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tidge

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Everything posted by tidge

  1. I thought the response (in that thread) to prefacing the bind with the "+" key alleviated the need for a rotating bind; pressing the (bind) key starts the follow (or I suppose face, but I don't use that) and then releasing the key triggers the soothing wave. Did this not work? [AFAIK, we would need a rotating macro, but should not be needed for a keybind]
  2. As noted by @aethereal Savage Melee is almost certainly best on a Brute... because Fury, but also Brutes have higher HP etc. so they can better stand there while most everything late game resists the damage type. I have personally filed Savage away with Psionic (melee, blast) and Dual Blades as sets that I will only use when the concept demands them... entirely because building characters that can smoothly run through whatever end-game content without being painfully slow on defeats is just not my game. My characters leveraging those sets are fun, except when solo against certain enemy types. Street Justice is IMO better, but it takes some getting use to the way the attacks work. The Street Justice combo system is easier to ignore IMO.
  3. I lurv ya Yomo, but reading some of your more recent 'market' posts often sounds like you are teetering on the edge of an abyss where you've grown bored accumulating in-game Inf, and are contemplating how to generate some 'excitement' for yourself by massively disrupting the market via one way or the other. If you really wanted to "make everything free", you could probably keep listing "everything" for 1 Inf, even if you had to buy "everything" first. When the time comes that you come to believe that you are above the petty interests of 99.9% of the market, but also cannot walk away from it, you go the altruistic route instead of another path.
  4. There is a Malta arc (from Crimson) that gives the origin of their robots. We don't get a good explanation of 5th Column/Council robots (MekMen, Valkyries, et al), but it is pretty clear they are simply being manufactured. The Nemesis werfers and automatons are pretty clearly just brasspunk, but the dialog and various arcs are wildly inconsistent about their behavior and how they are perceived IMO.
  5. John Houseman originated the role of Uncle Jesse in the Mercury Theatre of the Air's "Full House".
  6. "Solution looking for Problems"
  7. Slow down there partner... why aren't you entertaining the idea of +50% Absorb for nuRegen?
  8. When flying across zone, the henchmen generally stay close. They lag of course. I softcap defenses (and robots have pretty good resistances) anyway, and robots are 99% ranged attackers, so they don't need to fly... I use my MM attacks (and Traps) to keep aggro. The in-combat uses of Group Fly are pretty limited (assuming there is ground to stand on) for me: generally it is when a critter places a patch that I want to get the henchmen away from. There are some instanced maps that have enough vertical space that I'll use Group Fly and fight, but they are uncommon. I can disclose: I originally had taken the Teleport pool (4/5 powers), but I ended up switching to Flight pool (4/5 powers). For my MM, the Flight pool was a better fit... but I only got there after a lot of testing. Respecs are cheap!
  9. So you're saying that all those level 10 Winter ATOs I ordered from the comic book don't actually exist?!! Good thing I have outstanding orders for some level 11 Cupid's Crush pieces!
  10. I don't want to be unfairly critical of the OP, but the idea behind the strategy (grab all aggro, stay out of range, profit!) is really simplistic given how the game actually works. When the game launched, I had some crazy ideas for "power combos for guaranteed success!" and none of them panned out. Disclosure: I didn't play Fire Tanks against DE Swarms, which was the original 'no effort for rewards' mechanic.
  11. For my play: The list of "things to do red-side, as a non-red" can include Invader, but typically it does not... simply because the other things that come for participating in the blue TFs far outweigh the effort of popping into the Mayhem missions and skipping the content therein. Typically when 'vacationing' red side, I'll do this stuff: Get the Shady badge from the Vahzilok Conference Get Demonic Aura Get High Pain Threshold Unlock Patron powers (and if high enough level, unlock LRTF) Get the 5 merits per zone exploration If I care about it, and I am high enough level, I will come over with Bloody Hands to do some Mayhem.
  12. Aren't Buds "Elite Bosses"? AFAIK, nothing tagged as a Giant Monster (level-less or otherwise) gives incarnate XP. IMO, the standard XP rewards for Giant Monsters are pretty bad, considering the effort. IIRC a typical max XP reward for a single GM defeat maxes out around 60K Inf, so it isn't as if they'd be buckets of Incarnate XP. There can be other rewards for defeating Giant Monsters of course, but Inf is at the bottom of that list.
  13. Nothing wrong with this statement, but it doesn't really tell the whole story. For example, some enemies have really long ranges and may already be in relatively confined spaces... such enemies don't immediately move just because they have been hit by a Taunt. Another example: some enemies use AoE (at range) so grabbing the threat and moving away from teammates can be the best move.
  14. On one hand: "Don't ask, don't get". On the other hand, they are about to get 120 Merits for less than 20 minutes of effort.
  15. My instincts are to agree, however I'm extending some grace just in case the player in question has made some extremely sub-optimal play choices like: 2XP, fast leveling and upgrading DOs... and is unaware of the fungibility of drops, merit conversion, etc. As other noted, the cost of something like PVP pieces can't possibly be what is considered "too high" on HC compared to Live. I definitely detected an "old school" sensibility with the comment "playing the market"... so if there is something like an attempt is to "make millions selling Luck Charms"... welcome to HC, there is a fundamental reason that won't work.
  16. I would not recommend Savage on a Scrapper. It is fine, but the damage (over time) is distributed such that Scrappers cannot leverage their typical DPS tricks with ATO. Personally, if you are ok with Brutes, that would be my suggestion, because Fury and HP. If you want something more sneaky and less tough, a Stalker.
  17. I only use Group Fly to get around maps, and in some in-mission circumstances or against specific enemies, so I don't really sweat Endurance. The big advantage of Group Fly is seeing rockets on the feet of the henchmen! I usually build for global Recovery, MaxEnd and Endurance reduction bonuses FWIW. Group Fly can introduce issues with henchmen pathing (some get stuck sometimes, some just stop wherever they are) and ragdolling (if a henchmen or pet can't complete animation from something like a knockdown they can 'float' in mid-air, stuck in the ragdoll animation... so it isn't free of issues, but paying attention to the pet window usually reveals these things. There are some vocal players who act as if Group Fly is a PVP attack, but setting aside other players... my experience is that once you get used to where Group Fly makes a difference, the number of situations is IMO relatively small so it isn't a power that benefits from being toggled on constantly anyway. When teamed, I probably use Group Fly less than 2% as often as other teammates use something like Fold Space.
  18. The utility of Taunt varies by content and context. Solo: nobody really needs a Taunt, since eventually enemies will be focused on the solo character. In team play, if no one on the team is in risk of being defeated by damage a Taunt is not really needed. I always take Taunt on Tanks, because there is enough team content where the number of enemies is great enough, team survivability isn't guaranteeing complete survival, and team damage isn't productive enough to insta-wipe enemies, The only thought process I see as coming to the wrong conclusion about Taunt is when players think "This (Tank) character doesn't need a Taunt because of aura/punchvoke/AoE"... because there will be team situations when a Taunt improves team performance. I'd rather such players simply think "I skipped Taunt because I didn't want to take it, and I can generate a smaller amount of threat with ____". The classic example I think of is on something like a Positron when the Tank says "we won't need Taunt because I have an aura", but the aura isn't keeping (or getting) aggro for the capped number of enemies... which can be an issue for all the other characters on a low-level TF, even if the Tank might survive.
  19. I feel like we solved this with a bind like "+$$powexec_name <power>$$follow" (caveat, I sometimes get the order messed up but sometimes order doesn't matter!) On key press the character should turn towards the target, on release it should do the cast. If the issue is specifically for a heal, you can do something similar without having selected a target (but one needs to be visible) "+$$powexec_name <power>$$target_friend_near"
  20. So, solo or do you tag along with someone else who has paid the cost of entry?
  21. Specific to Invader... *yes* it can be faster to get Invader but the cost-of-entry can be higher and more complicated (certainly for solo play) if trying to get it ASAP. With that out of the way: for some players, going red side is a non-starter.
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