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Vanden

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Everything posted by Vanden

  1. It will have a chance to proc on you when you first summon the pet. The pet will then have the chance to proc it on itself during its duration, but that won’t have any effect.
  2. You skipped all the best powers in Psi Assault! Why’d you even take the set?
  3. Surveillance will make your Combat Attributes window show a targeted enemy's numbers. If you aren't a Bane Spider or a Blaster with Munitions Mastery, though, you can buy charges of the Power Analyzer temp power at a P2W Vendor to do the same thing.
  4. If they let you send SG invites to offline players they'd just get the invite on the first character they logged into, not necessarily the character that's supposed to be joining the SG.
  5. Earth and Ice only get the KB suppression because their immobs were actively nullifying powers in the same set (Earthquake and Ice Slick). Gravity doesn't have any powers that its immobs were rendering ineffective.
  6. I haven't used the APP, but based on the numbers I see on paper, Munitions Mastery does indeed seem to be a pretty bad APP. I am going to agree with Adeon that Surveillance is one of the good powers it gets, however. It also lets you see enemy combat numbers in the Combat Attributes window, in addition to the debuffs.
  7. I've also now found this happens in the Email window. I have my windowscale set to 1.2, if that helps.
  8. The ranged attacks are fairly weak, but they recharge quickly. Unfortunately, this makes the lengthy activation time something of an issue.
  9. Just remove the defense debuff. It puts Rage back where it was for the majority of players on Live, without requiring any big balance changes.
  10. I put an Overwhelming Force: Damage/Chance for Knockdown/Knockback to Knockdown IO into Telekinetic Thrust in Psionic Assault, but the power is still causing knockback on some occasions, seemingly at random. Seeing it against Red Cap enemies, who AFAIK don't have a weakness to knockback.
  11. It's a fun idea, but I don't think the cape physics will look right on a four-legged skeleton. They only seem to work properly in very specific circumstances; even the little sashes and ribbons using them that are fairly common on NPCs don't look 100% right.
  12. Blessing of the Zephyr knockback protection, or Winter's Gift once those become available. If you take Afterburner, though, suddenly Fly speed enhancements will become valuable.
  13. Earn the Hero Slayer badge and you'll unlock a contact who lets you do any mayhem mission you want.
  14. So the windowscale command is pretty handy; lets me keep space-hogging windows like the Pet and League windows out of the way. But does anyone know the name to put in for the Reward window after a TF or trial that gives multiple rewards, or the info window for zone events and Incarnate Trials?
  15. Three-slot Stamina, two +5 50 common end mod IOs and a Performance Shifter Proc. You can do a Performance Shifter end mod instead of a common to get a set bonus, but it's just a small movement speed buff, nothing big. Extra slots in Health if you can spare them, if not you'll probably want the Miracle unique.
  16. So PK, any news about your efforts here? Closer to being finished? Farther?
  17. It's a common saying in the D&D community but I feel it applies to many games. "Better no game than a bad game." Especially considering HC isn't the only server anymore. There are alternatives. Weeell...
  18. I got a kill with it in PvP once. The guy was running away and it was the only ranged attack I had that was charged.
  19. Forgive me if this strategy is out of date, as it's been so long since I did it, but here's how we non-healers got the healing badges back in the day: You set up an arena gladiator match with a Longbow Warden and as many low-cost minions as you can. Your opponent has a team with an Anti-Matter Meson in it. You set your pets to passive, and they order their Meson to attack you. You can't be targeted by attacks in Gladiator mode, so the Meson will just spam Irradiate. Your Warden then spams Healing Aura, healing the damage from Irradiate. Then you just let that run for a while.
  20. What were the nerfs exactly? The only changes I remember for Energy Melee were the stun in Total Focus going from mag 4 to mag 3, some kind of buff to Barrage I don't recall the exact details of, and the infamous change to Energy Transfer.
  21. Something I discovered completely by accident: In part 4 of the Who Will Die? signature story arc, heroside, you'll fight numerous ghostly copies of Malaise and Aurora Borealis. These count for the Bloody Hands/Hero Slayer badge. I did this arc in a duo with a buddy, and for only two heroes the arc spawned enough of these enemies to give my character the badge from no progress at all. This badge unlocks Lord Schweinzer for villains, who lets you flashback to any mayhem mission you've outleveled. Get the exploration badges in all of them and you unlock the Invader/Task Force Commander accolade. I think this is a much easier route for heroes to get the accolade than running all 7 TFs needed for the accolade, as long as you don't mind robbing nine banks. I hope that helps someone!
  22. I don't currently know where to find it, but back in the day I had a script that was in game that would automatically switch to fly when moving with wasd and automatically switch back to hover when not moving. Was wonderful for playing a flying blaster, because it eliminated the accidental acc debuff from leaving fly on. Fly only had an acc debuff for, like, a month as I remember it. Scratch that, I remember now. Fly had an acc debuff from launch or so until travel suppression got implemented; it was Super Jump and Super Speed that only briefly had the acc debuff, before the devs settled on travel suppression.
  23. I am fairly certain that, had the Freakshow gotten their long-needed visual revamp from Paragon Studios, it would've come alongside a Freakshow Lore.
  24. Currently, there are practice dummies in the Rikti War Zone, but they have several limitations: They're locked to level 35, they have 100% resistance to all damage, they don't always spawn, and they're only in the Rikti War Zone. I would like to see improved practice dummies put into place, to better help us test our powers. These new practice dummies would: Use the level scaling system used by giant monsters and enemies in zone events, so they would always mimic the effectiveness of even-level enemies. Use whatever trick Ajax uses in Dean MacArthur's redside story arc to be invincible, rather than 100% damage resistance. This form of NPC invulnerability still shows damage numbers in the combat log and above the target's head, so it would let us more easily test the damage of various powers and setups. Consistently spawn in the zone. All the other static NPCs manage it, even those new combat-enabled trainers, so the practice dummies doing it too would be great. Be placeable in supergroup bases. Appear in a variety of places throughout the city. The Rikti War Zone is often packed with players doing mothership raids, so being able to test powers in a place where server performance isn't so up in the air would be useful. All together, I think this would make for a great addition to the game.
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