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Crysis

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Everything posted by Crysis

  1. Yeah....Rick Rolled. Nicely played tho.
  2. BURNOUT -> DOUBLE GANG WAR + DOUBLE THUGS!!!! Nope not really. Ive had this issue repeatedly with my Thugs and Bots. I’ve tended to see it replicated more often if I’m using my insta-base transporter macro to zone between missions. At some point after my henchman just start disappearing, one or more won’t show up in pet tray but I can’t dismiss/resummon them either. I end up having to use the base macro to go back to SG base and in almost every case....there’s my AWOL henchman. Dismiss all, go out of SG base and resummon and all is well again until I use the base macro with henchman out again. Also happens with the RWZ “zone teleporter” behind Lev that gets you from Vanguard base out into RWZ proper. I’ve also had it happen if I use the zone based SG base portals like the one outside the Talos train station. I think its related to those Teleporters. Scotty is drinking again.
  3. While accurate, in the case of Sentinels in general, this is just a known bug. Swords just aren’t showing for Sents if you choose Ninja as a pool. I suspect it has more to do with the fact that Sentinels were cobbled together as an AT and thus the animation sequences don’t carry over. I’ve noticed it a bit with Tankers using Katana as well. EDIT: There’s about a dozen posts on this in the Bugs forum. Some say it’s the DP issue, many aren’t even DP users, some are straight Katana primary users and experiencing it, reported by Sents, Blasters and Tankers, some can see the weapon themselves but it’s invisible to anyone else, some only have it invisible during idle stance, etc etc etc. Looks like it’s any Katana models in general that are broken. Full search of Bugs forum: https://forums.homecomingservers.com/search/?q=Ninja&type=forums_topic&nodes=32
  4. I have very few “gaming” memories. Maybe a few ultra bosses I’ve beaten in other games or one or two AV’s in this game. But one I do have was from Live, playing my Dark/SR scrapper in a COT pyramid cave mission. Don’t recall which one. And out of a team of eight my entire team wiped....three times. Each time I remained in full scrapper lock (although whiffing terribly due to some is the -TOHIT debuffs that they were stacking on me) and would end up hitting my T9 to Elude while half the team sprinted back from hospital to revive the other half, only to wipe again. I was last man standing three times. We finished mission but I felt totally like a badassed Tab+MouseButton masher!
  5. This. Is. Scrarta!
  6. I keep hearing Reactive is broken and not working in the Bugs forum. I’ve skipped T4’ing any Interface power until they have it working.
  7. You feed them heal inspirations. Really, with my build, healing isn’t that big of a deal. Play it aggressive, no better debuff than flopping mobs dying on their backs. Resummon as needed. This isn’t an Empathy Healorz game. It’s a damage game.
  8. Clearly an example of jerk hacking.
  9. Well I "borrowed" from brighter minds than I so have at it! I get the theme, I went with Dark because I'm a voodoo cursed pirate so Fire = cannon fire, Storm = wind powering my ship and Dark = Voodoo. Your Power Sink and Shield are totally interchangeable with same from Dark mastery. I do really enjoy the perma-Soul Drain though. I have base +25% damage with Assault Hybrid passive. I toggle that on and I'm averaging over 100% damage bonus while it's up. But with perma-soul drain, and I'm usually +4/x8 anyways, I maintain a steady +150%-160% +DMG bonus, and if I use Aim (with Gaussian +BUILDUP proc firing) it can easily spike up to +240% or more and even after Aim wears off I'm still at +150%+ for remainder of that spawn attack. Then rinse/repeat for next. Insane damage from the build, especially once you see all this damage output with Scourge in effect. Enjoy the ride, it's a great powerset combination!
  10. His instructions said you have to detoggle Blazing Aura before you zone, then zone, then wait 12 seconds or longer to re-toggle it. Apparently proc is applied after zone event. If you are turning off while already inside mission you aren’t following CP’s workaround.
  11. Been posted here before and I experienced it myself on my DP/SR Sentinel. Invisible katanas look goofy. Parked that AT until it’s fixed. FWIW I’ve noticed same thing with Invisible Katana tankers recently.
  12. Can somewhat confirm this, I just updated and played 5-6 rounds in Briggs Comic Con fire farm on my Spine/Fire brute. I will say I had very few that did NOT return to me....just took 3-4X longer for them to do so, and I'd occasionally have to go throw an attack at them to re-aggro them....which isn't a huge deal if I'm moving to another spawn. However, if I use my Lore BP pet (the Untouchable one), his rain holds mad aggro and I'll maybe only have 4-5 runners out of the entire map. It's on my own I'm now seeing aggro-holding abilities changed. It's not unplayable, but does add a couple mins clear time for the map.
  13. I thought this was “fixed” internally per CP? Just not in this patch release? Or not going to be patched like...ever?
  14. It was a heckuva lotta fun the past weekend using Fireball with Ragnarok for guaranteed knockdown and Avalanche in Soul Drain for same. Combined with my storm powers, I don’t think I’ve actually killed anything while it was standing in several days now.
  15. I'm old I guess. I can't stand reading Discord. Too immediate, hard to browse/search what I'm looking to find. I don't even use our forum search tool, however, I tend to use Google to search the forums using the "site:" command. But I think you are right. The immediacy of communications is the social norm of today, whereas the post-and-playback approach was forums of yesterday.
  16. This. I think testing numbers may improve a bit once that happens, but with the continuing shrinkage of the playerbase, we likely still face challenges. I really wonder how much longer until we merge server instances. I’m very active over on Reddit as well, and I’m shocked how many people over there don’t even know these forums exist, let alone peruse them. Perhaps a “MOTD” pop up inviting people to come test future patches may help get the word out a bit that there is a test server and stuff is happening over there?
  17. You can safely rest assured that on current HC live, Abraxus is running away, so you can save him and the other 40 toons till “last.” j/k I too have a couple alts in Comic Con. Always fun to kick my own ass.
  18. I’ve posted this before but for any Storm used struggling with END pre-Incarnates: -Victory Rush works quite well as a recovery boost pre-50. Two slots of ENDMOD and you are golden as long as you target defeated +2 bosses. Stormies often have high recharge anyways and in my builds this power is up almost every other spawn. -SG base improve END recovery power is almost as good as some IO slotting bonuses. -Recovery Serum temp power from P2W vendor is better than loading up on blues and cheap. I actually use all three until I get Ageless T4’d.
  19. Ok I get it. You’ll do better on a S/L farm since it’s fairly easy to softcap defenses of your henchman for those two damage types. And avoid spawns that dish out heavy AOE attacks. You also will do better if you have an outdoor city map with spawns spaces a good distance apart. And Id highly recommend an AOE immobilize from one of the epic/patron pools if you don’t have one already. Aggro management is what will keep your T1’s alive longer. Taking at least one single target attack from your primary and proccing it out for damage is also a good tactic. Really that’s all there is to it. Choosing what spawns to farm and min/max your build for them and the map you’ll be using is same method used by all farmers. The big difference is you want to throttle the pace of of incoming aggro whereas many other farmers would want to maximize the amount of aggro they can grab at once. Your bodyguard mode will keep you mostly safe but you don’t want to resummon your T1’s every spawn.
  20. I _can_ farm with my min/max Thugs/Storm build. But at 20-30 mins clear time, I can do 5 of the same map with my Spines/Fire cheap build so....why bother? If you want to farm, build a farmer. I actually PL’d my Spines/Fire with a Fire/Kin on the Battle Maiden map. Took all of 8 hours.
  21. Overall, loving the MM henchman updates. Robots are very good now, already were best of the henchmen. But on my Thugs, the Arsonist still seems to run into melee all the time, and thus dies quickly. He has always been suicidal but I’m wondering if he’s working as intended due to the recharge of his ranged powers, or perhaps he’s just pulling more aggro than his peers now that he’s one of the few to get close up for his fire attacks?
  22. Really good idea. Seconded.
  23. Totally rebuilt my main from Live. I was a BS/Regen scrapper on Main, knight themed. Made it a BS/Shield stalker on HC, same theme but with a backstory that covered the “dark years” to justify why he changed. The stalker changes in i24, plus the Crit-on-demand ATO procs, just made it a far more effective build. I couldn’t say no. Besides, Regen had already been nerfed to oblivion back on Live and I had retired him in disgust. Good to play him again.
  24. Biggest complaint I have about all the primaries is the T1 pets. From 40-50, once you’ve got all your henchman IO kitted, they really come into their own and the MM class can shine. WIth yesterday’s patch changes, its even better. But in Incarnate content, even with the level shifts, your T1’s are going up against the purple patch and it’s just hard for them to contribute much even if they can survive. Especially on densely packed maps where it’s really hard to keep them focused on the current spawn while taking aggro fire from the one next to them.
  25. Tanker. I made a big, giant burly tanker with arms and legs as thick as tree trunks. Jumped into melee and started swinging. I hadn’t yet discovered herding. I swing down my mighty fists and realize I may as well be Tyrannosaurs Rex because these big giant massive arms do absolute crap for damage. Then I discovered Fire/Ice and Fire/Fire tanking and thought the rest of the tank set must just be “broken.” I mean I get it now....you can’t have that much survivability and top end damage as well. Tankmage and all that. But at the time (Game launch back in 2003/04) it really made me think Tankers as a class must be busted or something.
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