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Hedgefund2

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Everything posted by Hedgefund2

  1. You mean the pool power team teleport right? https://cod.uberguy.net./html/power.html?power=pool.teleportation.team_teleport&at=tanker The prompt doesn't apply to that power, rather you change a setting at Null the Gull to always accept or never accept.
  2. Someone's selling (and buying) for 1M, taken seconds ago:
  3. 5,000 XP should be easily attained with a mission complete bonus. A lvl 50 gets 34k XP at +0 difficulty. If you want to get your level up right in front of Ms. Liberty you could pump your diff to +4 and autocomplete... anything.
  4. Max's mission includes other types of PPD mobs, like drones, guardians and enforcers. I do like a good sciencing though let's see what happens in the PI Mayhem with Awakened. Still at 151 to begin: Now 152, so Awakened (like all other PPD) count in mayhems, but not for Max
  5. I happened to be running through the DA arcs today and got to Max. I decided to "max" (HA!) out the spawn size to see how many I could get in one run. The answer may surprise you... ZERO! Zip, zilch, nada. No progress whatsoever. So do not heed my advice above. Do NOT use Max's PPD mission to farm PPD for Outlaw. See
  6. Here I am beginning Max's first mission, attached is my current progress to Outlaw: Here are 3 Paragon Police, let's see what happens to progress... All 3 defeated, progress still at 150: Here's a former Paragon Police from the Founder's mayhem. Counter did increment: Mobs in both missions were in the enemy group "Paragon Police", same name. So, bottom line - the bug is that the PPD mobs in Max's mission do not count for badge progress for Outlaw. Just additional info - I did Max's mission both as a vig and a rogue, neither time did the counter increase.
  7. My instinctive guess is William Conrad, he played a bunch of cops/private detectives over the years.
  8. You can always check City of Data if you're unsure about what a power does. In this link you'll see that FFG gives 6.92 mag protection to hold, stuns and immobs. https://cod.uberguy.net./html/power.html?power=villain_pets.traps_ff_generator.dispersion_bubble&at=minion_pets
  9. The Panacea proc absolutely has a chance to fire on anyone within Triage Beacon. Source: Me, I've tested this myself.
  10. Unclick "rest" to get actual resistance values.
  11. This isn't holistic feedback, just a couple of things that stood out. First and foremost, Disruption Aura is a toggle, the slotting it needs is for endurance reduction, not recharge. With boosters now, for basic IOs it's a best practice to +5 (+4 actually is sufficient) them at 50 rather than 3 slot them. You have 3 "rule of 5" violations for the 4% recovery bonus. I would use other LotG pieces in Hover and Maneuvers to get the regen bonus, rather than just using basic Def IOs. Personally, I'd seek more global recharge. You're technically perma-dom but it's by the skin of your teeth meaning you'll need to be very timely recharging hasten. I was going to say a slow debuff would ruin your day but you've built up an impressive amount of -rch resists.
  12. The only reason I would ever respec a retired character is if some major power change was introduced, see Ninja, Robot, Merc and Necro MMs and I was curious what it plays like but not so curious to start from scratch.
  13. This seems like a suggestion not a bug. A team gets GM kill credit for doing 10% of damage (Croatoa GMs excepted, just one punch will do). Whoever gets the hit on Sally will do 100% of the damage, you can't even use the "one punch" rule used for Jack and E, there's just no damage to share.
  14. SCORE added a command (powexec_location) that allows location based powers to use a few parameters to simplify the execution of those powers. Instead of click power > put reticle on desired location > click again it's just click macro or bind with whatever flavor of powexec_location you've set up for one click. See https://homecoming.wiki/wiki/Powexec_location_(Slash_Command) This is a request for the same ability for MM Goto. As it is, a targeting reticle is always summoned and it would be quite helpful to, with one click, use any of the existing parameters - goto me, goto target, goto some distance and direction from me. If this already exists, apologies, I don't see any mention of it on the wiki or the MM forums. If that's the case, someone please point me to the correct syntax. ETA - This is a request for functionality to exist, not to specifically use GOTO. If a new command such as GOTO_location is the solution, fine, that would be analogous to the one for powexec.
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  15. Here's my Thugs CV: From live servers (50s, don't remember how far incarnated): FF Nature From HC (all fully T4d) Emp Traps Dark Cold Time Poison I found all of them to be varying degrees of "very good", not a dog in the bunch. I'll provide a 1-2 sentence summary of each. FF - Easy and cheap if you want. Thugs are soft-capped just by slotting out your shields, dispersion and maneuvers. Nature - this was far enough in the past that I don't really remember much about it, yet not so far enough in the past that I got to spend a lot of time with it since the time between the release of Nature and shutdown was short. From HC (all fully T4d) Emp - Very effective but busy busy busy, I'm frankly exhausted after playing this trying to make sure all pets are constantly forted with AB on Bruiser. Ironically, Emp, the powerset known as "the one you need a team to make the best use of" is better for you solo than on teams since Fort and AB will be going to a player, leaving you only with heals and auras for pets. Traps - Traps is Traps. It's most effective with high recharge*. Dark - Very well rounded, great at supporting pets with -tohit and an area heal that you can control where it goes. Cold - on my S-tier. Can soft-cap minions while providing Cold debuffs* Time - Soft cap for minions with the 2 def IOs + Farsight (no PB needed) + your Maneuvers. Needs a good high recharge build to be most effective (true in most cases) Poison - This is the only one I'm putting in C tier, maybe leaning into B. I honestly made this for the party trick of Noxious Gas + Gang War + Burnout + repeat first 2. *But these have no heal! Right, get good at feeding insps via macros/binds for these. Looking at the rest of the MM secondaries only one has a red flag to me - Kinetics. The Bruiser will do well with FS but the other 5 pets are much more effective at range so will be hard to buff or heal.
  16. For Mayhems, you can and should do the sides first. This has been the case...... forever. I do the bank last because if you start committing mayhem after you've robbed the bank, you won't get extra time for the destructible items. You'll get the usual time for completing a side, just not for destroying parking meters, cars, etc. The jailbreak doesn't create a waypoint but the jail is on the zone map. In general if you get a key but no waypoint, look for the jail on the map.
  17. I'm adding another vote for MMs. Put the pets on aggressive and this will provide more supplemental damage than any other AT you can choose, at least without serious micromanagement. The gravy on top is a support set for whatever your primary toon is. When I went about trying to solve the question in the OP I wanted minions that were self sufficient and fairly well mannered. I also wanted a secondary that would insure that the end AV(s) would be defeated. I landed on Bots for the first part (they heal each other and USUALLY are content to stay at range and pew pew) and Traps for the latter. There are many ways to skin this cat and I'm not going to engage in a debate that bots/traps is "the best" for this task, I've used other MM combos that were just as effective, they just might require a bit more alt-tabbing out to manage, or some other technique as described above. J
  18. Is this just a display issue or are actual damage values enhanced at the schedule B rate?
  19. If you +5 your purples you can get decent damage numbers from them. Don't bother doing it to the pure damage piece, there's an exemping rule to cap values at .415 before beginning the reduction (step 2 on the exemping page), the pure dmg purple is already at 53 so will be limited before any boosts. +5ing all the damage pieces of a purple get you to 157.4% (I'll leave reduction to specific levels up to the reader) which ain't shabby.
  20. I thought there might be an interesting work-around to the exemping reduction with quad IOs. I remembered some oddball way quad-IOs could be used to minimize exemping reduction but it looks like it won't do you any good in the 10-20 range. Here's the specific text from the exemp page on HC Wiki: 1. The Minor Bonus Threshold. The game doesn't scale down bonuses that are small to begin with. Any individual benefits of 20% or less are unaffected by Exemplaring down as far as level 21. Enhancement benefits of 10% or less are unaffected by Exemplaring to levels 11-20. Benefits of 5% or less are never reduced by Exemplaring. Ignore Steps 2 and 3 for each separate bonus you have that's at or below these minimums. Lvl 50 Quad IOs give values of 18.6 so would actually be quite good for the lvl 20 content since they're not reduced at all, but that's just some fraction of the 10-20 Praetoria content. Then I thought "what happens if you use 2 lvl 53 acc/dmg HOs and then 4 dmg IOs?" and the result was still unimpressive, about 42% for dmg down to lvl 10, 80ish at lvl 20, which is not bad frankly. 66ish at 15. Honestly after going through this exercise I'd just make sure I had a full attack chain at lvl 10 (so including the 12 and 14 powers) and not make any changes if that's the case already.
  21. You can use Mids Reborn, City of Data 2 or even the in-game enhancement screen to see what IO sets are allowable within any power. Doing so will show you that melee sets, such as Hecatomb, are not allowed in Stony. You'll see the same is true for any pet. Here you can see that the sets Stoney takes are KB, pet damage sets, recharge intensive pets and universal damage.
  22. Fluffy is an interesting example of actually a good place for procs. With 1 slot, (most) everything it does has a chance to use the Cloud Senses proc so I would look to use that any time I make Dark Affinity/Miasma. On the other hand, if a pet has one attack that can activate a proc, let's say the Demon Prince who has one hold out of everything it does, I wouldn't bother slotting a damage proc from a hold set. On the other hand everything it does has a slow effect so the damage procs from slow sets are fantastic in it. Bottom line, I don't see an easy "always slot your pet for procs" (or not) answer. Like 99% of things in game, "it depends."
  23. Because pets can't "abuse" procs in the same way a player can use global recharge to pump out twice as many proc firings as the PPM, I view procs in pets as a luxury. By that I mean I would do so if all other build goals were met. If I need 6 slots of Expedient Reinforcement for the +rch and +range def then no procs but if at the end of creating my Mids build I've got some slots sitting around and I've already slotted all the procs I can abuse, then Ill put some in pets.
  24. OP mentions Schadenfreude, not invincible Reichsman, which is who Snarky is describing. Snarks may be giving you misinformation to protect one of his vampire brethren. Schad is tough. Defeatable by a duo but not someone I'd suggest to someone new to the game with (ostensibly) an SO type build. I don't really mean for that to sound elitist but my point boils down to, Schad is tough, too tough for many duos unless they're built for someone like him. The good news is, at least you found out early. If Schad was tough for your duo, Reichs (final boss of tf) would have been absolutely impossible. As for advice, if you're new just join someone forming a team for that TF, or even start one yourself, recruit other players and let folks know you're new.
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