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Everything posted by Lunar Ronin
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The only time you ever need to dismiss henchmen is when you're about to enter the final mission of the Tin Mage TF. There's few or no beacons for henchmen to follow in the Praetorian underground area, so henchmen never make it through the doors. When you're outside the last underground door, then you should resummon, re-equip, and re-upgrade your henchmen ASAP. Other than that, there's never any need to dismiss henchmen. If you're just taking out trash, like most of BAF, or Underground, it's fine to keep henchmen on aggressive. When outside during the TPN Campus Trial, you want to keep henchmen on a very tight leash so that they don't attack cameras or Praetorian citizens so you'll need to carefully control them. When inside the buildings, you can set them back on aggressive. As for putting henchmen on passive, you do that when the league is trying to obtain certain badges. Like for BAF on Keep Them Separated or Triple Threat on the Magisterium trial, should a league leader order people to stop attacking when the AVs are at 5%, you put your henchmen on passive at 6%. Same for Avatar Assassin badge in The Underground trial. For Bunker Buster on the Keyes Trial, just put your henchmen on passive for that part. Some Incarnate trial leaders will tell you to dismiss your henchmen thinking that they will somehow cause certain badges to fail, like Avoids the Green Stuff or Avatar Assassin. They won't unless the Mastermind is played badly, but you should respect your Incarnate trial leader's wishes for that trial. Generally, Incarnate trial leaders that ask for henchmen to be dismissed don't play Masterminds or rarely play Masterminds and don't understand the AT.
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There is now a wiki for Stars Reach, collecting all known information about the game.
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It would be cool if we could spawn Hamidon PI
Lunar Ronin replied to Azari's topic in Suggestions & Feedback
The AE building. -
Ok so how important is matching defensive types REALLY
Lunar Ronin replied to pawstruck's topic in Mastermind
Yeah, the henchmen aren't impacted by the +rech, but Electrical Affinity has so many other tools in its toolkit between heals, +absorb, +dmg, +to-hit, -dmg, +resistance, AoE mez protection, among other things. It's one of the top two secondaries for Masterminds, IMO. -
Ok so how important is matching defensive types REALLY
Lunar Ronin replied to pawstruck's topic in Mastermind
No, the build just won't be as easy and you'll have to build around it, that's all. Electrical Affinity is one of the best Mastermind secondaries, if not the top. It gives great heals, absorb, and buffs, while providing AoE mez protection for you and your henchmen. Sonic Resonance is good as well. The only issue with Sonic Resonance on a Mastermind is the lack of a heal. It can be a drag to wait around for your henchmen to heal back up. Of course, you can dismiss and resummon them, but then you have to re-equip and re-upgrade them as well. However, taking the Aid Other pool power rectifies this issue. -
Can't Load Characters Currently in Atlas Park
Lunar Ronin replied to m1sf1t711's topic in Help & Support
Try verifying/validating your files. Sounds like a corrupt PIGG. -
Sure. Run a traceroute from your computer to cityofheroes.dev (the Victory server domain name). It'll clearly show that it's on the west coast of the United States.
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Err, no. Victory is located on the west coast of the United States. It would be merged with the other four North American shards in Canada.
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Victory is a server using the Homecoming code started by two former Victory server players from live, named after their original server. The reborn Victory server is actually a day older than Torchbearer. One of the those two that started the reborn Victory server is Michiyo, one of the City Council here. The plan has been to merge Victory in with the other Homecoming shards and have Victory become the sixth shard of Homecoming. There's been some delay, but it should still happen I imagine.
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LBD's Moderate Mastermind Makeover
Lunar Ronin replied to Little Big Demon's topic in Suggestions & Feedback
By people who obviously have little to no experience with advanced modes. Or they would realize that that defense and resistance is coming from stacked Barrier Destinies.- 36 replies
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Mastered the Mastermind Basics - Now I need to get advanced
Lunar Ronin replied to khy's topic in Mastermind
I'll answer your second and fourth questions. 2. For Alpha, either Musculature Radial (for extra damage for your henchmen and extra endurance for yourself), Intuition Radial (extra damage and range for your henchmen, and extra defense debuff, slow, and to-hit debuff for yourself), or Agility Radial, (for extra defense and extra endurance - but only if you don't care much about procs). For Interface, it procs on all of your henchmen's attacks. You generally want either Degenerative Radial or Reactive Radial, although there's some value in Diamagnetic Core. It's generally a good idea to take two Interfaces as only up to four of the same Interface can stack, so I usually take Diamagnetic Core and Reactive Radial. For Judgment, Pyronic Core. Accept no substitutes. For Destiny, if you don't have any AoE mez protection from your secondary Clarion Core is a good way to go. A mezzed henchman is a useless henchman. If you do have AoE mez protection in your secondary, then Barrier Core or Rebirth Radial would be options depending on your needs. For Force Field though (along with Sonic Resonance), I would go with Ageless Core just because it is such an endurance hog. For Lore, that's mostly up to you. Quite a few decent choices here - Longbow Core, Banished Pantheon Core, Carnival of Shadows Core, and others. Now, the important one. Hybrid. The only Hybrid that works for Masterminds out of the box is Support Core. There really is no other choice for Masterminds. Assault can work on henchmen, but is very fiddly and IMO not worth it. Just go with Support Core. Melee doesn't work at all on henchmen. 4. A +1 level shift would make your minions level 49, your lieutenants level 50, and your boss level 51 essentially. One thing to be aware is that Incarnate content buffs up your henchmen to be essentially equal level to your Mastermind. As a result, Masterminds are more powerful in Incarnate content than regular content. -
Rewards (XP/INF) Nerfed across the game.
Lunar Ronin replied to Skoot the Brute's topic in Bug Reports
Experience and Infamy values from both defeated NPCs and mission completion bonuses at +3 and +4 difficulty settings outside of advanced mode were lowered by approximately three percent in Issue 27, Page 7, IIRC. The change was intentional, but never documented in the patch notes for some reason. -
There's a pre-compiled Piglet executable on the OuroDev Git (which requires an account to access), and in the OuroDev Discord server, pinned in its #piglet-development channel.
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[Resolved] Random Titan Network Forum Ban?
Lunar Ronin replied to WanderingAries's topic in Off-Topic
It looks like the Titan Network forum is down. I got that message as well, just from trying to peruse it as a guest. How long the forum has been down and when it may come back up, I have no idea. -
I absolutely hate respeccing in City of Heroes. So I have a full level 50 character build made in Mids' Reborn before I make a character. If it's a character with power sets that I've never played before, I'll take it for a spin on Brainstorm for a few to several hours to get a feel for it, and either make adjustments in Mids' Reborn as needed or scrap the idea of the character all together if the power set(s) don't jive with me. For non-Praetorian characters that aren't on a static team, I'll just make the character and power level it to level 50 as there's no real reason not to do so unfortunately, and I already know the character from either playing the power sets before or from having taken it for a long spin on Brainstorm. For Praetorian characters, I'll just go with the build I have but use SOs while leveling, and then start slotting IO enhancements at level 32. The one exception was a Storm Blast/Sonic Blaster character I played on a semi-static team which I used SOs with to level 50, as I wanted to see what that was like with a team. I hadn't used SOs past level 32 since around 2009.
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Yeah, I'm aware of all of that. Thanks. Like I said, it was just more of a rant than anything. Also, from a lot of experience, trying to get someone who has either rarely played red side or never played red side before to switch alignment from Hero to Rogue is a really big ask. Asking him or her to switch alignment to Vigilante is asking a lot for some people. I tell them that by switching to Vigilante, they're still a hero, but they can get to do red side stuff as well. By telling them to switch to Rogue, some will nope right out because, "I don't want to be a villain." Even if it is only for a couple of hours. But Vigilante, I can get most newer and/or more casual players to do. Thanks for the tip about the Black helicopter line, that's something that always slips my mind.
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A bit of a rant as I know that if this could be done easily, it very likely would have been fixed years ago. Is there any possibility at all of fixing co-op teaming so that going to Ouroboros or a supergroup base in a regular missions team doesn't break apart a co-op team? I've been leading a weekly semi-static team of players every Saturday on the Indomitable shard for the past few months through red side and gold side content. We typically get four to six people total, and then I'll advertise in the LFG channel for the remaining available spots on the team. Almost every week, I get at least one tell from someone who is interested, but is on a hero character and has never played red side before. Which is awesome! One of the main reasons why I've been running this semi-static team is to expose red and gold sides to more people. I talk people through how to switch alignment to Vigilante, and then how to get to whichever zone we're in. Five to ten minutes later, that player will show up with the rest of the team. So far, so good. Then the next mission comes up, and it will be in a different zone. St. Martial, Grandville, whatever. People will use Ouroboros or a supergroup base as a means to travel. I know exactly what will happen next, because it happened to me whenever I used to play on a blue side mission team. (I mostly play red side because I tend to find blue side dull and boring, but I digress.) That PUG or those PUGs that I spent time coaxing into playing red side and talked through how to switch alignments is kicked from the team. Now I need to talk and coax them through into getting to whichever zone we're going to, and tell them that it'll be all right and I will invite them back into the team as soon as they're in the new zone, and hope that they don't just hop on back to hero town. I try to use Team Teleporter to avoid exactly this, but most of the others on the team won't have it. This constant breaking of co-op teams is really freaking annoying. I'm trying to show off red side to those who either rarely play there or who have never played there before. To show people that it is not so scary and that it is better than the blue side in some ways. Then they get kicked off the bloody team. It's just strongly reinforcing the opinion I held for years before I started this semi-static red and gold sides team that regular missions and newspaper/radio missions are strictly solo affairs and are not meant to be played on a team. Anyway, it would be lovely if this could be fixed. Thanks.
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Yep. It tells me that those who didn't play CoH back on live mostly won't be interested and who Homecoming has is mostly what it will have. Both the graphics and gameplay are too old for modern gamers. The player base will slowly but steadily shrink as people move on and die off. I know too many people from live who've already passed beyond the rim. Just is what it is.
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Err, no. I wasn't hoping for your departure nor anyone else's departure. My apologies if I gave that impression. I meant that I can only hope for a full sprint towards players being unable to solo at +4x8, the highest difficulty setting for teams.
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Lock yourself in a TF, SF, Ouroboros Flashback story arc, or AE mission.
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Steady Indomitable Weekly Red and Gold Static Team
Lunar Ronin replied to Lunar Ronin's topic in Indomitable
A few people mentioned wanting to go into Incarnates, @Scarlet Shocker mentioned wanting to do a Barracuda SF, and I want to do a regular Dr. Aeon SF. One person in the group is still below level 50, so this coming Saturday we'll run some regular level 50 content in order to hopefully get him there. Then we'll do the Dark Astoria story arcs. After that, maybe the Cimerora Incarnate story arc. Then the Barracuda and Dr. Aeon SFs. So that's a good month or so right there at least. After that, we'll discuss starting a new group from level one.- 7 replies
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Nothing to save. For some of us, red side is good as is.
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My condolences on your loss.