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Roderick

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Posts posted by Roderick

  1. 11 minutes ago, Xeres said:

    I would say fire as Katana is a pretty end light set.  The only thing to worry about IMO is Knockdown and Immobilize I think /Fire has those holes.

    Fire doesn't have an immobilize hole, it just has a weird way on dealing with it: Burn gives you Immob protection for a while when you cast it (and will break existing immobs if you're already affected by one).

     

    You can also use Combat Jumping to prevent Immobilize and Acrobatics to avoid KD if you want.

  2. The Mender Badge requires 4 level 15, 4 level 20, and one more of either level. You said you had 5/9, and crafted 2 of each, and ended up with credit for two.

     

    Here's my guess: You already had 5 credits for one level, so when you crafted more of that level, you got no credit, and the other two gave you your first two credits for the other level. And then, some sort of lag caused the credit to not show up right away.

     

    The crafting badges are a right pain in the butt if you don't do them all in one sitting, because there's no way to tell what level(s) of enhancements you have crafted so far, just that you've created some.

  3. Did you log out and back in again? It's possible that you did get credit, but it just didn't display.

    It's also possible that, for some reason, being in your base caused the issue. I usually do my crafting in the university, so that I can /ah for missing ingredients, and I always get credit as expected.

  4. 2 hours ago, Sovera said:

    I asked on chat but other than a laconic 'badges' none seemed interested in answering. There are winter lords chasings, baby farms, etc, but what *are* the rewards for doing wintery stuff?

    Badges. 😁

     

    Also Candy Canes, which can buy badges, temp powers, and respecs. Possibly a few other things, too.

  5. It seems to be random which you get. It definitely isn't origin based.

     

    Hopefully the OP isn't getting to 45-50 and rerolling because they got the wrong detective. You can go to PI as soon as you're high enough level for radio missions (5? 10?) and see which detective you'll be assigned, although they'll just give you the radio and then tell you to bugger off because you aren't high enough level.

     

    As to the suggestion, it was asked on live, and the answer was "We can't do that, because the call button is tied to the reputation bar, and detectives use the reputation bar in a non-standard way, so weird things happen when we try to give them a call button." However, since then, contacts were added that always have a call button, and even some that don't even have an on-map NPC, and can only be accessed via call button, so I'd imagine that it's possible to add a call button to them now. If it can be done, and if it's not an excessive amount of work, they'd probably have the call button right away, not something that is unlocked over time like on other contacts. I don't see that as a problem though. While there are a few exceptions, I don't think the "I don't trust you enough to give you my phone number" attitude makes much sense any more. Especially for people whose very job is to coordinate with the super heroes that are saving the city.

  6. Only AT enhancements are attuned by default. Using Catalysts on them turns them into Purples instead. They cannot be Boosted.

    Edit: Winter enhancements work this way, too.

     

    You cannot Boost and Attune the same IO; one or the other.

     

    There is no reason to Boost procs or global effect IOs. The only reason to Attune them is if they are high level, and you want them to contribute to set bonuses while exemplaring.

     

    Purple and PVP IOs automatically grant the bonuses while exemplaring. There is no reason to attune Purples or level 50 PVP IOs. If you have sub-50 PVP IOs that give enhancement values, you might want to attune them, so that they level up with you.

     

    If you exemplar a lot, it is worth getting the Attuned versions. If you mostly play at max level, Boosting might be worthwhile. Sometimes, you will already be so far into ED's effects that Boosting will have no noticeable impact. 

    • Like 2
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  7. 17 hours ago, plainguy said:

    Range Cap Hover Blaster. Says 38 but its 45 in game. No clue. rangecap.PNG.c1315f8f4546366722c1067c87a77ddb.PNG

     

    Again remember Mids has to be 38 Range Defense cap to be 45 in game. Again no clue whats wrong but as shown above its 45.

    What do the in-game numbers say while you're in combat? I suspect that the number in the screen shot is when you aren't fighting; when you start fighting, some of the Defense from Field Operative will suppress. Also, check your full combat numbers to see what the exact breakdown of your defense is; I also see 38% in Mids, and my Mids builds always match what I see in game. It's possible that you have extra defense from temp powers. Possibly the 5% defense to all from the temporary buffs from P2W?

     

      

    1 hour ago, plainguy said:

    Tried to add 10 Slot Enhancers to Hasten but noticed no changes in overall recharge on the powers. so it was a waste of 50 Merits.

    Adding Boosters to the Recharge enhancements in Hasten won't affect your overall recharge, it'll just make Hasten recharge a little faster, probably just a few seconds at best. This is generally only worthwhile if Hasten is almost permanent, and you're trying to just push it over the edge.

  8. Lots of stuff has already been hashed out, but I just want to point out two glaring errors:

    On 11/21/2019 at 9:50 AM, DrRocket said:

        For myself the main reason I stirred away from the Blaster was the total helplessnes to status effects (not a fan that I have to have a tray full of break free inspirations in order to play, when this is not a consideration to many other classes).

    A Blaster's T1 and T2 Primary powers and T1 Secondary power can be used while mezzed. I, personally, always have two attacks that can be used when mezzed (I will take both T1 and T2 from the Primary if the T1 Secondary doesn't do damage. Sometimes I take all three). Combat Jumping prevents Immobilizes and either Acrobatics, Hover, or KB protection IOs prevent Knockback. If anything Sleeps, Stuns or Holds me, I just keep low-level blasting until it wears off.

    Quote

    You would think that a controller/dominator would know all the ins and outs of status effects and thus should be the hardest to be affected by them, and yet they are just as helpless as the Blaster and Defender class types.

    While under the effects of Domintation, Dominators are practically immune to control effects. They were even changed at some point so that Domination can be activated while under the effects of control. It's rare that Dominators need a Break Free or Incarnate ability to free themselves from mez.

    • Like 1
  9. 6 hours ago, GM Sijin said:

    There's very few cases where this can actually happen, but if the contact shows in your active tab with the green book icon, it counts. If they don't, it probably doesn't but I don't know for sure on that.

    If a contact offers you the first mission of a story arc and you don't take it, that arc is still assigned to you, but they won't have the book icon*. The only way to tell that they're contributing to your arc limit is if you know that you're above their max level, and they're still on your Active list. To make them stop counting towards that limit, you need to go to them and finish that arc, even though it will likely be full of greys at that point.

     

    *This was the case on Live, right up to shutdown, as far as I know. There have been fixes, both in the i24 beta that never went live, and in post-sunset patches that I was never aware of, so this might no longer be true. I have not tested it.

     

    7 hours ago, Chris24601 said:

    My hope is it’ll go away when I finally finish the “choose hero alignment and go to Paragon” mission... and if it doesn’t I’ll just live with one less story arc, but I’m curious about the actual mechanics.

    This was a problem people ran into when Going Rogue first went live. Since there are many ways to lose access to a contact before finishing an arc (killing the contact or otherwise making them disappear or going to Primal Earth before finishing them being the most common), the devs added code that made it so that when you go through the portal, not only are all your missions removed (just like when you switch from Hero to Villain or vice-versa), all of your arcs are also removed.

     

    Note that your arcs are NOT removed when you switch alignments via tips or Null. Those arcs remain open, taking up space, but also allowing you to switch back and continue from where you left off.

  10. 2 hours ago, quixoteprog said:

    You can drag and drop from one page to the other. I think you just drag over to the left or right, depending on which way you want to move them, and that will cause the page to flip. Then you can drop on whichever slot you want.

    You can also use your scroll wheel to flip pages, even while dragging a character. 

     

  11. That's a fine place to put the Defense uniques. The resistance it provides isn't enough to be worth enhancing, so using it as a set mule is perfectly fine.

     

    That said, I have very little experience with Electric Armor, so I can't say if that's the best place.

  12. 3 hours ago, Outrider_01 said:

    Grounded, is that a proc you put in there?  grounded is passive, thought active powers but I am not sure.  And you got some def/resits double enhancement, wouldn't strait resist be better?

    Those are the two +3% Global Defense IOs. Frequently used in resist auto powers that don't get any real benefit from enhancements.

  13. Yes. Performance Shifter is a proc, so there's no limit on how many you can use. Each one will individually check every few seconds to see if it can give you a bump of endurance, and will fire independently of the others. The Procs Per Minute chance is calculated per individual proc, so each will have the normal chance to fire; they won't reduce each others' chances.

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  14. 37 minutes ago, Veracor said:

    The number of available respecs I had rolled over to negative after 127 

     

    That needs to be changed to an unsigned int. There's no need for your number of available respecs to ever be negative, and if it were changed to unsigned, the worst that would happen is a rollover from 255 to 0, which would still suck, but wouldn't break anything. 

  15. This used to happen on Live, but it was super rare. I saw it maybe once every 2-3 days, even though I use Jump Pack a lot. I see it far more frequently now, often several times per play session. I don't consider it more than a minor inconvenience, but it would be nice to see it fixed.

     

    I never use the Steam Jump, because I like Jump Pack's look better. Does anyone know if it affects both powers, or just the one?

  16. 2 hours ago, EmmySky said:

    I left the game in 2010 and don't remember this 'leveling pact' of which you speak.  What did it do?

    Two low level characters (Below 5 or 10, IIRC) can join a level pact. While their XP values are different (For example, if a level 10 invited a level 1), the higher level character gets no XP, and all their XP is given to the lowbie instead. Once they're in sync, all XP either one earns is split 50/50 between them, even if one is offline. If they're teamed, this has no discernible effect, but when playing separately, it guarantees the characters will always be the same level.

     

    https://paragonwiki.com/wiki/Leveling_Pact

     

    Edit: The wiki says Leveling Pacts went live with Issue 13, which was in 2008. That means you were around while they were.

    • Like 3
  17. This was asked on Live. The devs said that while the cutscene is running, things are being adjusted (spawned in, removed, moved around, etc), so skipping the cutscene would break things. To make the cutscene skippable, they'd have to recode each one to make sure everything worked properly.

     

    It's possible, but it likely would be more work than it seems like, and might be too much work to be worth doing.

    • Like 1
  18. 23 minutes ago, boggo2300 said:

    You don't need to lead out combat pets, just keep them alive, and the not being able to see you and therefore not triggering was my point...

    There are tons of combat NPCs that you have to escort either out, or to a specific place in the mission. Lady Jane in Montague Castanella's arc immediately springs to mind.

     

    Perception 0 also means that, when you ditch the NPC that you're supposed to be protecting and an ambush or patrol stumbles on them, they are guaranteed dead, because with no Perception, they can't target the enemies that are attacking them, so they'll just stand there and die. Hell, if they were standing in a hazard, like the red Circle of Thorns crystals or a pool of Lava, they wouldn't even be able to see that, and would just sit there until dead.

  19. On 11/18/2019 at 10:52 PM, boggo2300 said:

    Combat Pets need Perception of 0

    With a Perception of 0, they wouldn't be able to see you, and you'd never be able to lead them out, unless you had an ally-affecting +Perception power to buff them with.

  20. 1 hour ago, metacore said:

    I have a stealth proc (celerity) in an auto run speed power so can't turn stealth off. Had to turn on the walk ability as even with sprint off I was too fast and lost the npc. 

    Stealth procs aren't supposed to be able to be put in auto powers like Swift and Quickness, for exactly this reason. What power do you have it in? I suspect it's from one of the new or recently proliferated power sets? You should report it in the Bugs Forum, because that is not intended functionality.

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