Fusion_7

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  1. Yesterday I was running some mish'es with my "just turned 50 KM/SD Scrapper". I was looking to do the incarnate acr to unlock my alpha slot. After I ran that arc, I ended up running some Maria Jenkins mish'es in PI. We all know how fun her story arc is when every mish is a AV/EB. It can be daunting but it is very fun to run. Well, since I've been on this game as of Jan. 09'. I may have only got two respec drops. One I accidentally sold at a merchant for pennies and the other I was able to get 100 Mill influence.

    Well, yesterday I got another Respec Recipe Drop and then a 1/2 hour later I got another one!! I thought I was seeing double but it happened, two Respec Recipe Drops within 1/2 hour of each other. I am thinking that the drop rate for Respec Recipes is less than purples because I have gotten many more purple drops versus Respec Recipe Drops but I cannot be sure about this? As for what I did with my Respec Recipes, well, if you go to the market you will see them listed there in all their glory at 250 Mill a piece.
  2. In the words of Homer Simpson....DOH!!!. Needless to say I thought I did press the control button but I must have been in a coma after my respec mania last night. Yes, I was delirious and tried it again tonight and now, all is well with the world and it works just fine. So, time to begin my respec quest and knock out a few more toons before beddie bye.

    Heh,..I must have been tired, I just re-read my title and not sure what the word Turing is?
  3. Quote:
    Originally Posted by StarGeek View Post
    Alternatively, you can type /PowExecAuto powername into the chatbox.
    That's what I'm looking for. FYI for the guys above who said I needed to hit my Control button, I was doing that in addition to doing the windows button and the control button also didn't seem to work. We'll do this and put all to rest.
  4. Not sure if this function has changed as for some reason I cannot get mine to take properly. Normally, you can "auto" at least one power to activate once it recharges automatically such as Hasten or Conserve Power for example. Last night, after respec'ing, I was trying to auto my Hasten on one of my toons which I would normally hold down the windows button and click on the power I wanted to "auto". For some reason, I am having a bear of a time getting this to take right. Not sure if this function changed since the new issue came live or am I missing something that I have neglected to do?

    I've done this before with my other toons without too much of an issue but for some reason after i19 I am having some issues with it. I didn't add this post in technical issues and bugs as I don't think this is a bug per se. I am just thinking I am doing something on my end to not have this take. Any good answers out there?
  5. So, I just respec'ed my level 50 Bots/Traps MM and had Field Mastery as my Epic Powerset which I had before I repspec'ed. In my Temp Invul, I had it slotted with 6 Aegis Enhancements. Aegis Enhancements fall under the Resist Damage Set Category. Well, needless to say, as I was putting all my enhancements back into place, for some reason my Aegis would not go back into my Temp Invul. I thought I was losing my mind but as I normally do prior to do a respec especially on a complex toon like a MM is take a screen shot of my power trays prior to respec'ing so I know where everything goes.

    Sure enough, I did have my Aegis slotted in my Field Mastery in my Temp Invulnerability. I was stumped until I read the set category for Temp Invul. It said the set category was now under Defensive Sets not Resist Damage.

    The thing that irks me is the fact that I would have been forced to sell my Aegis and then buy a whole new set under the Defensive Set category. I did not sell them yet. So, for those of you doing respecs and have your Temp Invul slotted with Aegis, be aware you might run into this issue. Not sure if there are other powersets that may have been effected but this is the first one that I have come across so far.
  6. Within the past few days, I have got two NCP pets stuck in walls. Normally, when your own toon gets stuck inside a wall or cannot move, you can sometimes type /stuck to unstuck your toon. The thing that I have run into though is when your NPC pets get stuck in a wall. You know your "Fusionette" or "Faultline" NPC pet when they follow you to kill the AV Hro'Dtohz or on any other mish that you may get a NPC pet to help in killing a big boss. Tonight, it happened again and like before, I ended up sending petition to get my NPC pet unstuck. The rep said that if this happens the only way to unstuck a NPC pet is to send a petition as there is no "unstuck" type code you can type in as you can with your own toons. Anyone else have this happen and is the only way to unstuck your NPC pet is to either send a petition or just restart the mish over again?
  7. Quote:
    Originally Posted by Santorican View Post
    If you love it so much then why don't you marry it!
    Oh I plan to. I cannot think of any other type of power that will give you all the bells and whistles to prevent being mezed. And going through the early stages without this type of power can bring many deaths working towards our Debt Badges...
  8. Quote:
    Originally Posted by Chaos_String View Post
    No, you got hit with some variation of Tenebrous Tentacles or Midnight Grasp (she uses one of those, I can't remember). But if she hit you with Soul Storm, it's a hold, it lifts you up in the air and spins you around slowly and does a DoT that bloody well kills you.
    Yeah, it was something else then because she never got me in the twirly whirly dealio that lifts you up in the air and spins you around like a child's toy...heh..heh. Maybe that was the one that I was very happy not to get hit with because you're as helpless as a small kitten.
  9. Quote:
    Originally Posted by Sarrate View Post
    Congrats!


    Side Note: Active Defense wasn't a factor in your win; just 'ol Lady Luck. If she hit you with Soul Storm (her hold), it would've blown through it like it wet tissue paper. (It's MAG 100, strong enough to blow through Unyielding and Unstoppable with a little under 3/4 of its MAG to spare.)
    Hmmm you know, I think I did get hit with a little something when she was down to her last breath. I was immobilized briefly so it appears she got a bit of Soul Storm through my defenses. I would say that she is one of the tougher AV's out there who can pack a punch.
  10. Let it be said, that I have never been able to defeat Ghost Widow with any of my other 12 toons on the first try until now with my level 43 KM/SD Scrapper. So, let me say "Thank You Active Defense". As we all know, Ghost Widow has some pretty wicked holds and mezes. Most toons crumble underneath her mighty power, but not tonight. No, not tonight Ghost because I had Active Defense and you couldn't lay your dead immobilizing hands on me...heh...heh. Night, night Ghost Widow, Rest In Peace.

  11. Since I've been playing this game for the past two years, the majority of my 13 toons all have Fly or Flight as a primary travel power. Prior to picking flight, you must either pick Air Superiority or Hover. I normally chose Hover as I might need to navigate a few walls or buildings prior to getting Fly, be it ever so slow but still practical.

    My big thing here with Hover is once I do get Fly, I never ever use it again. Based on what paragonwiki says: "For hovering and aerial combat. This power is much slower than Fly, but provides some Defense to all attacks, offers good air control, costs little Endurance, and has none of the penalties associated with Fly. Switch to this mode when fighting other flying foes. Hover also grants pseudo-knockback protection; instead of getting knocked down and jumping back up, you just flip over in the air. Hover received a 10% increase in speed in Issue 8." Now I have integrated Hover with my level 50 Enrgy/Enrgy Blaster quite well but normally when I do aerial combat by "hovering" over my foes I will stick to Fly. Why you ask? First, the end drain is not that bad. My Fly will always be quicker than my Hover for quick maneuvers though paragonwiki says: "Fly allows you to travel long distances quickly. If you attack a target while this power is on, your Flight speed will be temporarily reduced to Hover speed. Your top Flight speed increases with your Level. You must be at least level 14 and have Hover or Air Superiority before selecting Fly. Fly will no longer drain Endurance to zero unslotted."

    With that being said, it does state that if attacked, Fly will be reduced to Hover speed. So, I want to know who out there is using Hover to its best ability? How are you slotting it? 3 slots, 6 slots? Based on what kind of Set Bonus Categories you can slot this, it does give you Defense as one option which is always nice when playing squishies. I know it comes down to playing style and how many people really use Hover in battle. If you do like to fight from the air, does Hover really give you that extra much needed defensive bonus to justify using it over Fly, other than the fact that you just flip over in the air if knocked down? I also do know that with my Blasters and their massive knock backs, Hovering or Flying directly over the group then pounding them into oblivion is always a joy and a pleasure.
  12. [QUOTE=Dying_Breath;3328023 Also - my 50's don't get all that much play. I run them in task forces, or sometimes when I really feel like playing one of them, but I tend to like to level new characters rather than playing my old ones, so IO'ing at lower levels means that I have more tools available when I need them, rather than just at the end game where I don't play often.[/QUOTE]

    I really didn't think about this one. I've got 13 toons and out of my 13 toons, 11 are level 50's. Do I play them as much as my mid level toons? No, not until i19 goes live then I'll have an excuse to take them out of the garage and break the ring rust off them...heh.heh.
  13. This has always been an issue of mine trying to figure out what the true benefit of getting IO sets well before level 50? I know that if I cannot afford to purchase them, I usually settle on SO's which always have a set price range. I ask this as I see a lot of other toons out there who when I view their powers, I see tons of set bonus for toons that are well under level 50. Based on what paragonwiki says: "Both Invention Origin Enhancement categories always provide the same bonus to a power, regardless of character level - they never expire as a character advances in levels, and a lower level IO can still be slotted by a high level character. Generally though, the higher the level of the IO, the higher the benefit that it gives. A level 50 Invention Origin Enhancement provides approximately 27% more benefit compared to an even-level Single Origin Enhancement, and is less than 11% better than a +3-level SO."

    With that being said, it does state that the higher the level of the IO, the higher the benefit that it will give. So, why would I spend 5 million influence for a level 25 Efficacy Adaptor when if I wait till I hit level 47, can pick-up a 50 IO and get more bang for my buck? I am thinking that people who buy IO's early and being that most IO's are staggered by level increments of 5, one would wait either every 5 levels to upgrade their IO's or 10 levels? This, in turn, would give them more benefits early on without having to suffer through the early stages until they reach 50, not sure if this is the mindset here? If someone can clear this up for me and tell me if and when I can afford to do so, buy IO's early on and how I should "stagger" this meaning, if I buy a level 25 IO for my level 22 Blaster, should I then wait until level 30 or 35 before I decide to upgrade that same IO? Thanks.
  14. Quote:
    Originally Posted by Wavicle View Post
    Do the math. Concentrated Strike has the best Damage/Cast Time ratio of any attack in the set. It's already the best attack you have, and you want it to be Better?
    Oh I agree. I'm not complaining about this power and what it can do, just the "let me read a book and take out the trash then see what's on tv" time it takes from when I activate it to when it eventually lands on my target. I just suggested that maybe they could tighten it up a bit with the animation, that's all.
  15. I was thinking about this the other night while on a Respec Trial. Being that this is only my second Scrapper, a now level 40 KM/SD. My first being a level 50 fire/fire Scrapper, I really don't have much complaints for the Kinetic animations. But, with that being said, it seems that the animation for Concentrated Strike is almost a bit silly it is so long. My toon looks like they are making butter in the air before they implement the punch...heh..heh. I know that because this power is more potent that your normal "Quick Strike" type of power, you need more animation to back it up to visually show that you are going in for the "big kill". Maybe they could knock of another 1/2 second or maybe even a full second off this animation, I don't know? Does anyone else have this or any other type of powers that they feel the animations are too long before they land the punch or shot?
  16. So, for the past week, maybe week and a half, I've noticed an unusual change in the market as far as what cheap items used to sell for. For example: the cheaper drops in the past such as Sky Raider Weapon which is that sub-machine gun everyone gets like candy or maybe the Tech Salvage Mercury Circuits. I would normally see these no higher than maybe 500 influence sometimes even lower. Now, I've seen them priced at 5,000, 10,000 on up? And it's not just those salvage items. Pretty much a large majority of what was lower priced salvage items, are now going up in value exponentially.

    This of course is not a bad thing. Just a simple observation. This has also changed my mindset on dumping what was the cheap stuff in the past at a vendor and now putting everything on the market. I have observed that when the markets merged blue and red side, I really didn't see that much influx in the market prices. But now, it seems either the demand is now outweighing the supply or something else is driving these el cheapo items up up and away!...
  17. Quote:
    Originally Posted by Memphis_Bill View Post
    In general, yes... just a few things that might have problems:

    - Warshade Extracted Essences. Since you never know how many you'll have, how they're gained, etc.
    - Peacebringer Photon Seekers are technically "pets," as are seeker drones, the FF generator in Traps, Plant control's Spirit Tree, oil slick, Blizzard, etc. I'd have to wonder if it'd goof those up somehow.
    Alright. Then may the basic pets like Phantom Army or Phantasm? I wouldn't want to nitpick on every pet and have to name them like drones and such. This would be more for animate pets versus inanimate pets.
  18. I thought about this one for awhile now being that I have two MM's under my belt. The thing that makes this game fun is the ability to "personalize" your toons and sometimes their pets. Case in point for my MM's. With my Bots/Traps, I have Larry, Moe and Curry, for my Battle Drones. For my Protector Bots, Doc Brown and Doc Roboto. For my big guy the Assault Bot, T-1000. For my Demon Summoning MM I have Dexter, Bexter and Thyme for my Deomonlings. For my fire and ice Demons, Degoddomus and Hydominous. For my Demon Prince, Haydeus.

    Now, with that being said, when it comes to other Archetypes other than MM's that can get pets such as Controllers, Corruptors, Dominators, or others that I forgot to mention. Why don't we have the ability to name those pets? Even if some pets are on 4 min toggles and then die off, there really should be no reason why we cannot name them? This would only apply to permanent pets not the temp power pets we might get in game such as on the mish "Retrieve Tobias' heirloom form Vampry Mountain" and when you get the Temp Power Warwolf Whistle to summon up to five Warwolfs. Being that they only last a short time, it really wouldn't make much sense to name them only to have them gone after a short while.

    For my level 50 Ill/Rad Controller, I would love to be able to name my Phantasm and my Phantom Army. Again, it all comes down to personalization. This is what this game is and was built on. Personalize your costumes. Personalize your toons name. Personalize your Super Group Base. Personalize what your toon looks like. etc, etc, etc. So, let us continue this and have the ability to "personalize" ALL of our pets, not just some. What do you guys think?
  19. Fusion_7

    Against All Odds

    "Kick, Kick, Kick". That is the sound of me kicking myself for the past 35 levels realizing how silly it was not having picked up Active Defense. My thinking was wanting to get my pool powers set first, you know, Flight, Combat jumping, Stamina, Hasten. You know, just the necessities. Little did I realize that having Active Defense, slotting it with just two recharges, will keep my Against All Odds on at all times and not cause it to get knocked off when or if I got mezzed.

    Needless to say, last night I respec'ed my toon. She is now mean. She is now angry. She is now ready to rock!!! I took her out on a test run on a few mish'es. I could not believe how I could have ever over looked not getting Active Defense at level 10? Think about it, the majority of my time was trying to keep myself alive because I would get mezzed all the time. I guess I should say welcome to the world of melee toons!
  20. Fusion_7

    Shield Charge

    Quote:
    Originally Posted by ClawsandEffect View Post
    This.

    My tank always used it when already in the middle of the group. The bonus from AAO is definitely noticeable.

    If you are teleporting into a group with it, the best spot is as close to the middle of the group as possible. It is a PBAoE attack with a teleport component, so it will deal it's damage in a 360 degree circle around you when you get to your selected point. It deals no damage passing through enemies, so aiming behind them just means you're probably going to miss some.
    I concur. I have also found that by standing in the middle of a group and using it, I have seen very pleasant results. Keep in mind being that I just got it, it's only one slotted so far so I would be anxious to see what kind of real damage this baby can do once fully slotted?
  21. Fusion_7

    Shield Charge

    Quick question on Shield Charge. I just picked this up for my now level 36 KM/SD Scrapper. When going for the Teleport charge, what would be the best spot to target your point of attack, behind the group, in front of the group or on top of the group? I ask as I sometimes come up a bit short on the knockdown when I have the target spot slightly ahead of the group but if I put the target behind the group or even on top of the group I will usually have better results with knockdowns. Any thoughts on this would be appreciated.
  22. Fusion_7

    Against All Odds

    Quote:
    Originally Posted by zeldo View Post
    Plus, on a Fire Armor Scrapper, your mez resistance was built into the normal Fire and Plasma shields that you would have taken anyway, but Shield's aren't.

    And since FA doesn't have built-in knockback protection and gets immob protection only from Burn, I'd suspect you'd take Combat Jumping on both toons, and then live with the knockback (or maybe take Acrobatics or get an anti-KB IO).

    So I can see how switching to a SD scrapper and not taking Active Defense isn't unbelievable.

    But once you get it, put two Recharges in it, set it to Auto, and get your scrap on! It's what makes Scrappers unstoppable arresting machines!

    (and if you do have Acro or anti-KB IOs, you won't need them.)
    Yeah, I learned the hard way on my fire/fire Scrapper, she would get knocked down every other punch until I ended up respec'ing her and added the Aerobics within the Combat Jump pool powers and that just about took care of the KB and me landing on my backside..heh .
  23. Fusion_7

    Against All Odds

    Quote:
    Originally Posted by DarkMaster View Post
    However, one quick look at the "Detailed Info" and you'll see that a power like that, and certain others, are definitely not situational powers. In fact, with the vast amount of times, I'm sure, a melee toon without support would be mez'd between the lvls of 20-30 alone should have you begging to have ANY sort of mez protection, even if you didn't realize that it wasn't as "situational" as it may have sounded. Having even, what you think, is a "short duration" and "situational" mez power would be better than nothing, especially against boss encounters.
    This being only my second Scrapper, my first one a level 50 fire/fire was great and thus, I am still learning the ropes for Melee toons. I also loved the fact that I could solo very easily with my fire/fire Scrapper as well as sub as a Tank now and then as she could handle the heat, no pun intended...lol. As with anything in this game, I have learned the best way is to build a toon, try it out to see how you like that build. It may or may not work based on your particular playing style. So, I'll just respec my KM/SD Scrapper being she is only a 35 as I have two more levels before I can get Active Defense and I don't want to suffer through two more levels of "mezz mania".
  24. Fusion_7

    Against All Odds

    Quote:
    Originally Posted by DarkMaster View Post
    Uhm....mez'd? At lvl 35?! Do you not have Active Defense?! Your mez protection...its half the reason melee toons can survive melee at all. If you dont have it yet...you should, so respec and get it asap. If you do have it...use it. All the time. And don't miss clicking it every time its up. Its vital to your survivability.
    Nope, don't have Active Defense yet. Well be next power to pick-up as I am getting mezzed to death. I believe Active Defense protects from Sleep, Disorient, Fear, Immobilize, Confusions, Repel, Knockback, Hold and Defense Debuff effects for a short duration. So, this should hopefully work or help more on keeping my Against All Odds from getting whacked off on every mez.
  25. Fusion_7

    Against All Odds

    So for my level 35 KM/SD Scrapper, I just picked up Shield Charge which I didn't have a chance to really play with yet as I just got it this morning before I had to leave off to work. My real question is with Against All Odds. I picked this up and currently have it one slotted with Taunt. Based on what paragonwiki says, this power will grant you a damage bonus based on the number of foes you engage in combat up to 10 max. On the enhancement side, it gives you the option to add either Reduced End, Increase Attack Rate or Enhance Taunt Effectiveness. I obviously chosen Taunt being that I wanted to aggro as many foes as I could handle.

    With that being said, how exactly does this power enable the taunt function? What I mean is normally when you have taunt as a separate power and activate it, you will get those taunt bolts above your foes heads indicating that have been taunted. With Against All Odds, you have no idea who has been taunted and just assume that by having this power on and slotted with taunts, the effected foes around you are taunted? I guess I am asking that I really have no idea how to tell when I am taunting with with power.

    One bugaboo that I found with this power is it gets knocked off when mezed. Normally, I like toggle powers to stay on all the time without having to turn them back on constantly after getting mezed.