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Li_Sensei

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  1. I'm running at 4k, to select a secondary powerset, I have to click the top third of the secondary power tab, somewhere from the left edge of the bar to the right edge of the A in secondary. A friend running at 2K has to click in the top half of the bar and somewhere from the left edge to PO in powerset. Another friend at 1920x1024 had to click in the top two thirds of the bar, and could click anywhere from the left edge to the end of the words, but any further right would not work. It appears that the active area is not being correctly scaled currently, and I think this may also explain some other inconsistencies with the interface that I was blaming on having to buy a new video card/monitor setup a month back. And right until I figured out that there *was* still an active area, I thought that somehow I couldn't specify a secondar ypowerset any more, so at least it's an improvement <grin>
  2. Do NOT underestimate the influence of the aggro system changes on the amount of inocming damage. If you're aggro capped (16 mobs aggroed on you) it used to be that (assuming you're solo) any others past the cap would ignore you and not attack. Nowadays, you can be taking attacks from more than those directly aggroed on you. So if, for example, you're a fire farmer, and you wade into the middle of a map and are surrounded by spawns? You're gonna be hurting, purely from the increase in number of attacks. All this is my current understanding, subject to confirmation, clarification and change.
  3. In the Costume editor, mousing over the Show Weapon icon for the right blade causes a buzzing noise. There's a similar(ish) noise with the left blade, but that's intermittent and only 'ticks' when the mouse transitions on or off the icon. Verified by a friend on Discord, not sure how widespread it is.
  4. I always have trouble with the 'the pools have to be weaker than main powersets' approach because of one thing. Opportunity cost. A power takes a power pick and slots regardless of whether it's pool or primary, and there's no discount for slotting a less potent power... But I also know that if the pools weren't hamstrung, then there'd be some utterly misshapen and distorted builds that would break the game even wider open than it already is. <sigh> (Stuff like 2 from the primary, 3 from the secondary and everything else pools...)
  5. 'Fun' is entirely subjective. If you're enjoying the game (and here's the important bit) and NOT impacting anyone else, then go for it. Personally I save large insps for a rainy day, and when it starts raining, I'll use 'em. I've never been bothered enough to store them in email, and I usually keep a few insp slots free to cycle through drops to restock. The 'Oh grud, it's raining' moments can be some of the more memorable ones, like on live when I was on a Shards TF and the rest of the team wiped to a large Rularuu spawn, I burned through a load of T3 Orange/Purples on my Katana/Regen scrapper, and by the time the rest of the team had hospitaled, I'd finished beating down the spawn through a combination of insps, Instant Healing, Dull Pain and MoG. Having zero insps would deny that sort of moment. TL;DR - play the game how you want, good luck with your new experience.
  6. Recluse's Victory, Ghost Widow. When RV was opened, there was a large group on Union who descended upon it looking for badges (thank you Sal for gathering so many lunatics in one channel...). The problem is, that GW in there had not only the usual high level AV regen, resistance, debuff resistance and all the usual stuff that made AV's a PITA to take down back then, she also has Dark Regeneration and Life Drain... AoE's that heal her *per target hit*... When she's being mobbed by several teams of badge monkeys? There was no way to defeat her. I'm not sure if there was also the PvP zone inflicted nerf to player powers in effect also, since PvP has never been an interest of mine. But she'd take maybe 20% damage, then pop back up to full health. I don't recall if she was ever actually taken down that evening or not.
  7. Without wanting to come across as flippant, maybe streamlining your builds to include more toggles and fewer clicks may help? Build a blaster as ranged only, or blapper only in stead of a mix, controllers with only core functionality (common controls and major secondary powers) You can use keybinds or macros to switch active trays, so, for example, if your range of motion limits you to say 1-5 on the numbers, then you could use three other reachable keys to switch primary tray to 1, 2 and 3, with, say, blasts on tray 1, click buffs like Aim, Build Up, Deflection Shield or whatever on tray 2, and debuffs or travel powers on tray 3? In fact, Force Field *can* be played as a pretty hands off secondary, bubble the team every few mins, turn on Dispersion Bubble and leadership and away you go. Oh, and the big suggestion I'd make is to not worry about having to play the game at +4/x8. +0/x0 is *FINE*, if that's what you're comfortable with. be up front with people about why you're set to that, and in my experience, people will most likely be fine with you. And if they're not fine with it? Eh, some people are idiots. <shrug>
  8. Tyrant's big killer move is the ground punch (I *think* it's this one). It's a PBAoE with (relatively) absurd radius (60ft). If you're not running a lot of resist, or a sturdy AT, then it'll hurt, lots. If you are one or both of those, then it'll just hurt. And if you're a ranged type AT, then to reliably avoid being put down by it, you'll need to skirt the edge of your blast range. For melee, you need to suck it up, and survive as best you can. I hate that damn attack when I'm playing a squishier one of my alts. The other alternative is the 'healing blanket cluster' approach I've seen used, where you stay in a tight group on Tyrant with the spamming of buffs, AoE heals and so forth, to survive by sheer cockroach resilience. You'll still need to scatter like roaches on crackle though 😛
  9. The regular weekend setup as I know it is : Fridays from 20:00CET (7pm UK time) The Hounds Casual iTrials (i.e. not chasing badges) Saturdays from 20:30CET (7:30pm UK time) Hamidon Raid, round one in the Hive (Blueside, so no full Villains allowed), then off to the Abyss for round two. (the abyss is co-op, so no need to alt off your blueside toon for round two) Sundays from 19:00CET (6pm UK time) Muleta and Goblin's MSR Lagfest. Sundays from 20:00CET (7pm UK time) Hounds (nominally) Badgery iTrials. If you're attending Friday trials and still *utterly* confused, then it's normal. To be honest, iTrials do take experience to learn the details of, so being confused the first dozen times is normal. The only reason that a lot of people on the league won't look confused is because a) we're all weirdos and b) we've done the trials a LOT, like on live and HC a lot... I will add, if you're coming to the badger flavoured iTrials, please try to at least have some experience of how trials in general and the one being badged in particular work. Stuff like not standing in green, being able to read league chat for when to stop pummeling Antimatter, not using temps in Lambda badge runs... you know, stuff like that. There are guides on the wiki and in the forums if you want to read up. And no, there's no fixed plan ahead of time as to which trial badges will be attempted, it's partly based on turnout, partly on whim fo the one leading and partly on any requests that have been made.
  10. Illusion has a ST Hold, AoE Hold, A.N.Other control (Confuse rather than immob, and I may be stretching the point with that one...) A.N.Other Aoe soft control (Spectral Terror versus Flashfire, for example), Pet (Which Mind control doesn't get) and then more utility than you can shake a stick at. I like the fact that's it's an oddball relic of the early days, and that it plays differently to most other control sets. In fact, if you think about it, there was a lot more variation and differentiation between sets in the old Issue 0/1 sets. Stone Armour, Invuln, Fire armour all play significantly differently to each other, Earth control is a VERY different beast to Fire control. Broadsword and Claws, Fire Blast versus Assault Rifle, Kinetics versus Radiation Emission... Maybe it's just getting jaded, but I do feel like the risk taking that was implicitly on display in the early sets got toned WAAYYYY the hell back for later powersets. Maybe the massive effort involved in trying to get such disparate entities power balanced was a prompt in that move. And given I'm an oddball who *LIKED* the original Stone armour, and still refuses to jump on my Stone/Fire scranker (who's been there, tanked that for pretty much everything in the game), take my words and opinions with a pinch of salt...
  11. One minor point, if you're planning on doing all theblueside content, then turn off your xp at 1 below a multiple of 5 (9, 14, 19 etc.). You get more powers and slots to use for that level band, because the next lump starts at multiples of 5. Also, dear god it gets busy blueside from 15+. All the normal contacts, Faultline, Striga, Croatoa, First Ward, Night Ward, RWZ, remembering to do a Safeguard in each level band for the explorations, etc. etc. I spent about a fortnight at 34 working through it all, and now I'm starting on the 35-39 band...
  12. Yes it's Crimson, but it's not in his major arc, it's a standalone 'mini arc' of two or three missions. Malta are one of those groups like mid to late 30's CoT, that are pretty easy to cope with solo but rapidly become a nightmare with scaling team size (whether actual or virtual via difficulty settings). The main issue with Crimson is shared with a lot of Issue 1 contacts, the main arc is long, involved, and by more current tastes has a lot of filler that could be edited out to make the pacing tighter. But historically you needed long arcs, to get the mob counts to get the xp you needed for the 45-50 push. Waffling now, time to hit submit.
  13. It may well differ on controllers versus MM's though. Seeker Drones are one of my more constantly used /Traps powers on my Robotics/Traps MM, along with Caltrops. Seekers are the ablative alpha strike absorbers. Summon them in the middle of a spawn and that nasty pulse of damage at the beginning of a fight goe towards them and not my squishy MM self. Caltrops get dopped under my own feet to take advantage of the fear so nothing's likely to run up to me and *stay there* punching my aforementioned squishy MM self. Then again, my approach on my Bots/Traps is somewhat old fashioned, given that he effectively dates back to Issue 6. Now, if we want to talk about completely skippable /Traps powers - Detonator.....
  14. From the Wiki - Slash Commands It is possible to add or remove Attributes from the Attribute Monitor Window via the following Slash Commands: /monitor_attribute attribute_name /stop_monitor_attribute attribute_name where attribute_name is one of the following: So you could write the commands to clear all of the monitored attributes by name into the popmenu. the only way I know of the stop monitoring *all* attributes is to right click the monitor window and select "stop monitoring all"
  15. You say that, but being on a team with nobody >45 and trying to take on a pegged at 50 Hamidon who sprogged 54 Buds after he was eventually beaten was NOT fun...
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