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Everything posted by cohRock
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@Marine XThank you for responding. I still don't know, though, the result of the proc firing. Would that unplacate the just-placated foe?
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The Perfect Zinger set has a proc with a chance of causing psi damage. It can be slotted in the Placate power. Does anyone know if damage occurs, does that negate the placate effect? Or does the proc fire before placating?
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This morning my level 50 stone/stone scrapper bought a level 50 Winter's Gift : Slow Resistance. He slotted it in Combat Teleport, which he didn't take until level 47. I verified that it wasn't active when set to a lower level (PVP zone or Ouroboros Flashback), Fortunately, attuning it using an Enhancement Catalyst allows it to offer 20% Recharge protection no matter what level he is. This is true even when Combat Teleport isn't active due to too low a level. In testing that, I learned something just as interesting about the Rooted power. It adds 30% Debuff Resistance to To Hit, Recharge Time, and Defense. Note that it also keeps its normal resistances of 11.92 to Defense and 59.6% to Recovery. It also adds 47% (capped less than that) Status Resistance to every type of mez, but keping its 9990% resistance to knockback. I'm sure this is done due to PVP zones removing almost all Status Protection (Rooted continues to offer 10.0 to Knockback and Repel, however.) These effects are probably general for most mez protection powers; I haven't tested on other power sets, though. Here's the item in the Debuff Resistance listing which led to this post:
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@Glacier Peak Guess I've been sleeping. Sorry.
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? Glacier, I'm not sure you understand the question. The xp rates vary from server to server. 1x: Excelsior, Everlasting 1.5x: Tourchbearer 2x: Indomitable, Reunion My guess, based on staff wanting to help balance population load, is that Victory is starting out at 2x. Its just a guess though. Even if I'm correct, that is subject to change depending on how popular it gets.
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This morning my rogue completed the 2nd Hearts of Darkness storyline and earned its Blackened Soul badge. According to the Homecoming wiki, that should unlock access to The Crucible in the Long Range Teleporter. However, it has not done so. I checked within The Crucible thinking there might be a necessary exploration badge there, but if so, I could not find it. (I don't remember needing an exploration badge for The Crucible's blueside counterpoint, Fort Trident. That one just unlocked when completing one of the six main hero TFs.) What am I missing? (If it matters, the server is Torchbearer.) I don't really need access to the Crucible, but it is the only location within my LRT list which remains locked, and this bugs me.
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That's what I was afraid of, and gave no details until actually acquiring the name. It really surprised me that no one else on Indomitable ever thought to create Indomitable Snowman.
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It worked! Thank you. It did fail on an immediate rename try after deleting the temp character, but I tried again later, and the name is mine! Meet: Indomitable Snowman Overview: Ice/Ice Brute Server: Indomitable 🙂
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I don't think the command in the link would tell me what I want to know. I'd have to already know the global name of the person who has the local name, AND that person would have to be online. Or is there something I am missing?
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I started to create a character with what I think is a brilliant name. During the creation process I verified that the name was available on that server, and received the check mark indicating it was. Before finishing the character, however, I realized I already had a character on a different server with the same archetype and power sets. So, instead of completing the character creation, I backed out and transferred the other character to the server in question. When I tried to rename, I was told that the name was already in use. "That's cool. When someone indicates they want to use a given character name, it becomes reserved for a while. Good idea!" But it has been two days, and I still cannot rename the transferred character. The same message shows, that the name is already in use. So either someone else used the name immediately after I tried, or character names become reserved for multiple days. If the latter, for how long is a character name reserved?
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Thank you for the clarifying replies.
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I have an SS/Invuln brute who has chosen Resilient for his alpha incarnate power. He is at tier 3 with Resilient Partial Radial Revemp. It boosts Resistance by 20%, Immob and Stun by 33%, and ToHit by 10%. If he brings it to tier 4 (Resilient Radial Paragon), it will bring ToHit to 20% and add a 33% Absorb buff. He has no healing powers with a specifically Absorb component (Dull Pail does a heal and then raises max Health for 2 minutes). So I doubt that the Absorb component will help at all. I decided to ask here about it to make sure.
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I received a recipe for the "Pet: Mini Kheldian Bright Nova". It cannot be damaged, but does no damage, buffs, nor debuffs. To make, it costs 2.5 million + 20 Alien Blood Samples. Even if I could get the salvage pieces at 500k each, I would be looking at a total cost of 12.5 million. My question is, if I made it and used it for showing off, would anyone even realize what went into making it? (Or I suppose I could run a number of Mission Architect missions in AE mode, using those merits to trade for the Alien Blood Samples.) Some people must want it, because there are currently 47 bids for one in the AH, with shown prices being between 5 to 7 million. Obvious thing for me to do is sell it, but part of me wants to show off to the uncaring masses.
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Global Friends list no longer shows servers?
cohRock replied to cohRock's topic in General Discussion
Thanks folks. I forgot about expanding the window with the arrow. I resized it by dragging from the side, but when that didn't do anything I posted here. -
I have been away for several months. When I came back yesterday, I noticed that the Global Friends list tab no longer shows what servers people are on. Am I misremembering? Or what changed and why? (I tried searching the forums, but the posts that came up did not appear relevant.)
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Twice now I have had new level 50 characters have to wait close to a week to earn a Notice of the Well. The character might have run a WTF on Monday and achieve level 50 on Tuesday. This means he has to wait 6 days to earn a Notice of the Well for his third-tier alpha slot. The current flag only tracks if you have done a WTF during the current week. If you have, you won't be able to earn a Notice component, even if you didn't get one the first time. Heh, I know the "do it with threads" contingent is already shouting that shards and notices are useless. I'm not going to say you're wrong, but I will say, I disagree. Save the threads for the five other incarnate types.
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Patrol XP for Explore Badges is a Useless Bonus
cohRock replied to Frozen Burn's topic in Suggestions & Feedback
I'm another who likes this change. Although I do like it generally, I didn't see anyone mention the main thing I like -- its affect on the day job badge, Patroller (Criminal for villains and rogues). Previously, depending on play-style and frequency of play of a given character, this could take a very long time to earn, because it depended on both gaining and using patrol xp. I.e., being logged out was insufficient; the character had to actually use up the patrol xp to gain credit for the badge. Being logged out for a long period of time simply advanced the counter to a limit, and you had to log in and use up some to gain any more. Let Her RRP Why does this matter? The day job power Rapid Response Portal (RRP) depends on it. One can easily earn its inferior version, Monitor Duty Teleporter. (MDT). To get charges for either, one first has to earn the day job badge, Monitor Duty by being logged out near a permanent base portal for 100 hours. After that, logging out near a portal earns charges for MDT. However, if you also have the Patroller/Criminal badge, you also earn charges for RRP. (Yes, you can earn charges for both powers simultaneously, but only by obtaining the patrol xp badge first. This is now much easier, and a character need not stand near the portal 8 days twice to fully charge both powers. This would frequently happen to me because of the long time it took to get Patroller or Criminal. IMO the RRP is an undervalued power. While MDT lets your character go to a base, RRP is like the Ouroboros Portal. It drops a base portal anywhere which anyone can use. Its degree of usefulness approaches the Team Teleporter (TT). It even exceeds it in the cases where a team task is to go to another zone to hunt, but with no door mission for the TT to lock onto. -
I really like the latest release, but I suspect something that nobody else I talk to seems to be sensing. It feels like the incarnate thread drop rate has lowered. It is still more than that incarnate shard drop rate, but it's not like 5x that rate any more. (5x made sense; it takes 5x more shards to make a common alpha component than any of the others.) With no one else feeling it, I'm probably just misremembering.
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I have a level 50 fire/fire tank with his Hybrid power (Support Radial Embodiment) at tier 4. One of its capabilities is "10.64% strength to healing on target". Fine, except I cannot see that it does anything. It does improve damage, accuracy, and defense as documented, with the heal, though, no change is obvious. It does not improve Max Hit Points or Regeneration. However, it does show up in "Healing Bonus". Yet neither my own Healing Flames, nor the healing from my Immune Surgeon Essence (Lore Pet, Cimeoran Total Radial Improved Ally). I assume the healing bonus does something, but what?
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I see this change as a very good thing, tying into my day job compulsion. Even outside of that, patrol xp can be thought of as delayed xp, raising the amount of XP you get from defeating foes and mission completions. Secondly, there are two quite useful day jobs that my guys strive to get, Monitor Duty Teleporter (MDT) and Rapid Response Portal (RRP). The former simply allows yourself the opportunity to go to your base or any other accessible base. It is straightforward to get, simply stand near a base portal before logging out. After 100 hours of logged out time (likely in multiple segments), you gain it. The second involves the tie to patrol xp. When you have that hundred hours of Monitor Duty (logged out near base portal) AND gain the Crimimal (villain/rogue) or Patroller (hero/vigilante) badge by using up 100 segments of patrol XP, your capability improves by being able to build RRP charges -- also by standing near a base portal while logged out. This allows you to drop a base portal anywhere, which anyone can use. During countless TFs, I see people drop an Ouro portal between missions (eg, help everyone to move from Kings Row to a hunt in Crey's Folly). That's very inefficient. By the time I get my base portal dropped for almost direct access to CF, almost everyone has saundered off via Ouro or the train, not being used to the idea of someone dropping a base portal anywhere. One gains the RRP badge via patrol XP, and gaining patrol XP was tricky before, because it involved being both logged out and logged in. time Now with exploration badges earning patrol XP, you can gain RRP with mostly logged-in hours. No more playing another character simply to get some logged out time on your guy. By the way, some time in the past 2 years, a quality of life change was made to earning RRP charges. If your guy built up 30 charges of MDT (6 days total logged out near base portal) without having the Criminal/Patroller badge, you would need to ANOTHER 6 days to build up 30 RRP charges. That was adjusted so if you already have MDT charges and log out near a base portal for an hour or so, the RRP charges build up quickly to match how many MDT charges you had -- so in only an hour or so you might get a fully charged RRP.
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I'll just add that Flashback missions (usually started in Ouroborus) are collaborative by nature. Even though your team may be running Flux' arc, it will be doing so in a TF envelope, and everyone on the team gets mission holder rewards.
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Trying to make sense of the "Power Structures" for the Sentenal
cohRock replied to Gairian1974's topic in Sentinel
I wouldn't refer to a sentinel as "medium ranged". He is a fully ranged combatant, even more so than blasters, who have melee attacks in their secondary. The range for most blaster attacks is 80 feet, while for a sentinel it is still 70. (Most melee attacks are 7 feet.) In exchange for having armor, sentinels lose a little range, a little damage, and fewer total attacks. It is a fair trade-off, IMO. Note that, like blasters, sentinel secondaries include stamina and/or recovery capabilities, making sustained performance much easier than most other archetypes.