night I must have had a character get like 6-10 PvP badges (seriously it might have been more between the Explore, fighting turrets and gaining control, it was crazy) in Recluse Victory within like 1-2 hours. Are you really getting defeated all that often in PvP? Do you really deserve PvP badges if you don't actually PvP? (Did I deserve PvP badges when there wasn't anyone to PvP with?)
  3. Happy All Machines' Day!
  4. It depends on the kind of proc. General rule : Damage and procs that affect enemies, in low damage AoEs first and then low damage single target if no AoE low damage to slot it in. The same goes for when I'm slotting defense debuff, slow, stun/disorient, and to-hit debuff enhancements of any kind. Procs that buff you, in powers that are single target that recharge quickly to give them more chances to go off. As far as sets, I rarely use whole sets. There is often a sweet point to break a set over two or more powers - especially the archetype enhancements. I use Health - Numina + Recovery/regen, Panacea +HP/+endurance (and sometimes a Preventative medicine - absorb proc) Stamina - Power Transfer +HP and and performance shifter +Endurance Accurate Heal - Touch of the Nictus - chance for negative damage Defense - Luck of the gambler - increased global recharge speed, Reactive defense - scaling damage resistance, karma - knockback protection defense debuff : Achilles's Heel - chance for -Res - defense debuff set, Analyse Weakness +to hit fear : Glimpse of the Abyss - chance for Psi damage. Hold : Lockdown +2 Mag hold knockback : forced feedback + recharge Pets that stay close - Sovereign Right - RES bonus pets 40', Expedient Reinforcements - RES bonus pets 20' Range AOE - Annihilation - chance for -Res, Bombardment - chance for fire damage, Positron's blast - chance for energy damage Range single target - Devastation - chance for hold Resist - Aegis - Psionic/Status protection, (if tank) Unbreakable+7.5 max hit points, Gladiator armor - Teleport protection/+Def (all) Slow - Pacing of the Turtle - recharge slow Taunt - perfect zinger - chance for Psionic damage to-hit : Gaussian Fire Control - build up to-hit debuff : Dark Watcher's Despair - recharge slow - to-hit debuf set. Procs that I don't use and suggest not to use Experienced Marksman - Snipe - quick snipe (you can never do a true sniper shot when this is slotted) Ghost Widow's Embrace - Hold - chance of Psi-damage (psi damage is good, but [I believe] you are better up slotting up the hold duration and/or recharge on hold powers) Procs that add smashing or lethal damage (most enemy types have a good about of defense/resistance versus both smashing and lethal) You can always use unslotters to pop enhancements that you want to swap out and back into your enhancement tray.
  5. I'm telling Eris that you are trying to actively constrain chaos. She will not be pleased.
  6. The game has things built into it that are intended to take time to accomplish. Obviously, that includes leveling up a character, but farming (and less so at this point, power-leveling) pretty much threw that out the window. Badge hunting is an obvious one. Day job are really time consuming. And, yeah, finding recipes and salvage, crafting, catalyzing, slotting, and unslotting. All these things are put there in games to prolong the longevity of the game (except for the Farming and Powerleveling, of course) But I will be honest. I understand. I didn't earn that much before issue 9. I had characters that didn't have enough influence to fully slot with training enhancements. Issue 9 was the turning point in the game. Before that point, it was obvious how much more XP damage dealers received as opposed to those that buffed, debuffed or healed team mates. Damage dealers leveled faster and gained more influence far faster. I would be on a team with a "support" character keeping the team alive and they would gain what it seemed to be 2 or 3 levels to my one. Issue 9 was the turning point. Once I could craft and sell, it was easier to keep fully slotted. The same mindset that keep people plowing ahead to do lots of damage and not care about their teammate were having to pay me to buy enhancements because they were too impulsive and didn't have time to bother with crafting.
  7. Don't slot it. It's for the knockback naysayers. It is NOT for your character with the knock back power. When you slot it, you are giving up a slot or slots for other players. Knockback is more of a soft hold than knockdown is. There aren't procs that stop slow, -def, etc. There is a mindset to some players that are mostly or just end-game players (that includes speed/stealth running lower lever task forces). This mindset means that many powers can't keep up with the breakneck speed that some people want. I let myself be browbeaten when I first came back to the game. No more. Knockback is perfectly valid. Most character that have it as a defense mechanism. And I mean that even for melee characters. if you can knock one or more away from you and concentrate on the ones that remain close, you are preventing whichever ones you knocked back for the time being. For squishies?! Yeah, knock those guys away from you; that IS the whole point. If you are good at it you can even pin a boss down and keep them down in a corner or against a wall. Don't let others tell you that you can't use your powers, but try to be part of a team when you are on a team. Any team needs to gel to work better with each other. It's better when everyone is trying to gel. The person that isn't trying to gel with the rest of the team is NOT acting as a team mate. There seems to be a good number of players that don't want to bother teaming with others and expect them to behave as NPCs.
  8. Sounds fun to me and adds a badge maybe. Badge hunters are always looking for more badges. More seasonal giant monsters would be nice as well.
  9. For scrappers, tankers and brutes, I use /macro flw "follow" I target normally and, once I have the target I want, I click the "flw" macro. You can hit your first attack button on the way to the target, and it will go off once you are in range. Then simply continue to use your attack chain until the target goes down or you want to change targets. Once the target is down or a new target is selected, click the "flw" macro and repeat. Sometimes simply following isn't going to get you to the target and you may need to jump or otherwise navigate to get to the target, but then you can trigger the "flw" macro to "stick" to them. I use a Logitech F310 controller instead of using the keyboard (how I set-up my controller is posted elsewhere) For Tanks, I put Taunt in tray 1, slot 1 - as soon as I think the tank can take agro-ing mobs. For scrappers, tanks, and brutes, I put the "flw" macro in tray 1, slot 5. If you alt frequently, I would suggest finding a pattern for standard power tray placement. I mean by that, locating powers that function similarly in the same location on the trays. Always placing single target attacks in the same place and alway placing AoEs in the same place. I always directly click on the tray for power that I need to place manually versus through target selection. 1-4 single target attacks (in most cases, fastest to slowest recharge speed - fastest in 1) 5-6 cones/AoEs 7 * Heal Insps macro 8 tray flip to 2 (back to tray 1, if on tray 2) 9 fast travel power (fly, superleap, etc.) 0 combat or slower travel power (hover, combat jumping, etc.) [I actually tend to put combat jumping in my toggle tray) and, as I just indicated, I have tray that is just for my toggled powers that I always tend to keep running. Toggling between the trays gives you additional access to click powers that you can't fit in your primary tray. This is a basic framework but their are always exceptions. The framework is consistent enough so that when I jump to an alt, it pretty much plays the same with some minor re-adjustments. * Heal insps macro /macro Heal "inspexec_name respite$$inspexec_name dramatic_improvement$$inspexec_name resurgence" - or - /marco heal "$$inspexec_name Perfect Health$$inspexec_name Resurgence$$inspexec_name Invigorating Imbuement$$inspexec_name Greater Health Imbuement$$inspexec_name Invigorate$$inspexec_name Dramatic Improvement$$inspexec_name Rejuvenatating Imbuement$$inspexec_name Health Imbuement$$inspexec_name Rejuvenate$$inspexec_name Respite"
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