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Li_Sensei

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Everything posted by Li_Sensei

  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...
  16. At least by the ingame lore, the Paragon Protectors are a pure Crey PR stunt, a group of cloned supers being spun in the media as the next big peacekeeping force that aren't those worryingly diverse weirdos in their 'Supergroups'. The fact that they're a more or less unlimited source of obedient and plausibly deniable super powered individuals that Crey can tap into for their less savoury operations that aren't as unreliable as the SKy Raiders, Freakshow and other groups that Crey's hired in the past as muscle is entirely a side bonus, honest... And if you believe that, I've got a bridge I'm trying to sell.......
  17. Why not go the big afro, *fabulous* shades, flares, platform boots and all the rest as the "Disco Combobulist"?
  18. Most recent use I've found for Fold Space on the one alt I have that has it? Standing on the top of the Talos hill during a Rikti invasion last night, and using it to pull the rikti (and hence the league) back to the top of the hill and prevent the slow NE migration that will otherwise invariably happen.
  19. On the subject of Corruptor vs Defender for Dark Blast or Gloom, I've never regretted having Dark Blast on mine. My single target attack chain is basically Dark Blast, Gloom and Moonbeam slotted in around my Dark Miasma powers, and that's enough, as I'm usually also using Tenebrous to hold mobs in place in the range of Darkest Night and Tar Patch. Hence why I don't like Torrent, why would I want to knock mobs OUT of my debuffs? And Dark Blast recharges fast enough that even if nothing else is back up, it'll almost certainly be charged and it's a) another chunk of damage thrown out and b) EVEN MORE -tohit stacked on the recipient. And just to temper expectations a little, before you get something like T3 Clarion perma mez protection, then all it takes to ruin your day is a single (5% chance) lucky hit from a mez. Especially early on, you'll be relying on the -tohit and -damage from Darkest Night to survive, and if that drops you can be in trouble. Dark/Dark/whatever is not instant god mode, it'll take practice and investment to get to wherever you want to get it. I'd REALLY suggest not feeding whatever toon you decide on into an AE mill. Play the toon, get used to the quirks. Maybe I'm stupid, but it takes me time and practice to learn how to play a toon, I'm assuming it's similar for others, too.
  20. I realised my Dark/Dark/Dark Offender may be a little strong when, after just throwing IO's that looked 'Eh, good enough' into the slots I'd already put into the powers for normal SO slotting, that he was solo chewing through +2/x5 spawns. On a Defender. WIth no mez protection at the time... <blink> <blink> It was pretty straightforward if not the 'current meta' of "Charge in and blow everything's face off". 1) Find a corner near a spawn. 2) Drop Darkest Night on a mob at the back of the spawn 3) Retreat round the corner. 4) Drop Tar Patch on the corner. 5) Wait for the mobs to bunch up courtesy of movement slow 6) Hit them with Fearsome Stare to stack even more -tohit on them. 7) Start going nuts with your AoE's and single target attack chain as appropriate. (Also known in ye olde days as 'a corner pull' or 'debuff anchor pull') By the time you pick up Dark Servant, Blackstar and Soul Drain, things just get faster. (and the mobs get more helpless because of the moderately insane amount of debuff a Defender's Dark Servant brings) Oh, and if you buy only two IO's on a dark/dark/dark defender? I'd suggest grabbing the two Defender ATO procs, and dropping them into Tenbrous Tentacles and Night Fall. Regular proccing of absorb and heal for yourself and things around you? Yes please. The same toon absolutely works on a team. Just don't expect to get all the plaudits like a Tanker surviving armageddon or Blaster flattening the spawn in 3 powers. So long as you're playing to your strengths, the rest of the team won't realise how much of an impact you were making until you leave <grin> (even just spamming Fearsome Stare will spread enough -tohit around combined with the inherent damage mitigation of cowering mobs that you'll significantly reduce the damage taken by the team.) Now admittedly, this was a reincarnation of my Dark/Dark/Dark Offender from live, same name, same costume (from the files I'd saved from live), but built in my usual, "OK, so what looks shiniest this time I'm at the trainer?" fashion. This means I was already *fully* familiar with all the powers, how they worked and which ones I considered utter dross (Dark Pit, Black Hole and Torrent? I'm looking at you... But make up your own mind, for me and my play style they're dross, for you they may not be.) You will have to get good at positioning yourself to make good use of cones though, as three of what I consider to be the lynchpins of the powerset combination are cones and they don't all match in angle/range. Make of this rambling what you will. If it helps then all well and good, if not then do your own thing. That's the whole point of this game IMO.
  21. A variant of that which I've seen mentioned is something like "/bind <key1> beginchat "/bind <key2> target_custom_next "" Press <key1>, type something to use for a select filter, like archon, quantum, galaxy or whatever mob is annoying you, then hit enter (notice the trailing space in the bind). then, whenever you press <key2> you'll target that specific thing. You may need to play around with quotes and tweak it to get things working smoothly, but that's the gist of it.
  22. For melee? My setup is: Target nearest bound to Tab Follow mob bound to F Target next bound to T Target previous bound to Y In melee, Tab, F, attack. Or, if I can't be bothered, then double tap any attack to select the nearest target and start hitting. Cycle through targets with T and Y, or if I spot a particular priority target, then I'll click with the mouse. If you want to make click targeting a little easier, then dig through your options and turn off screen shake.
  23. 3 Minutes, or until you faceplant. This being Magisterium, you are almost guaranteed to plant within the first 20 seconds after summoning your Lore pets... Regarding being useful, -regen is next to worthless against Tyrant, so if you're using an interface other than -resist, -MaxHP or straight up damage proc, then you might want to consider swapping it out. Learn to get good at dodging Crackle. Personally I keep Sprint toggled on for non-suppressing +run speed, but that advice is on a short half life with the travel power changes upcoming. For Destiny, Barrier, Clarion and Rebirth will all help the league. Ageless and incandescence less so. Don't use Shadow Maul if you can help it. Long rooting animations and having to dodge area damage patches are not massively compatible. As well as the Ultimate inspirations, a few Tier 4 Team +damage insps (again from Luna) would buff your teams damage, but they get chewed through really fast. And finally, don't fixate on the badge. It's not worth stressing over a badge whose sole purpose in the game is epeen waving.
  24. And thus how little most players of this game care about PvP was once again revealed 🙂 Thanks for the clarification.
  25. They're legacy. They can no longer drop, but they had to be included on the auction house in case any old toons on live still had them in their inventory, and planning for them existing is better than the auction server crashing because it didn't understand what was being listed (or whatever the result would have been, I'm not a coder). :edit: Strength of will is apparently from Siren's Call, so still acquirable. Allegedly.
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