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Zepp

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Everything posted by Zepp

  1. I've done single pulls in near melee range using Superior Invisibility. Just be careful of where the mobs are looking and it is not that hard on an Illusion Troller.
  2. Regen 1.0 was insanely amazing (pre-nerf) Regen 2.0 underperforms (current version) Regen 3.0 is Willpower, and pretty good Regen 4.0 is Bio, and is really good... Which Regen are we talking about?
  3. Thought I should put together a redside one as well. These badges are for the Marshal High Pain Threshold, Born in Battle, and Invader Accolades (10% Endurance, 20% Health). These badges are for the Marshal High Pain Threshold, Born in Battle, and Invader Accolades     +10% Max Endurance           +20% Max Hit Points                                   Cap au Diable             Technofreak 1 History /thumbtack 923 21 -1422       Technofreak 2 History /thumbtack -2427.5 231.5 -931.2       Technofreak 3 History /thumbtack 2345 3 1544 South Ferry   Mercy Island             Next Big Thing Exploration /thumbtack -1215 239 -153 Black Helicoptor   Port Oakes             Swashbuckler 1 History /thumbtack -3113 207 -1550 Fast Travel [This is a good place to hunt Wolf Spiders and Pirate Ghosts {at night}] Sharkhead Isle             Arachnos Rising 1 History /thumbtack 762.9 32 -374       Freak of Nature Exploration /thumbtack 1228 89.6 -2183.5 FFZ Heli   Bloody Bay             Swashbuckler 2 History /thumbtack 605 6.5 -150 FFZ Heli   Siren's Call             Swashbuckler 3 History /thumbtack -200 -157 -942 FFZ Heli   Warburg             Triumphant Exploration /thumbtack 228.0 273.8 32.0       Weapon of Mass Destruction Exploration /thumbtack -768.0 143.5 -0.0       Arachnos Rising 3 History /thumbtack -1038 99.5 -822 FFZ Heli   St. Martial             Arachnos Rising 2 History /thumbtack 457 34 1233 Ferry   Nerva Archipelago             Swashbuckler 4 History /thumbtack 3795 18 7726       Locked and Loaded Exploration /thumbtack 3286.5 126.0 3644.0       Primal Instinct Exploration /thumbtack 2305.5 -109.9 798.5 Black Helicoptor or Fast Travel Grandville             Arachnos Rising 5 History /thumbtack 2766 -340 793       Arachnos Rising 4 History /thumbtack 1729.5 -459 1514.5                 Defeat     https://forums.homecomingservers.com/topic/14591-how-and-where-to-hunt-defeat-badge-guide/   Snakes Snake Uprising 1-9 Snake Uprising 6.02 Ouroboros Mercy Island   Family Minions / Lt Steel Canyon Mayhem     Port Oakes   Wolf Spiders Midas Touched 10-14 Midas Touched 06.18 Ouroboros Port Oakes   Ghosts       Port Oakes   Ghost of the Scrapyard   [kill 100 Scrapyarders to summon]   Sharkhead             Missions **Unlocking the Hero Slayer Badge will allow you to do lower Level Mayhem Missions     05-10 Atlas Mayhem   Need to get the Exploration Badge   /thumbtack 1542.0 0.0 659.0 10-15 Kings Row Mayhem   Need to get the Exploration Badge   /thumbtack -249.0 -42.0 -2518.0 15-20 Skyway Mayhem   Need to get the Exploration Badge   /thumbtack -648.0 -42.0 -4031.0 20-25 Steel Canyon Mayhem   Need to get the Exploration Badge   /thumbtack -4599.0 0.0 1498.0 25-30 Independence Port Mayhem   Need to get the Exploration Badge   /thumbtack -1210.0 -23.1 -2706.0 30-35 Talos Mayhem   Need to get the Exploration Badge   /thumbtack -1441.0 160.0 6876.0 35-40 Brickstown Mayhem   Need to get the Exploration Badge   /thumbtack -161.0 0.0 -147.0 40-45 Founder's Falls Mayhem   Need to get the Exploration Badge   /thumbtack 3807.0 0.0 2692.0 45-50 Peregrine Island Mayhem   Need to get the Exploration Badge   /thumbtack -1154.0 0.3 -3078.0 15-19 There's a Sucker Born Every Minute 06.25     30-34 Lost and Found   06.55     30-34 The Unlucky Artifact   06.68     40-45 Lord Recluse Strike Force   /thumbtack 2726.5 -55 934 Grandville *Only need to complete the first three missions.             Other             Ironwoman / man   Endure 1,000,000 damage Mercy Island  /thumbtack -1556.3 193.7 -612.7
  4. Let me throw this out there... (without reminding all y'all that I did amend the proposal so that the Fighting and Medicine pools would not see open the door for power creep) There is a difference between difficult and frustrating. Adding HP beyond a certain point does not make the game more difficult, just more frustrating. Similarly, the way that intangibility currently works does not add difficulty, it adds frustration. The goal should be to allow difficulty variation (because not everybody wants to play at l33+ level difficulty) while decreasing or mitigating frustration.
  5. As someone who has trained in several fighting systems, I can assure you that resiliency and avoidance are sometimes taught before offensive actions. Furthermore, the concept of fighting one before fighting many is not set in stone. So, thematically, there is no "right" order for fighting. They are five abilities in non-hierarchical relation to each other. My point earlier on CPR before bandaging. When I was in high school, all students were required to take CPR training with the option of certification. However, not all those who became certified knew how to bandage or apply a tourniquet, and I wouldn't trust any of them to give me stitches. That being said, my initial thought was along the lines of @Bill Z Bubba, "In game, all pools should follow the same rules." This is not due to intellectual laziness, but due to there being no real reason to differentiate between the three systems. In my amendment I even suggested a way to make the adjustment while avoiding perceived power creep.
  6. I would have said, "Is 31613 really a lot?" but then I remembered the Douglas Adams quote, "I may be a sorry case, but I don't write jokes in base 13."
  7. Also, @Rudra & @battlewraith, please keep your attacks on topic and avoid personal attacks. If you would like to take personal attacks you will need to take the per-requisites of "Rational Thought", "Logical Argument Structure", or "Occam's Razor" to unlock "Identifying Fallacies" and then either a remaining Tier 1 or the Tier 2 to unlock "Personal Attacks Subtle Enough to Avoid Mods Locking the Thread"... Oh, and the last tier requires level 20 as well...
  8. So you don't know anyone who is CPR certified, but can't bandage a wound? And since fighting one v one and one v many are separate skills, I don't see why you would have to learn one before the other. That's like saying, "How can you learn French before you learn German?"
  9. For those of you who are saying "this would just allow people to skip boxing so power creep" out there, please read beyond the first post. I addressed this concern in an amendment to the proposal: The two most common "wasted slot" sets would still require "wasted slots" but with slightly more choice on what to waste the slot on.
  10. It is workable, and I do well with it. That being said, my experience does not appear to be the norm. I don't generally use insps and I mainly solo. Regen is definitely solid (if well built) even without relying on the bevy of OS buttons provided. But it is not on par with the other armor sets.
  11. I think Wolvie looked over at Batman's build and decided to draw heavily from the "Plot Armor" pool to improve his survivability...
  12. Just a reminder, this is where the thread started. This thread has been on the verge of being sent over to the Suggestions forum for a minute now, but I think that the answer to the initial question is: Regen is a different type of armor set than any other set and many people enjoy it. That being said, do not expect to perform as well as other armor sets when solo and out of insps. But if you got a pocketful of purples or a team, it can be a strong set. There are several ideas to improve the set that would require the Holy Hand of the Almighty Dev to put into place. Also, SR feels godlike until that one-hit kill attack slips past your almighty defenses and you go from 100% health to faceplant, an experience that Regen players know all about... [Regen & Scaling Resists matter naught if you are one-shotted]
  13. Control+damage sets? Immob proc in a Fear set? Confuse set with a chance for +2 Mag confuse proc?
  14. The two most common powers I take to unlock later powers are Boxing and Fly (I prefer Hover+Evasive Maneuvers to avoid the post-combat jolt). That being said, I am interested in anyone else's ideas to standardize Pools while not handicapping current builds or promoting power creep... My solution (the standard formula with some shuffling of powers in Fighting and Medicine) is just one idea. I think that it is a rather elegant solution, that being said, I am open to discourse (unless you want to propose a Champions Online solution, I feel about CO the same way I feel about Apple Products - Why would anyone want to pay more for a lesser product that only looks good if you are in the cult mindset...).
  15. I understand the concerns about power creep, and might suggest that maybe some power shuffling might help with those concerns: Fighting: T1a Lvl 4, no Prerequisites: Boxing T1b Lvl 4, no Prerequisites: Kick T1c Lvl 4, no Prerequisites: Cross Punch T2 Lvl 14, 1 Prerequisites: Tough T2.5 Lvl 14, 2 Prerequisites: Weave That will mean that people are still forced to waste a power pick on boxing/kick (or have the option of Cross Punch) and since Cross Punch is only really good if you already have B&K it is not a big issue. Medicine: T1a Lvl 4, no Prerequisites: Aid Other T1b Lvl 4, no Prerequisites: Injection T1c Lvl 4, no Prerequisites: Resuscitate T2 Lvl 14, 1 Prerequisites: Aid Self T2.5 Lvl 14, 2 Prerequisites: Field Medic Still have to take an aid-ally power or injection to get Aid Self and Field Medic... These two power sets seem to be the most controversial as they are the ones that people commonly take powers that they don't use to get the first power that they want. Since the final tier powers in these sets are both lackluster, shifting the order would be an easy fix.
  16. Currently there are essentially three types of Pool Powers: Travel (and Concealment) T1a Lvl 4, no Prerequisites T1b Lvl 4, no Prerequisites T1c Lvl 4, no Prerequisites T2.5 Lvl 14, 2 Prerequisites T2.5 Lvl 14, 2 Prerequisites Origin T1a Lvl 4, no Prerequisites T1b Lvl 4, no Prerequisites T1c Lvl 4, no Prerequisites T2.5 Lvl 14, 2 Prerequisites T3 Lvl 20, 2 Prerequisites Other T1a Lvl 4, no Prerequisites T1b Lvl 4, no Prerequisites T2 Lvl 14, 1 Prerequisite T2.5 Lvl 14, 2 Prerequisites T2.5 Lvl 14, 2 Prerequisites My suggestion is to consider making all Pool Power sets follow the same format: T1a Lvl 4, no Prerequisites T1b Lvl 4, no Prerequisites T1c Lvl 4, no Prerequisites T2 Lvl 14, 1 Prerequisites T2.5 Lvl 14, 2 Prerequisites This would make things simpler and easier to understand, and would not adversely affect any current builds.
  17. Twice the map severed on me during a kill all mish as I was killing the last mob... Once I had finished the mish, the other time I had to redo...
  18. This is making me want to make a Perma-Praetorian... My Psi/Inv Stalker is the most likely candidate. I wonder how many Transcendent Merits I need to get him to all T4s... and too bad there are no equivalent +Health/+Endurance accolades for Goldside, get on that HC! For lower level content I would avoid Illusion, although a troller is definitely a solid pick. May also want to consider stealth options as stealthing missions makes it easier to level slower.
  19. Regen was really good before Inherent Fitness...
  20. Not a fan of working on MoG without addressing the effective uptime. MoG, while one of the best designed T9s in many ways, suffers from the worst uptime (Most are 18% pre-enhancement [180s up 1,000s down] with Bio at 16.67% [45s up 270s down] being slightly worse and Rad at 25% [60s up 480s down] being notable enhanceable exceptions -- Shield at 33.33% [120s up 360s down] and WP at 40% [120s up 300s down] are unenhanceable. Regeneration is notably worse at 6.25% [15s up 240s down], the proposal suggests making it only slightly better at 6.67% [20s up 300s down] which will mean you have it up less often for only a minor buff to uptime.) Shadow Meld has the same uptime as Bio as a tertiary power. Making MoG 15/90 (or better yet 15/60) would be a better tradeoff. I would also support moving all the T9s to 25% uptime. This would mean that they aren't in the Perma-able range, but that they are more of a consistent tool.
  21. Helpful hint: You can do PowExecLocation commands with numerical values For example, I use /bind p PowExecLocation 0:5 Portable Workbench The fiirst number can be between -359 and 359 and represents the location relative to where you are facing (90 or -270 is to your right, -90 or 270 is to your left). The second number is distance. (having a non-zero value can prevent some issues with getting stuck) Another way this can be used is to combat teleport a set distance (near max range) from your target. /bind j PowExecLocation Target Combat Teleport /bind k PowExecLocation 180:-60 Combat Teleport This allows you to Jump into melee combat and Kick back to ranged combat. I also like to bind number keys on summons. This allows you to see the timer while having a one-touch execution of the summon...
  22. A petless mastermind with empathy secondary, 1 attack and full medicine?
  23. Thanks for clarifying. It wasn't clear what you meant by "Regeneration is the strongest armor" in your previous post.
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