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Everything posted by Zepp
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I upped my difficulty and used Cromwell and Lionel from 30-40 and the Fireball and Trilogy arcs from 40-50. (I replayed a couple of the missions several times to help with the level grind).
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I am glad to hear I wasn't alone! It is tough to level up Praetorians to 50 with little payout, but this community is amazing enough to come together and make it worthwhile! I did do it without AE (nothing against storylines on AE, I just don't want to be accused of powerleveling to 50). I will look at the available Praetorian story arcs on AE as I am working on leveling my Loyalist next.
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Not on Reunion, but glad to hear I am not alone. Just wish that Praetorians could slum it on Primal occasionally without converting...
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Just wanted to share this. I got my Resistance toon to 50 without using AE. It was a slog, but they are officially as high as they can get without going to the lesser Earth!
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I recently leveled a Praetorian to 50 through missions and found that they could not earn Incarnate XP. I am not sure if this is intentional or nay.
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I have a proposal for a PEAT that would make this available. It would limit the powers that could be used, which would eliminate that problem.
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zones that are never used ( for the most part)
Zepp replied to MikeEmike's topic in Suggestions & Feedback
Playing a Praetorian atm. First Ward is essential for Praetorians. At level 48, there are no options for leveling to 50 outside of Night Ward, -
Costume Creator: Decouple Upper Arms and Torso
Zepp replied to DMW45's topic in Suggestions & Feedback
This is available in a limited manner with Robot Arms, and sleeve options for certain selections. I could see the separation as an interesting option if it is not too difficult... (glowing arm tattoos would have so many more options...) -
Focused Feedback: Electrical Blast Revamp
Zepp replied to Player-1's topic in [Open Beta] Focused Feedback
I haven't quite got a build to solo DE GMs in Peregrine (having trouble zeroing out their Recovery, even with Mind secondary), but I am getting closer. I may need to choose a better secondary or a more endurance-drain focused build. -
My proposal was hellfire based. That being said, I am all for alternate animations, something tech based would be good. That being said, I could envision a set more focused on whips. Current animations: Corruption (basically an uppercut with the whip) Lash (kinda like a baseball throw with the whip - classic whip action) Crack Whip (jump, rotate 360 degrees and slash) Hell on Earth (lasso an ally (enemy?)) So, four animations. The only way to get a flat out whip set is to either use some of them multiple times or supplement with non-whip powers... For my proposal I went with the latter.
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Ooh, a pentagram with repel vectored towards the center, keeping mobs in the Pentagram... interesting...
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Focused Feedback: Emotes, Costumes and Bases
Zepp replied to Booper's topic in [Open Beta] Focused Feedback
It would be nice if you could tint the Goldbricker shades... Other than that, and other limitations brought up, nice work. -
Focused Feedback: Stone Armor - Revamp and Proliferation
Zepp replied to Booper's topic in [Open Beta] Focused Feedback
Done some testing... I tested Granite and non-Granite builds on Brutes. It seems that the non-Granite build is more viable than on live. The Granite build barely changes, except for the jump. The non-granite build is now a good option for a hasten-free build, whereas the Granite build still requires a rock-solid high recharge build to be viable. Overall, it seems like the changes make Rock Armor similar to other armor sets in that the T9 is now basically there as a mule or something to place if you have an extra slot to fill. I like that non-Granite builds are now more competitive with other armor sets, I am nor sure how I feel about Granite armor being basically an Oh S! power that is mostly useless. Geode is an interesting alternate power for Scrappers, although I probably won't take it either. I really like the minimal effects options, although it does look a little hodgepodge if you are running all the toggles... -
Just to chime in, I also had a proposal...
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Remove Calvin Scott as Resistance Point of Contact in Praetoria
Zepp replied to Apparition's topic in Suggestions & Feedback
I think the bigger issues are: Grinding from 40-50 as a Praetorian is really difficult (if you don't AE PL) There is no reasonable Praetorian path to incarnate No access to Ouro / Primal No PEAT Yes, the Calvin Scott issues are a problem, I would like to see the Resistance Warden arc smoothed over. I would also like to see the Provost Marchand bug fixed. But I don't see removing Cal as a point of contact as the best approach to achieve these goals. -
Dark blast the T1 is 94% as powerful as the T2. Psy blast is completely fucked up though... (T1 super underpowered, T2, a little OP)... Point taken.
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Dark also has a stronger T2 than its T1. I am running Elec for my secondary, so I was thinking that switching would be possible, but haven't heard alot about the damage proc being meaningful...
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If you only use one of the two, which do you use, Offensive Opportunity or Defensive Opportunity? Offensive Opportunity is a 25% base damage boost to primary attacks (I think). Defensive Opportunity is a Heal and Endurance recovery from attacks (I think).
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Are you talking planned Teams? PUP Teams? Solo? PvE? PvP? Early content? Middle content? Late content?
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I was thinking of using up and down for Next and Previous... it keeps the camera functions on the mouse and allows easy targeting....
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Try /bind MouseWheel TargetEnemyNext Unfortunately you can not do up and down.
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It gives you a stealth of 35, Stealth gives 55, Infiltration gives 36, and Super Speed gives 35. Shinobi-iri, Stealth, and Infiltration are mutually exclusive. Any of them can stack with Super Speed or the Stealth proc Shinobi-iri also offers a 40% damage bonus for attacks from stealth.
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The way to do this would be to have the attacks create a pseudopet which has a +End ability which targets allies.
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I am fine with the idea of making adjustments to the set to make it more Dominatory. Some ideas that I have seen around that I like are: Making PA emulate Dom secondary powers. Some adjustments to spooky (converting to cloak of fear toggle, or making mobile) Making Phantasm less damagey and more tanky (although I don't like the idea of grounding Phantasm, Having a flying pet is really nice) The main thread among ideas I dislike is the idea that they change the control mechanism from taunt-oriented control to more traditional controls.