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KaizenSoze

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Everything posted by KaizenSoze

  1. I got the same issue. Running at 2x4, I got some +5 groups. I am also getting +4, which should not be happening either.
  2. Tough randomly among defense/resist toggle has a cast time of 3.3 seconds which is much longer than any toggle of this type that I know. When I am trying to re-toggle, it is an annoyance, it causes me to accidentally miss a toggle when I am trying to rapidly get my toggles back up. Minor issue, but I think about every time I have to click on it. Due to defeat or down leveling due to joining a lower level group.
  3. I have seen this happen occasionally. Someone charges ahead and catches two groups of alpha.
  4. Positron was disappointed with the training scores of the new recruits. It was determined that the trainees were spending too much time watching others play Fire Farm v27. Positron had the AE removed to get the trainees back on track.
  5. They make excellent pets when confused.
  6. To be specific. The worse version was when I was running a Apex-Tin Mage. The player was a 50 with their the alpha open. They didn't know to get to RWZ. I am not even sure they knew what RWZ was. I had to pop out in AP and show them how to get into the Vanguard building. In their defense, they admitted they were clueless and had been power leveled.
  7. I run a lot of PUGs and this was becoming an issue on Homecoming again.
  8. There are three changes that effect farming with page 4. Aggro rules change, which people have talked about Attack type change some attacks were changed to use non slash/lethal as the primary component. I do no think this effects fire farming a lot, but other types of farms might notice a difference AE changes, which I think many people aren't aware Primary sets now have lower recharge timers than secondary sets All Custom Enemy ranged attacks have a minimum range of 80ft. Combine these three changes together. Farmers are taking more attacks, from more mobs, and sometimes in different types than before.
  9. The aggro changes from what I understand we to make the mobs behavior more realistically. A patrol would just wander by if you were aggroed capped. An active farmer does need to change at least in the farms I use. I have 45% fire defense and 90% fire resists. AE ID: 50968 You can stand in the center if you can handle it or hug the edges. The decoys should get most of the mobs to come within range in time. Also, the mobs should give full exp. I updated the mobs before the page dropped. This is actually a boon to active farmers, less effort to pull mobs.
  10. My Night Widow and Fortunata build have two builds. VEATs get great use out of multiple builds.
  11. I don't AFK either. But I thought it would be nice to post the link to the builds in case someone is looking.
  12. I have not seen a lot of in game chat about AFK farmers dying. There is a build somewhere in the beta forum comments. I think the change AE change, which had a build which can AFK farm. It's high regen and you'll need accolades. *queue* All fire farmer Moonfire! Yes, there are builds in @America's Angel post at the beginning of thread.
  13. Good Symphony is awesome Attacks type changes are not noticeable on any team I played on Aggro changes are slightly noticeable, but not a major issue Bad DFB is broken. Devs know, fix coming Servers are laggy or almost map serving me several times Amusing Lots of where is the Atlas AE? PI Radio mission that had Incarnate Cimerorians. Even had hostless, but they didn't possess. The mission existed before page 4 dropped. Sometimes the mob index shifts. Once, the mission is done everything returns to normal
  14. LFG WST - Mention it is the WST and how many extra merits that means. I always do this when I am recruiting for a WST.
  15. Page 4 bug. The lost AV does not spawn. You can get the badge from killing the minions first, but you cannot continue to the hydra. Happened on two runs in a row. We watched very carefully on the second run. The AV does not spawn.
  16. @Bionic_Flea I think will try and make pop menu as you suggested. Thoughts on the format. Task Force Name Speed LFG LFG WST Mission 1 A B Mission 2 Kill most LFG LFG WST Mission 1 A B
  17. Not to digress too much. But the beta server is a great way to test out alts and a lot quicker.
  18. Good suggestion. You might want to post that in the Suggestions forum.
  19. That's a great idea Flea! Also, I am very old and remember that commercial. 🙂
  20. One thing I would like to clarify. Initially I want to create macros for the low level TF/SF. There are plenty of folks willing to run the iTrials. Ukase among them, know them like the back of their hand. I think it's the low level ones TF/SF that need the most help. This is when folks have their first experience running a TF. Examples of tips that should be provided: Posi 1: Last mission description of how to avoid triggering the ambush too early. Drowning in Blood: Which contacts to use to progress from zone to zone. How the battle against the twins unfolds. Evening some high level ones could use help like Lady Gray. So, many little details that need to be typed out.
  21. If you look the guide forum, there isn't a guide for SIlver Mantis. At best there is the HC wiki page, but that not something you can cut and paste into a team chat easily. Also, the macros could contain nice tricks like pulling Duray back into the ship. Another example: Lady Gray's TF. "Kill the pylons, but leave the RIkti. They distract the mitos." Then the description for each mito weakness. Maybe, I should make a teaming 101 tutorial video guide.
  22. I have seen some comments about players being nervous to create task forces. Because, they don't know a particular task or strike force well enough. I had a thought, maybe we could create a list of text macros that players could use for each mission in a TF. Something that would provide direction for that mission if needed. Examples for SIlver Mantis: "We just need to click the six glowies and defeat the two named boss spawns" "Once, Duray appears I will step back into the ship and fire Assemble the Team. So, we can fight him inside the ship, for an easier fight. Please, accept the ATT when it appears." Then we can create a guide for each TF/SF.
  23. Toons with type defense sets like Energy Aura and Ice are actually going to be bit better due to the toxic/psi improvements. Now, toons without defense sets, like blasters, defenders, dominators, etc... In general I play VEATs (positional defense) and defenders, blasters, controllers, and masterminds. My defenders, blasters, etc... were fine with their existing defenses in my testing.
  24. I think you are overstating the amount of change. Yes, positional defense is now slightly more desirable. The amount of enemies that actually got their attack types changes that will have a noticeable effect is small. Maybe one or two mobs in an entire enemy group got one or two of their attacks changed. More of the nasty groups were already using non-s/l typed attacks. Ones I personally know about from testing or other's testing: CoT: Ice thorn casters, minion, Ice sword is now ice/melee, was lethal/cold/melee. Council rifleman, minion, ice/fire projectiles are now ice/fire/ranged, was lethal/ice/fire/ranged Arachnos Toxic Tarantulas got a big boost due to their main attacks using toxic. Really just brings them into line with the other Arachnos boss. Lord Recluse in MLTF got a huge boost, because his attacks are mostly toxic. This is way some toxic/psi defense was added to defense sets in compensation. There are plenty more, but you can look at the attack type changes beta thread Testers are not reporting massive changes in survival due to these changes. I did not run into any road blocks at 4x8 with several toons that was not there before the changes. A lot of attacks are still s/l, so don't throw out s/l defense. For soloing, I think the aggro rule changes will have a bigger effect. No more abusing the aggro cap to stand in the middle of three spawns.
  25. I enjoy difficult content, but I agree that these mission should be level adjustable. Just like DA missions which are also incarnate.
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