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Roderick

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Everything posted by Roderick

  1. There are a few enemies that can see through doubled up stealths like this, but don't outright ignore stealth. Specifically, anything that has a +Perception buff. If you ever see an enemy do the Leadership toggle animation, and they get a yellow aura, that's going to boost Perception for all their nearby allies. Knives of Artemis and their Incarnate versions may have +Perception as well (I don't think everything in those factions do). If you can stack three stealths (A power, plus an IO, plus Super Speed), you should be able to sneak up to these guys too. Snipers have a much larger +Perception. They will see even a Stalker using Hide, an IO and Super Speed before they get to melee range. There are also those flying enemies who have [Positioning], which is a debuff aura that tells them to move to range. If you're in melee range when it pulses, it will just cancel your stealth; it counts as getting hit, and I think it's autohit. However, it seems to have a fairly long time between pulses (5-ish seconds?), so you can often run up to one of those enemies and hit them before they break your stealth.
  2. For extra clarity, don't just click the mission, click it, then press the Select Task button. The waypoint should change from yellow to red if you previously had no mission selected. If you did have one selected, it will pop up a confirmation that you're changing selected tasks, and the old one will change from red to yellow, and the new one will become red.
  3. It says "Change Game Account Password". I bet if you type a new password there, it will change your game account password.
  4. Feint: A fake attack to draw an opponents focus elsewhere to provide an opening for a real attack. Faint: To fall unconscious.
  5. The tooltips only look at what's slotted in the power. Everything else, whether it's a buff from a teammate, a self buff like Quickness or Hasten, or a set bonus, is a temporary buff (even if it looks like it should always be active). Therefore, they're not included in the calculation. If you want to know the actual recharge time, including all buffs, turn on Options -> Windows -> Beta Features -> Power Recharge Indicators.
  6. When you mouseover a power in your enhancement screen, it ONLY shows the effects of the enhancements slotted in that power. It does NOT show any effects from powers, set bonuses, not even the set bonuses slotted into that power. Judging from the numbers you posted, you've got about 95%-ish recharge slotted in the power. Other sources of recharge DO buff it, but they don't show up in the tool tip.
  7. "Quitting the mission penalty"? Never heard of any such thing. If you're solo, just type /leaveteam, and it will kick you from the map and reset it*. You can then change difficulty, if necessary, and reenter. Like nihilii said, you can just finish and pick up the mission again, and get the end rewards before doing the mission again. Or you can just call the contact and abandon mission, then pick it back up. *Don't use /leaveteam when in a TF or flashback. Doing so will kick you from the "team", ending the TF or flashback, making you restart if you want to continue.
  8. And when they get around to doing it properly, and it's time to remove the duplicates, what happens to all the corrupted characters that don't have a secondary any more? No, "Just edit them so they have the new secondary" isn't a good answer. That's a good way to break things even worse.
  9. There are Knockback Protection IOs in Blessing of the Zephyr, as you mentioned, and also Steadfast Protection and Karma. You can also get Knockback Protection via Acrobatics. These can all be stacked, and none of the IOs are Unique, so you can slot up to five of each (although only one per power, as usual), in order to gain extra protection. Note that Blessing of the Zephyr is a Universal Travel set, so it can go in any travel power, not just flight. Also, consider adding as much Defense to your build as possible. If you don't get hit by an attack, you don't suffer any secondary effects, such as debuffs or knockback, either.
  10. https://paragonwiki.com/wiki/Lore_Slot They don't have to be generic, but they do have to be someone that you defeated. Which means, if anything, the Hero pets should be available to villains with Hero Slayer, and Villain pets to heroes with Villain Disruptor.
  11. Personally, I would say just completely remove the -Jump from Rooted, and instead make it so it has no effect unless you're on the ground. The issue with removing or reducing the jump penalty is a matter of how the engine does buff/debuff math. Allowing even a little bit of jumping would mean that the debuff was so small that a few set bonuses and a SO or two in Hurdle would let you get full sized jumps. Whether or not that's a bad thing is a separate matter. However, a change made later in ghe game's life might give a different approach. When they added Afterburner, they added the ability to adjust caps. If Granite applied a -Jump Cap debuff, the max jump could be set to a desired level, so that it didn't matter how much +Jump you've got, you'd be hard capped at a 1' jump, or whatever was deemed reasonable.
  12. You're supposed to tape the "Kick Me" sign to your back, not your face.
  13. All of the crit damage happens up front, in a single hit. If the damage would normally be two different types (Such as a Dark Melee punch that does Negative and Smashing), they are combined into a single hit of one damage type (Dark Melee has pure Negative crits). If there is bonus damage over time (Like Fire Melee), it may give extra damage over the base amount, but that will, again, be built into the single hit. The crit damage is increased by slotting and damage buffs, but is not increased by damage procs; Procs in IOs, from Incarnate abilities, or the added fire damage from Fiery Embrace are only added once if the attack crits, not twice. You can look at the detailed info on any given power to see exactly what the crit damage will be. It is listed at the bottom as something like "5.00% chance for 22.10 negative energy damage on target after 2.00s delay Only against minions and underlings" (Crits against Lieutenants, Bosses, EBs and AVs will be the same, but a 10% chance).
  14. There's a slash command that lets you into any base with a passcode. Doesn't require a cast time or recharge. Sorry, I don't remember it at the moment. I'll add it if I remember before anyone else posts it. Edit: Here it is:
  15. If you use the Base Pillar, it does both. No need to use one pillar to start the flashback, and the other to TP to contact.
  16. There is a "Does not stack from same caster" tag. That's why a defender can't spam bubbles on you to the cap, but two different defenders, even with the same set, can stack their shield on the same target.
  17. If you want to craft IOs, you need Inf to do so, even if you're only using the recipes that drop.
  18. Yes, you'd split the debuff into two parts. The first, and probably larger, would be flagged "Does not stack", while the remainder does. So, if, for example, 75% doesn't stack and 25% does, for one tank you'd have 100% of the base debuff, two would apply 125%, and so on, up to a full team applying a 275% debuff. I would leave it up to someone better versed in balance mechanics as to how much would or wouldn't stack. Whether stacking (or partially stacking) Bruising would solve any problems is also something I can't answer.
  19. Correct. https://paragonwiki.com/wiki/Enhancement_Set_Bonuses#The_Law_of_Fives
  20. I can only speak for the Blaster version, but I think the same is true for other ATs. Fire Breath does more damage than Fire Ball, but it has no up front damage, and a large, long duration damage over time. This makes it fine for large targets that are going to survive the full duration, or large groups, but I personally prefer the big up front damage of Fire Ball, and I usually don't have room in a build for both.
  21. Any time you combine two sets that both try to put different weapons in the left hand, this happens. To my knowledge, there is currently no workaround. It can also happen for any weapon if you have a weapon set to No Redraw, even if there are no other conflicting weapons.
  22. Note from that link: Only the Alpha Slot grants a Level Shift; Lore and Destiny grant an Incarnate Shift. Incarnate Shifts only grant the level shift in the content that Rathulfr mentioned.
  23. How do you get detoggled by using travel powers? The only situation I can think of is Super Jump detoggling Combat Jumping, and that can easily be solved by creating a macro or bind of "powexecname super jump$$powexecname combat jumping" which gives you a button that swaps between the two. But I've never been detoggled by my travel power, and I play mostly tanks, scrappers, and brutes. Maybe at lower levels, before I've got my End issues sorted, if I leave my travel power on, but flight is going to do that too.
  24. It determines which set of titles you have access to at level 25. Other than that, it doesn't do much any more. It doesn't even matter for your origin temp power, because you can just go to P2W, revoke the one you were granted, and pick the one you want. It does affect which Veteran Powers from P2W get the origin bonus, so if you plan on using your Nemesis Staff or Blackwand frequently, pick an origin that matches it.
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