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Everything posted by Six-Six
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I got the impression that the OP is not so much about new power sets, but new animations for existing powers. Elemental Blasts currently fire off from our toon's hands. I wouldn't mind if they had a staff/wand alternative and/or a gun/gizmo alternatives. Similarly, bullets and beams can have an arm or shoulder cannon version (or that one full-array grenade launching system from Imperial Defence Forces). Edit: Just had another thought right as I clicked submit... What if Origins played a part. If you were Natural, then you get the animations we get now. If you were Tech, you'd have more access to gun-based weapons Science may be more of the Ironman/power glove or shoulder mounted weapons as opposed to guns Magic gives you staves, wands, spell books. I have nothing for mutation.
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Players that are sitters every single time
Six-Six replied to Diantane's topic in General Discussion
Wait-a-dog-garned-minute! all you alls are telling me that there's more to do in this game than just 1) create costumes, 2) sit on cool names, 3) patiently sit in the AE for 50 levels while watching someone farm??? ...in all seriousness, though... I, too, had a mullet at some point in high school. -
I suppose Nectanebo's in (or out of) the same bind as he seems to be losing his all the time. In any case, I've come across a few life hacks that may or may not work for your friend if he still can't find the right one for "his little friend": 1) Duct Tape 2) Porn 3) O Rings 4) More duct tape Also might be good to stay away from cold places.
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Here's a bit of a back story: These people are from the Dani tribe in Irian Jaya, the Indonesian half of Papua New Guinea. Those orange "carrot tips" stemming from the bottom centre of both pictures is part of their "armour" and is made from hollowing out dried gourds. This is what they protect: Hence to venture into battle or even into the forest/jungle "out of your gourd" is something ill-adviced among the tribe.
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IIRC, there are two contacts that tie back into Cole-world around level 30. One is from Leonard in Sharkhead and is a minor sortie that has Protean. Quite an enjoyable arc, but not much meat in terms of direct links to Praetoria. In fact, the arc itself seems contradictory to the events of Dream Doctor where Protean will make a guest appearance as your ally. The other is through "inside information" in your contacts or tips, I forget. this is the one with Mr. G and has 3 arcs. I can almost remember another minor one, but I can't.
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Earthquakes in the sky. who'dathunk. 😃 As Zork said, some powers need you to be on the ground, but will work if you're very close to it. However, being able to and being effective are two different things. you may be sacrificing the effectivity/efficiency of one power by taking another, but if you're cool with it who are we to argue. Bottom line is, it's up to you how you want to "twist" the power. It's your power and no matter what the rules say, we tend to make our own. An example I'll give is Caltrops. As a blapper, I don't usually take flight powers. But on one toon concept, I decided the jetpack wasn't just there for show. Now Caltrops from Devices has a short range and requires a surface to deploy. Flying around meant I needed to swoop in, drop spikes and swoop back out. Not the most fluid operation. Then I created a keybind to release Caltrops on my location. So now, I am able to cast Caltrops in midair (without a surface). I can hover a few feet from foes' reach and shower them with spikey things. 😃 Give it a go, fiddle with it and bend it to your will. Go unleash earthquakes in the sky.
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What potential fighting venue might be interesting to add?
Six-Six replied to Techwright's topic in General Discussion
@Techwright, like I said, I don't really know how to pull it off. One way would be to make the mayhem missions the trigger. So a fine outstanding Rouge Isles resident does his newspaper missions, goes to a bookie and opts to make a withdrawal. Once he enters the map, an event notice similar to fire alarm or troll raid sounds off blue side. then the do-gooders can queue up to preach their self-righteousness. This thereby collapses the safeguard missions into the mayhem where a group of heroes respond to a crime. I like the idea of the PVP aspect being an option to the existing one. ...just had another thought while typing this... responders or safeguarders can gang up on bank robbers. a full team of 8 can go after a single robbers. or stick to notoriety settings. I'm not sure how the timer works now... if the bank robber can evade the heroes for the set amount of time, he wins. If not, well, no bacon for him. if he dies, instance is ended... no in map jail time (because some blue folk would turn happy camper at the prison). The radio missions can be re-purposed for something else. But like I said, I'm just winging this as I'm going. -
What potential fighting venue might be interesting to add?
Six-Six replied to Techwright's topic in General Discussion
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singular mission? I'd go with Opertative Wellman's break prisoners out of the Zig. For story arc, Doc Buzzsaw's Freakish Lab of Dr. Vahzilok takes the cake for me.
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What potential fighting venue might be interesting to add?
Six-Six replied to Techwright's topic in General Discussion
I wouldn't mind "merging" villain Mayhem missions with hero Safeguard missions. Whenever you enter a mayhem or safeguard, you get to face off with players from the other side of the tracks. I do a lot of mayhem as part of my routine with all of my red toons. Frankly the heroes that appear are pansies. I've done a few Safeguard missions as I rarely play blue, and I've found them to be boring. Unlike the the mayhem where you're proactively robbing a bank and fighting off those trying to stop you, safeguards are more passive and IMO more of a waiting game. Now, I have no idea how this will work, or the amount of coding it will need, but hopefully, whenever you take a mayhem or safeguard mission, you (and your team) will be put in an instanced PVP map with the odds stacked against you. Not only is the entire map out to get you, but there are now players from the opposite side of the alignment seeking to destroy you as well. -
Of course she can. We villains have this thing called Honour among thieves. We won't tell if you don't. 😃 I personally enjoy Redside more. The Mayhem missions seem more natural in the flow of things. Not only that, it gives reason and rationale to the newspaper missions, as opposed to the blueside counterpart, the safeguard missions where the payoff or reward seems to be missing. Also, with each mayhem mission, you get a temp power (or 2 if you're diligent), some of which serve as previews to your accolades such as +max end, +max hp, etc.
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Tele Widow - More fun than a barrel of Rikti monkeys*
Six-Six replied to KaizenSoze's topic in Arachnos Soldier & Widow
Haha, I feel ya. Although with my bane and widow, I set it up as +4x2-3, which is my sweet spot for challenge vs time. Maybe I'll try a x8 one on him. But between the bane and the widow, the bane, though it hits like a freight train dropped from orbit, is soooooo slooooooow. I enjoy my widow more. I had Speed of Sound on him, and used Jaunt. but I've found that Combat TP gets you to your target facing them. Jaunt is a hit and miss, and it can be disorienting for half a second. However, I have to be honest and say that I am dreading the thought of a respec. those things take a lot out of me. -
IIRC, the p2w in pocket d will accommodate you even when you're in a TF/SF. As a slightly different tactic, you can visit RV and when you complete the round, you get a fairly strong temp summon. they're free, you just have to put in the work. Edit: Forgot to mention. There's also another tip to make your fight(s) with AVs easier. Do Who Will Die 2. it's a quick run with little effort and very soloable. at the end, if you choose the right option (hint, think like a villain), you'll be rewarded with a 3-use temp power to fully heal both you and your pet/summon. comes in handy.
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Tele Widow - More fun than a barrel of Rikti monkeys*
Six-Six replied to KaizenSoze's topic in Arachnos Soldier & Widow
Combat Teleport also changed my play style for the better, especially with melee + range toons (my blappers and brutinators). If you want a faster TP to cursor, here's the bind I use: bind [key] powexec_location Cursor Combat Teleport. It will instantly TP you to where your cursor is at without the need to position and click. another one I use is bind [key] powexec_location Back:40 Combat Teleport. this one will TP you back 40ft. You can change the integer from 5 to 80 in increments of 5. The only downside of this is unseen obstacles or hindrances since you are tp-ing backwards. sometimes you hit crates or walls and end up just 2 ft away from certain death haha. I've never taken Fold Space before. But from your endorsement, I just might do a respec on my widow. my bane uses it a lot. 😃 -
as long as there's a pet customisation option for distressed dolls/marionettes and creepy clowns, I'm game. I'd make the T1, T3, and T5 knife attacks though.
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Sorry, I'm struggling to wrap my head around what making all zones level 50 would accomplish. Assuming you do take the insta-50 and pop in with a new toon, will you really be going out to street sweep? And if I don't do the insta-50, I appear in Mercy with my spanking new villain, I would be surrounded by L50 Rippers, snakes, longbow? That would make getting around town really difficult. what happens to hunt missions? like Numi's hunt X number of Y mobs in (Z)one? All the mobs will be 10 levels above the team.
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there's a tunnel entrance near the maw or wolf's mouth(???), I forget the marker name. The tunnel entrance is quite a ways from the actual door, so it's a bit counter intuitive. It's in the same league of hard to find entrances as the Faultline and St. Martial ones. But once you've found it, you'll definitely remember it in the future. Another trick is to purchase TP to mission from P2W so you'll be transported directly to the mission door.
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crap. couldn't make it. I stayed up until 3ish, but dozed off. sorry. these old bones need their beauty sleep. side note: whoever thought of slicing up the flat earth into different time zones was a twisted fart.
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I had a bit of trouble reconciling the titan weapon's ridiculous size. However, I got mine to work by shrinking the character to a 4-foot tall dwarf clad in heavy-set armour. His titan axe looks oversized for him but is within the realm of almost believable when I'm next to other toons or NPCs. Before the dwarf, I tried playing with anime-inspired schoolgirls with ginormous weapons. It seemed to work, but didn't really tickle my fancy enough to keep me playing. Of course, a freakishly buff Huge body muscle head (in tank tops and jeans) thrashing around a lamp post he pulled out of the concrete or the railroad crossing sign works, but again, not my cup of tea.
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They might have something in the works along these lines... at least that's what I gathered from this post:
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I'm not part of the min-max camp, so here's my two inf: I've seen many builds in which the character is built to every detail including every mod. I tend to build my toons so that they have enough def/res to survive a hit or two. I play mostly blappers and brutinators so they like to get into the thick of things even with very little inherent def/res. That said, I spend a lot of time and effort chasing down set bonuses to get enough def (around 20-25%) and/or res (45% or so). I'll also make sure I'm not winded after every tangle, so taking care of recovery at around level 20-30 takes next priority. last I build is damage (sometimes I make do with just an accuracy SO slotted until 30-40. starting at level 30, enemies will keep getting stronger (as well as my personal mandatory notoriety settings escalation), so I keep on piling damage towards the higher levels. I also tend to prefer single attacks over AoEs and PBAoEs. I prefer to build or convert IOs as I receive each recipe. I'm worse. I prefer to have the proc of an IO in multiples of 5 (level 10, 15, 20, 25...). Also I take the IO's name into consideration. I will slot Thunderstrike in an elec toon, and slot Detonation and Artillery in an AR toon. Most IO recipes I craft, convert and sell so I can buy the attuned ones that I want or need. some of the pricier ones, like def and res IOs I craft regardless of level and buy a catalyst. the free recipe drops + free (or very cheap) salvage + catalyst is usually cheaper than a 4-6million one from the AH. Would this make my character so weak that it would be worthless in an endgame group? The game is more than just numbers and meta. strategy and play style also factors in. I rarely use purples or PVP sets other than the popular globals and procs or even ATOs. I just stick to yellows (uncommon) and oranges (rare) sets and I can still hold my own as long as I'm not ganked... and this is on +1 at 20 and +4 at 50. Some uncommon sets are just as good as rares, and some have set bonuses that are better for my build. If by "endgame group" you're referring to iTrials and league-sized undertakings, then a build that lets you survive enough to see the next mob is good enough. If it lets you do what you like to do (buff or heal a teammate, debuff or cc a mob, obliterate anything that moves) you're good to go. If you meant "level 53 radio missions in PI" then SOs would suffice in the steamroll-a-fest. "Worthless" is a slippery slope of self depreciation. No, the team doesn't NEED you there and won't miss you if you're not there; but being there and doing whatever small part adds to everyone's fun, especially if you yourself are having fun... unless you're an ass-hat, then go have fun by yourself. 😉
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If you're sticking strictly to SOs here's a "loose" guide that I follow (not a rule): slot attack powers with at least 1 accuracy-- a high damage, high recharge attack is no damage if it doesn't hit. I usually prioritise slotting attacks in this order: accuracy, then end reduction, then recharge, then damage slot toggles with at least 1 end reduction. check the power stats with the Show Detail button on top to see which ones will leave you gasping. (don't overlook Sprint) 2 end mod in stamina is usually enough to get by you'll find an Interrupt SO that's supposed to lessen interrupt time. I've found this effect to be negligible. lastly, keep in mind the law of diminishing returns which practically limits you to 3 of a kind of any SO. (I will sometimes stick 3 end redux in an end guzzler power)
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Here's little more detail on what Errants said. You can: Pick all the Huntsman (rifle) primaries and leave the two others untouched. Pick all the Bane (mace) primaries and leave the two others untouched. Pick all the crab (crab back pack) primaries and leave the two others untouched. You can also do the same with the secondaries, although I think given the power choices, I think you'll run out of options and will have to mix and match anyway. Once you pick a power from crab primary OR secondary, you'll be locked out of bane primary and secondary choices and vice versa. Huntsman will always be available. Because of that, you can mix Huntsman + bane OR huntsman + crab as long as you don't overlap certain powers (i.e. Venom Nade as Errants pointed out) One thing to note that since you'll have 2 builds (3 at 50), if you choose a crab in any of the builds all of your builds will show the crab backpack even if say build 2 is pure bane, huntsman or bane-huntsman mix. P.S. the same goes for Night widows, Blood widows and Fortunatas.
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are you referring to Pillar missions? if so, just go back to the pillar and restart it. if not, then you're probably talking about a regular contact who's got a story arc. Normally, once you've started a story arc 1) a book icon appears next to the contact, 2) you can take as long as you need/want to finish the entire arc without out levelling it. But if you've out levelled the contact (check the level ranges in the wiki) without starting an arc, then the only place you can go back to it is the Pillar of Ice and Flame. Of course, you can join another player doing the same arc, but you won't get the reward merits for it.