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Double XP is active on all shards until October 21st
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Everything posted by Jacke
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I delete the Temporary Costume Powers as they show up. Spam fritters? Don't remember that from the menu.
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I've been through a few that did that. I don't think it's done in a mission, but outside. It keeps the TF Team together and you go to the TF Contact while leaving TF Mode. Allowing Toon swaps and new members. It may be possible in a mission, but of that I'm not sure. This sounds like what went wrong.
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I mean the combination of Mayhem's legs and her waist and that killer belt-buckle. Just doesn't look right.
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In her legs ?!? And she must never bend at the waist, because that buckle would kill her.
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That's what you get when billions of dollars are spent trying to drive a technology beyond its normal development and into things well beyond its proper current use. An industry that will need 2 Trillion Dollars per Year to break even. Won't happen. It's a bubble that's going to pop. We will suffer. The basterds who caused it won't. 😠
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Because a game has to be designed from the start to have PvE and PvP play as similar as possible. Exampe: Star Wars: The Old Republic. Once a PvE game has developed a lot, to add PvP to it (as happened with City) means making the two systems very different. Why? @macskull gives a good reason: Player Toons have much longer Perception ranges than the Mobs do. If the Mobs all had the same Perception as the Toons, once you had line-of-sight to Mobs on most maps, they'd have line-of-sight to you and would ALL aggro on you. If Toons had the Perception Ranges of Mobs, everywhere would be like on the final map of the Sara Moore Task Force: Stumbling around barely able to see anything. And with different Toon and Mob Perception, comes different PvP and PvE stealth ranges. Another big difference: PvE Player Long Mez Power Durations. Don't see that in SWTOR. That's because Players being Mezzed as long as Mobs are is very very unfun. Thus the Mez Effects and Protections are different for PvP and PvE.
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I was about to post that one. Mother Mayhem...there's something not human about that body.
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Those are the traditional Blueside contacts. There's 5 sets of them, one for each Origin: Magic, Mutant, Natural, Science, Technology. They tend to give Missions involving the same Villain Groups. Only the first set, for Levels 1 to 5, only have 1 contact per set. Then they expand to about 3 per set. https://homecoming.wiki/wiki/Category:Contacts_By_Level
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AFAIK there are no plans to tinker with the current Incarnate Powers. For any future Incarnate Powers, there will need to be greater challenges to justify them. Despite creating Advanced Mode content, that's not yet considered sufficient for new Incarnate Powers. All TFs at 4* levels is tested so that teams with even some co-ordination will get through them. There is a lot to do on the current content and powers, which is the focus at this time.
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I followed that and it works, thank you. That shrinking ring happens when a Control key is released from being held down.
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Those early Masters aren't just no Temp Powers (except Prestige and Temp Flying Powers are allowed), no defeats. They're now also no Incarnate Powers. Which means less safety and thus...more defeats.
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Sometimes the bottleneck is a bloated web browser who's current support don't seem to have been introduced to any sort of time and space efficiency in programming from any decade.
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For those wanting to turn off XP for their Toon (like most times running a Completionist Toon), I suggest this macro: /macro oXP "optiontoggle noxp"
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New Null the Gull Setting: Minimal Fx Buffs
Jacke replied to RadiantPhoenix's topic in Suggestions & Feedback
To cut down on the glare from effects, I've used this to toggle Particle Effects: /macro FX "++noparticles" However, it's rather brutal in what disappears. Like the Base Entrance Portals and Vanguard-style Teleporters disappear completely. Currently experimenting with turning down Particle Effects in the Video Settings. Still working on that. I've at least solved this one on my Ice/Cold Controller. I use the Power Customization to change the Ice Shields in Cold Domination and Ice Mastery's Frozen Armor for Controllers. Controller.Cold_Dom.Ice_Mastery.powerCust I'll just whip up some .powerCust files for just the Ice Shields with Minimal FX for all 4 ATs: Controller.Cold_Dom.MinFX_Shields.powerCustCorruptor.Cold_Dom.MinFX_Shields.powerCustDefender.Cold_Dom.MinFX_Shields.powerCustMastermind.Cold_Dom.MinFX_Shields.powerCust Drop those files in the <City Install Root>/powercust/ folder, no need to restart. You'll be able to load them in the Costume Editor. Just edit the costumes of the Toon and in the Primary+Secondary Power Customization Tab, load the appropriate file and save the changes. -
As @Psyonico said, skipping Ignite and Flamethrower from Assault Rifle is skipping 2 of the best Powers from that Powerset that also provide Fire Damage. Ignite is a ST attack that takes TAoE Enhancements and like Buckshot and Flamethrower, works great with a full 6-set of Artillery; it also leaves a fire patch that will damage other mobs that move through it. Flamethrower is a great cone attack that works well with Buckshot in a BS-FT-BS cone AoE sequence. A key things to know about Traps is that besides Web Grenade, all the other Powers work through Pets. Like the vast majority of Pets, they do not benefit from the Toon's Global buffs like Global Accuracy and Global ToHit. This is a massive bug in Mids Reborn (MRB) that is so fundamental it's impossible to fix. If important Pet attacks are not autohit, here's the 2 rules I use to avoid having to re-calculate over and over again. The Pet Summons Power should be slotted with ED-capped Accuracy. If important Pet attacks don't have a Base Accuracy of less than 1.2: The build should also have Tactics or a good source of -Def. So that in +4 content (which the Pets will see as +4), the Pet final ToHit against mobs will be close to or at 95%. Traps has good -Def in AR's Burst and Traps Acid Grenade. Burst is good to apply to a main target and Acid Grenade, as soon as it fires a grenade that hits a target, will have that -Def for the succeeding grenades and other Powers. The important effects in Poison Trap are autohit so I don't bother with Accuracy in it. Here's the build for my Traps/AR Defender. Seaker Drones is actually slotted in a legal position, at L18; that's a bug in the latest MRB that will be fixed in the next release. For travel, the Toon uses Prestige Power Surge (where I put the Celerity Stealth Proc) and Athletic Run as well as Void Skiff for non-combat flying and the Holiday Rocket Pack from S.T.A.R.T. vendors for combat flying. From the Primary and Secondary Powersets, only skip Beanbag as it has the least utility with its shorter Range (and like all non-autohit attacks will miss at least 5% of the time); I use the other attacks and Traps Powers instead. Defender Traps-AR.20250520.MuM [i28p1] @Jacke - Jacke Ambush.mbd
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AFAIK, Procs in Auto or Toggle Powers are checked every 10s, with their Proc chance based upon that Activate Period. That's because despite being called a Proc, it's actually a Global that provides a Proc with the funky conditions. https://homecoming.wiki/wiki/Preventive_Medicine:_Absorb_Proc Found that out when I had it slotted in Spirit Ward back when that was a Click Power and I got the Absorb shield when I'd not used the Power. That one IO (which I craft at L20 to allow slotting as early as possible) has probably saved my Toons from being defeated more than any other single Enhancement. That big title from it floating up also very visibly warns me my Toon dropped below 75% MaxHealth in HP long enough for it to Proc, so it's time to shift a bit defensive. I always try to fit that into a build and as early in the Leveling process as possible, even if I will have to move the IO to another Slot later.
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So I didn't have to delve into the standard Options entries, I added entries in my Commands Popmenu to quickly save and load the standard config files. Link to the Commands Popmenu topic in my signature. In that Popmenu, those options under the submenu "Config". I get my game UI the way I want it. Then I use "wdwsave", "optionsave", and "chatsave" to save the 3 standard config files. Once you get that set up, if there's a change to your UI you want to revert, you just use one of "wdwload", "optionload", or "chatload" to restore that particular set of config. Note that after doing "chatload", any chat tab that has a Global Channel as the default, you have to edit that chat tab to set up that default. These files are located in this location for the Live Shards: <City Install Root>/settings/live/ There's also "bindsave" to save the standard Keybinds. I didn't add a load as I rarely need to do that. If needed, I do that this way: Menu on the HP+End widget > Options > Options window > Keymapping tab > Load from default file There's also "buildsave" to save the current Toon's build into a text file. That file can be loaded by Mids Reborn. It's located here: <City Install Root>/accounts/<Game Account Username>/Builds/build.txt
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I think if this was done, the way it would be worked is changing the Form Powers from 2 Toggles to 3 Click Powers with a shared locked. As for your problem double striking the Hybrid Power, there's a solution to that: Use a Powerexectoggleon Macro. Here's the Macros I use for Incarnate Powers. The Lore one needs customization to whatever the current Lore Power is (and watch out in the edited Macro having the dreaded Non-Breaking Space, " ", after editing; just edit the macro again, delete the Non-Breaking Space, and put in a regular Space). I made Macros for the Hybrids I use.; others can be made or these edited for the other Hybrid Powers. INCARNATE TURNON MACROS Hybrid /macro iHa "powexectoggleon Assault Genome" /macro iHa "powexectoggleon Assault Radial Genome" /macro iHa "powexectoggleon Assault Total Radial Graft" /macro iHa "powexectoggleon Assault Radial Embodiment" /macro iHm "powexectoggleon Melee Genome" /macro iHm "powexectoggleon Melee Core Genome" /macro iHm "powexectoggleon Melee Total Core Graft" /macro iHm "powexectoggleon Melee Core Embodiment" Lore /macro vLP "powexeclocation forward:7 <powername>"
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I used to play SWTOR (probably put the most hours into it after City; will likely play it again some day). It has PvE and PvP systems that are very similar. And also the possibility of Open World PvP. And it had all those options that @Aracknight mention that Open World PvP needs to just not be a griefing system. It's unfortunate, but those measures are almost certainly necessary.
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I have a Poison/Water Blast Defender who's build I crafted with the help of others including @Psyonico. I'm unfamiliar with both Powersets, so the build is likely open to improvement. I took Water Blast to have some self-healing besides from the Defender ATO1 special. Didn't take Poison Trap, but after reading what @WuTang wrote, now I'm wondering if I should squeeze it back in. Definitely took Envenom and Weaken early and slotted heavily. And worked mostly on getting good RA Defense. I expected Venomous Gas to be primarily protective against meleeing mobs. Stuck to just giving it 1 Extra Slot and planning to slot with 2x Enzyme Exposures.
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I've run a Rad/Rad Defender since 2006 and a Rad/Rad Corruptor almost as long. I've adjusted their builds several times. I keep them very similar, adjusting for differences between the two ATs. I don't take Hasten except if a build has very long recharge Powers that really need a lot of Global Recharge Reduction. Accelerate Metabolism is almost that, but I don't want to have 1 of my only 4 Pool Picks be forced to the Speed Pool unless it's really necessary. So I got used to running Rad/Rad without Hasten. By the time the build is mature, it's got enough Global Recharge. I want Pool Picks for Concealment (necessary as I go for good stealth on all Toons), Teleportation (mostly for Teleport Target, a great Team utility), Fighting (Tough and Weave almost always needed for a durable Toon build), and usually Sorcery (I really like Mystic Flight, Arcane Bolt on Controllers, and often Rune). There's only 67 Extra Slots in a build and have to be careful where I put them. I usually only put Extra Slots in Health and Stamina to increase net Recovery. The Rad/Rad Defender and Corruptor have AM for that, so I leave them with the best-in-slot in each, respectively a Panacea and a Performance Shifter specials. I normally avoid overloading with Procs, as I prefer to pursue IO set bonuses. I take Neutrino Bolt over X-Ray Beam. NB has the better DPS and works better to maintain the debuff from Achillis Heel special. Aim is just the base Slot with the Gaussian special to buff Atomic Blast. Long ago, I did a detail examination of Choking Cloud. And figured from the length of the component Hold effects, was really only worth using on a Controller. I'd take EM Pulse, but again it's better on a Controller and it tends to get squeezed out for other Powers of greater utility. Here's my current Rad/Rad Corruptor build. Corruptor RadB-RadE.20250822.MaceM [i28p2] @Jacke - Jacke Radical.mbd
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Crafted Enhancements - Black Market Grouping - Split Up
Jacke replied to Troo's topic in Suggestions & Feedback
It's called Binning of related items on the Auction House. All those Enhancements are in the same Bin, therefore they share the same Last 5 Sale History. What happens is when there's a Purchase Order for an Item in a Bin and there's not a Sale Order on that Item in the Auction House, another Item in the same Bin if present and on a Sale Order will be converted and used to satisfy the Purchase using that Sale. It's done on many items. It also allows Market Conversion of Recipe and Enhancement Levels, as well Market Attunement (because that's just another type of Level). I believe the existing Bins are: The same Enhancements at all Levels including Attuned if it exists (not sure about some Special Enhancements) Recipes for the same Enhancement at all Levels All Common Invention Salvage All Uncommon Invention Salvage All Rare Invention Salvage As @Psyonico and others have pointed out, before Shutdown when Binning and other QoL changes weren't present, prices soared. Luck Charms in the Millions of Inf. PvP Recipes traded off the AH for Billions of Inf. -
WHAT?!? Has Snarky been....DE-SNARKED ?!?
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Issue 28: Page 1 Farming Microguide (Maps + Builds)
Jacke replied to America's Angel's topic in Guides
Yeah, I've noticed that drop, as I craft LotG specials and sell them. There's other changes, like the drop in the usual cost of Rare Salvage. I wonder how much is permanent change. And if the changes take long enough, it's as good as permanent. Eventually, gotta adapt to the market as it is now. -
Close enough. Neutrino Bolt has a higher DPS. X-Ray Beam only cuts down the damage. Only Proton Volley, Cosmic Burst, and the AoE attacks are worth using on top of Neutrino Bolt.
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