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Double XP is active on all shards until October 21st
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Everything posted by Zhym
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Thanks for this. I spent way too much time wandering around Moth Cemetery and Romero Heights wondering where all the CoT were. About ten minutes hunting in Raimi Arcade, though, and ding—badge.
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Ooh, holiday event early? I'm in favor!
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Petless Mastermind of course, his Pets even despise him, so they left. Maybe Daemons/Time. Except he'd need to use the Time powers to slow himself and his minions.
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When the servers are back online, I want to make a villain named OVH Tech Support, who never responds to any messages. I'd level him up a bit then park him in Warburg where people can come by and beat the everloving crap out of him as therapy. Consider it a public service. I just need to figure out the right AT for a "unresponsive tech support" villain.
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The thread has gone a little off the rails, but what the heck, I'll bite on the original question. It's not like I can log in and play at the moment. :) For me, "why Sentinel?" was that it was the only AT that fit my character concept: The Bureaucrat. As a bureaucrat, his main feature is implacable immovability. In other words: invulnerability. But I also saw him as a secret agent type with a gun. Well, the only way you get guns is in a blaster-type AT. So The Bureaucrat became an AR/Inv sentinel. And...he's not all that fun to play, honestly. Maybe it's because I've been spoiled by my DP/MC blaster, who is amazingly fun to play. The Bureaucrat is only level 20 ATM, so it's not completely fair to compare them, but even at the same levels, The Bureaucrat just seems...lacking. I don't think it's purely a matter of damage output, either. I think it's more that it's so easy to build defenses and resistance with IO sets now that a defense-based set just doesn't add to the fun value the way another damage-based set does. Or who knows—maybe if I leveled him all the way to 50 he'd get some powers that would make him more fun (besides, invulnerability doesn't really live up to its name until the higher levels anyway). But at level 20? All he does is make me miss my DP/MC blaster. YMMV, of course. Lots of people enjoy their sentinels, and good for them. But my foray into the AT hasn't been entirely satisfying.
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Yes. The contact is an old-style pay phone, but you can only get missions at that pay phone.
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This thread is every executive I ever had back when I was in IT, standing over my shoulder as I tried to diagnose an outage. “Is it fixed yet? Is it fixed yet? Is it fixed yet?” 🙂
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Hey, that could be another red-side contact to go with Radio and Television. Except that if it's an OVH telephone, it only answers once every 12 hours.
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Now I'm kind of sad that I can't have a character who wields a gun in one hand and a blade in the other. ...can I?
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What would you like to see in a Goldside rework?
Zhym replied to Lens Perchance's topic in General Discussion
Calvin Scott's story does get resolved, after a fashion, in Provost Marchand's arc. It's easy to play out of story order since Marchand becomes available at level 35, but his arc takes place after all the Incarnate trials. I'm not sure it resolves Calvin's issues satisfactorily, but it does at least answer where the hell he went after the reveal in the MoM trial. -
How about one where Radio and TV settle their differences and team up against their common enemy: Internet?
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Was that change also meant to keep self-affecting procs from firing (e.g., Numina +Regen/+Recovery and Regenerative Tissue +Regen)? That appears to be the current behavior. More on that here:
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Am I missing something about procs? (Reaction Time)
Zhym replied to Zhym's topic in General Discussion
FWIW, I found this in the patch notes for Issue 27 page 1: "Reaction Time: If you are concealed (from Stealth or a similar power) this power will not impact foes unless you are in combat (it will no longer accidentally break stealth)." Stopping damage procs in Reaction Time from firing would make sense as part of avoiding drawing aggro, but it looks like procs that only affect self may also have gotten caught up in that change. And maybe that change was applied to powers that give stealth but not for +stealth from IOs? -
Am I missing something about procs? (Reaction Time)
Zhym replied to Zhym's topic in General Discussion
That could be it. Reaction Time's +recovery and +absorb are still in effect even while stealth is active, but maybe whatever Stealth is doing to keep Reaction Time's debuff aura from aggroing mobs is also suppressing its procs. -
Am I missing something about procs? (Reaction Time)
Zhym replied to Zhym's topic in General Discussion
After further testing, whatever is going on seems to be tied to Stealth. If I detoggle stealth, or do something that drops stealth, the proc slotted in Reaction Time fires. When stealth goes active again, the bonus disappears after the 120 second timeout. Now, why would stealth affect whether Reaction Time procs fire? -
Am I missing something about procs? (Reaction Time)
Zhym replied to Zhym's topic in General Discussion
Yup—that's just an error in my post. I've fixed it. -
I could use some advice slotting Dragon's Tail on my DP/MC blaster. This is a toon I leveled the slow way, alternating red and blue (through alignment missions!) to do nearly all the story arcs on the way up. Dragon's Tail was really useful early on as a melee control attack until I could get survivability through defense and resistance set bonuses. So I six-slotted it and plugged in a full Force Feedback set to maximize its use for keeping mobs away. Now he's a fully T4'd incarnate, and knocking his enemies back isn't quite as important (or, in teams, appreciated). So I'm wondering if I should swap it out for something else—and if so, for what? These seem to be the most obvious options: Set name With 2 slotted With 3 slotted With 4 slotted With 5 slotted With 6 slotted Force Feedback 7.5% Movement Speed 3% Pos/Neg Res 5% Mez Res 10% Regeneration 2.5% Damage 3.125% AoE Def 1.5625% Fire/Cold Def Sudden Acceleration 7.5% Movement Speed 2.25% Endurance 2.5% Damage 2.25% Health 7.5% Recharge Time Obliteration 2.25% Smash/Lethal Res 3.75% Mez Res 3% Damage 9% Accuracy 5% Recharge Time 3.75% Melee Def 1.875% Smash/Lethal Def Armageddon 4% Recovery 6% Fire/Cold Res 10% Mez Res 15% Accuracy 10% Recharge Time 6% Toxic/Psi Res 10% Mez Res Superior Avalanche 15% Slow Res 6% Fire/Cold Res 10% Mez Res 4% Recovery 5% Melee Def 2.5% Smash/Lethal Def 5% Fire/Cold Def 2.5% AoE Def Overwhelming Force 12% Regeneration 3% Damage 1.5% Health 2.5% Pos/Neg Def 1.25% Ranged Def Mag 4 Knockback Protection I figure I'll keep FF +Recharge in one of the slots, which leaves me five slots for something else. Are any of these big improvements over FF? I'm not sure I'd want to lose the damage boost by taking Armageddon or Superior Avalanche—or is that not really a big deal? Overwhelming Force seems like a good option—damage and regen are a bit better than with FF, plus a bit of an HP boost, and a little more ranged defense wouldn't be bad. But would Obliteration be better, since accuracy and recharge time are probably more important than regeneration and a bit more ranged defense? This toon isn't quite capped on ranged defense (40.2% with stealth toggled off); melee is 19.26%. Damage bonus is currently 22.5% and accuracy is 1.52x. Endurance isn't an issue (thanks, Reaction Time!). (Sorry for not posting a MIDS build, but MIDS and I don't get along.) Any thoughts would be welcome. Thanks!
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I'm wondering if I'm confused about how procs work, at least in the Reaction Time power (this is on my DP/MC blaster). When I slot either Numina +Regen/+Recovery or Regenerative Tissue +Recovery +Regen in it, I don't see their effect in the Combat Attributes window (except, oddly enough, just after adding the enhancement to the power). Is it taking effect but not showing up, or is there something about how Reaction Time works that isn't firing off the proc? ETA: The effect seems to show up if I attack something, so now I'm really confused about what triggers it. Thanks!
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I believe the event message is something like, “Unusual Clockwork activity in King’s Row.”
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I used it. Somehow still managed not to find all the Injured Rogue PPD the first two times through.
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I just got this badge on the third try with the help of this guide. Here are a couple more thoughts on getting this: The inured Rogue PPD seem to spawn randomly throughout the two floors. At least, they weren't in the same positions each time I ran this. There are probably several locations where they might be. The first time through, I found 5 Injured Rogue PPD on the first level after Mr. X and 6 on the second level (the timer ran out before I could find the 12th). The second time, I only found 3 on the first level before logging out to reset the mission. On the third run, I found 5 on the first level and 7 on the second level. BTW, it's sort of annoying that this is on the 4th mission of a run, given the likelihood of needing to run it multiple times. Fortunately, the first three missions in Roy Cooling's arc are quick and easily stealthable, so it doesn't take too long to get to the fourth mission.
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The "standard" reward for a GM seems to be 6 merits. I may be misremembering, but that seems to be the reward for Lusca, Eochai, Jack in Irons, Jurassik, Babbage, Kraken, Caleb, Ghost of Scrapyard, the Goliath War Walker in Boomtown, etc. Most of those either appear occasionally and unpredictably or require some effort to spawn and/or kill. It's weird that Adamastor is both the easiest GM to spawn and gives the highest reward by quite a bit. I'm not one to argue for nerfs, but there's a pretty good case to be made that Adamastor should give fewer merit rewards than any other GM.
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I really like this idea. It could turn the Seed into a Hami warm-up. The only tricky part is that the Hive typically starts filling up well before a Hami raid, so if you zone out of the Hive to do the Seed you might not be able to get back in. The simple solution is probably just to up the rewards. Adamastor gives 10 reward merits and 5 incarnate threads and gets summoned pretty much every hour to be burned down quickly. (Imagine what it must be like to be Adamastor—there you are, hanging out wherever it is you hang out when you're a giant monster, but every hour or so a bunch of people pull you out of whatever you were doing just to beat you up. Must get old.) So "it's over too quickly" isn't the problem. And First Ward being kind of out of the way can't be the problem either, since Adamastor isn't exactly easy to get to either now that the only way to Echo:DA is through Ouroboros. So I think it's just that the Seed of Hamidon is slightly more complex and longer to do than GMs that give better rewards. It's a little too involved and has too low of a reward to attract people looking for some quick merits, but it's not hard enough for people who want a challenge. I probably wouldn't go up to Adamastor-level rewards (those are too high for the effort involved, IMO), but bumping it to 8 merits might draw a little more interest.
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Oh, and about the RV heavies: you have to control the heavy for at least a little while to get credit. Using the heavy to take a pillbox should be enough to do it. So I’ve been working on this gradually by occasionally grabbing a heavy, taking one pillbox, then zoning out and doing other stuff. I should end up having controlled 50 heavies and taken 50 more pillboxes around the same time. But it’ll take a while, since I’m just trying to fit working on this badge in among other things, not grinding it.
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Scirocco's second arc is really the way to go here. There are a couple of missions in Arachnos bases that should spawn a few Mu Guardians each at +0/x8, but it's the last mission that makes this arc worth it—it's practically a Mu farm. There are groups of Mu all over the map, plus a group at each of the ritual sites, and stopping each ritual draws three ambushes, which usually have more Mu. I killed 30 or so Mu Guardians running this arc at +0/x8, with 22 coming on the last mission. ETA: Scirocco's third arc is even better, since the whole storyline is about a bunch of Mu "traitors." The first two missions are Carnies and Circle, but then it's Mu, Mu, Mu all the time. I stopped counting at 44 Mu Guardians in this arc (because at that point I had the badge) before even getting to the last mission (again, at +0/x8). The last mission is also full of Mu. So running Scirocco's second and third arcs at x8 should be enough to get the badge—or close enough that running Cole's Personal Story once or twice will get you the rest of the way there.