Golden_Avariel

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  1. Broadsword on Tankers

    I wanted to make one on my second character I made a week into my trial and was very disappointed that I couldn't. It always seemed very strange to me that Dual Blades is available to a tank (a rather scrapperish attack set imo) but Broadsword - the weapon of choice for tanks in every other game - isn't.
  2. I had a friend who truly thought that he'd have a choice after reading the mission introduction text for the final mission. He was asking how they could "control" his character if he chose the fast way etc. and seriously considered it assuming it couldn't be *that* bad.

    I didn't say anything, not wanting to spoil it for him. I probably should have because I think he was disappointed that there was no choice.

    So... I'm not surprised to see a question like this in the forums.
  3. I know there was a lot of people that didn't get credit running one or the other of Maria's arcs. I assume that's all been fixed but I was wondering, did the AV's defeated early on in GR eventually get credited to the people who ran them or did they have to re-run Maria's arc again to get the credit?

    I've been slowly plugging away at Maria's old arc (had already run the first mission when GR went live) and I know I ran several of the AV's (like Seige and Nightstar) early on while it was still a problem. It was demoralizing to hear about the problem and I've kind of stalled on finishing it so I was curious.
  4. I immediately started seeing enhancement improvements in individual powers in the enhancement management screen above +100%. It was awesome. The actual raw improvement wasn't so great in powers that were already at the ED cap but it was significant in powers that didn't have 3 enhancements of that type already.

    I'm thinking the best way to get the most mileage out of an Alpha slot is to have a build specifically for when you are at level 45+ that takes that extra 33% into account already. Then you can use the saved slots to improve your powers in other ways.
  5. I think the definition of the clones spawning "too quickly" is "faster than I can kill them while still trying to avoid being killed by Trapdoor" not necessarily any particular number of seconds. Having witnessed this (watching over another player's shoulder) it can *feel* very fast indeed.

    I noticed the last time I helped someone with this mission that he would not stay in the hall. He'd run in then turn back. We finally just had to fight him in the doorway. I don't know if that was inside the regen radius or not but between a blaster and a scrapper we were able to defeat him pretty quickly. I'm sad to see this tactic being nerfed even if I can sort of understand why.

    Since almost none of my characters have knockback outside the odd plasmatic taser temp-power, and none have -regen outside the dagger temp-power, I have no idea how I'm going to solo this mission in the future. Luckily I have plenty of friends who can help. I really feel for those that don't.
  6. The "buy out" for crafted enhancements is to buy Single Origin enhancements from the appropriate store.

    Seriously though, the "buy out" for common recipes is to buy them at the invention table. Most of the time you can get it much cheaper on the market but be aware of the table prices. Sometimes the bids go higher and it would be kind of stupid to pay more than bench price for a common recipe.

    If you are talking about sets the "buy out" is to earn stupid amounts of Reward or Hero Merits and buy them from their respective vendors. But I find the Market, between the recipe and crafted sections, works well for 90% of what I need and I save the merits for the uniques that aren't available at any price.

    The "buy out" for the salvage to craft those recipes is to use AE tickets. It's random for the common salvage but regular play gives you plenty of those. For uncommon and rare salvage it only takes one or two good AE arcs to get all the tickets you need to buy the ones not available for a decent price on the market.

    I do agree that knowing what salvage you have on-hand (between personal, base, vault, and market) is kind of a pain but not having the salvage is usually a minor irritation at best since it is easy to acquire .
  7. The video settings suddenly started mattering on Shields when Ultra Mode was introduced. It will make a difference if you bump it up a bit. It did for me.
  8. I love the winter event and liked the month-long event last year. Every character I had got lots of candy canes for a change. Two weeks with 3 weekends sounds fine though even if I'll be out of town for two of those weekends.

    I know last year the "end it already" crowd started a week after it started and got very loud by the time it was over. The devs really can't win on this one.
  9. Wow, this happened to me in a PI safeguard.

    Luckily I had a controller along or we wouldn't have even known the odd bag of money floating just the other side of the elevator was hiding a person. I didn't /bug or call for a DM because of the timer restriction and I just assumed it was "one of those things."
  10. Keep in mind that only the boost that's actually slotted in the Equip tab is the one working, no matter how many you may have under the Crafting tab.

    Lots of people (including me at first) skipped right over the Equip step. I went a whole night wondering why my endurance reduction wasn't kicking in.

    When it is done right you'll see the boost on your powers in the enhancement screen unlike other types of bonuses. It is exactly like having a 7th slot in every power. I loved seeing those enhancements at 100+% woohoo!
  11. That's incredible. Since when do giant monsters or other zone events not add up the participation of the whole team and reward appropriately to everyone in the team? That's just stupid and a very bad precedent.

    I don't get the "pet's don't count" attitude either. If you look in the combat chat box all damage and kills are attributed to "You". I'm hoping that is just a case of a GM who doesn't really know what he's talking about.
  12. I delete them if I don't like them. I usually know by the mid-teens but I could be wrong so I keep them into the 20's just to make sure. I've forgotten what most of those were except ...

    Rad/Mental blaster... I made him months after Rad Blast was released for the blaster but I ended up on a 4 man radio team in KR and EVERY SINGLE PERSON on the team was a Rad/Mental. His RP concept turned out to be ill-thought-out and that really bummed me out too. Kept him to 21 and deleted him.

    My Praetorian - a Kin/Nin stalker. With a passion. But he's only 13 so I'll keep plugging away to see how he shapes up in the 20's (and out of the meat-grinder missions of Praetoria). I'm hoping that inherent fitness will help a lot since endurance is his main issue.

    MA/Regen scrapper... I hated her in the low levels, LOVED her in the 20's and 30's but at 49th level I'm realizing that Regen is too much work for me. Basically I have to decide every few seconds between clicking something to keep me alive or attacking. One mistake = time for Revive. The issue 19 respec seems to have pepped her up a lot although I haven't had many chances to play her since then. I'm also hoping a few sets and an Incarnate Recharge/Heal boost will be a nice improvement as well. I hope so, I really like her character concept.
  13. Agent G is the same way. At least in his case if you go back and talk to him after you outlevel him he blows you off ("too high a profile") and eventually moves to the Inactive list without the book.

    Another problem is that just being offered the first mission of an arc will cause a book to be set even if you don't actually take the mission (or at least that used to be the case).

    It also doesn't help that the book graphic change rendered it impossible for me to tell the difference between the supposed main and minor story arcs.

    People getting bit by these have my sympathy. People who just abandon arcs in the middle... not so much. But now we have an important safety tip (which I remember being talked about when GR went live) - do as much as you can to clear your arcs before making the final switch to a different alignment.
  14. Quote:
    Originally Posted by Samuel_Tow View Post
    I agree that this needs to be handled better. I disagree that the introduction needs to be pushed earlier. Harvey Maylor's very first mission is an introduction to Vanessa. He introduces her as the hostess of a party taken over by the Carnival never really suspecting she is behind the whole thing. And he would normally remain clueless, were it not for the letter Vanessa leaves to the hero. This mission is unskippable, as you can access nothing else from the contact until this is done, and this is the first introduction to Vanessa, as well as the entire summary of this contact's point in existence. To push that up earlier simply removes the need to have Harvey Maylor as a contact.
    I'll just say that I've never actually had Harvey for a contact myself. I have tanked his arc for a blaster. I was trying to keep up with the story because it was interesting, and she was filling me in as we went. I do remember her mentioning Vanessa for the first time after we got the bands and being totally confused about who that was. My original point being that it would have been nice to get intro'd earlier.

    However, I've pulled up the Wiki article for Harvey and I see the "revelation" is in one of his random missions, not in the arc. Is that one always his first mission? If so then that's the missing clue I never had before since I didn't enter the equation until the blaster got the arc and asked me for help.

    It's clear to me now that they should have kept the original carnie boss in that mission instead of replacing her with Vanessa (I'm only assuming that's what happened since I haven't had a chance to play Tina's new arc).

    I still wonder how she got on the Alpha Team in the Rikti war if she wasn't known to have any particular powers and was just a "socialite." She must have had her army of drones "volunteer" for the duty and remained anonymous... a powerful telepath controlling an army under Sister Psyche's nose who somehow didn't detect it... or chose to ignore it "for the greater good" or was just too busy to notice with all the background rikti psychic noise.
  15. Assuming Vanessa is in Tina's new arc, because she certainly wasn't before...

    I might be wrong, but the two main Carnie arcs I know about are Casey and Maylor. It is true that the first time Vanessa is mentioned is by Maylor at 45+ but when he mentions her it's with a "Vanessa of course, you know who she is, right?" kind of attitude.

    Given her participation in the Rikti War and as a part of the Alpha Team, it could very well be public knowledge (at least among heroes) that Vanessa is the leader of the Carnies.

    Another option is that Madeleine Casey could have disclosed it to you once you've helped her since she should know by then and that's in the same level range as Tina. It isn't mentioned but the two of you went through a lot together and I don't think it would be unheard of that she disclosed all she knew afterwards.

    I WILL Grant you that it would be better if it was spelled out since a new player would have no idea who Vanessa is... although if she's in Tina's arc that's an introduction right there and then Maylor's "she thinks they may help us take the fight to Vanessa DeVore where she really lives" will make since instead of being a "wait, who's Vanessa?" moment it was for me the first time I saw it.
  16. I only have 2 50's, both now have Alpha Slots although the tank is getting all the work and already has it slotted. The scrapper will get slotted as time and luck allows.

    As slowly as I level up toons, I imagine all of them will become incarnates.
  17. Thanks for the link Warpus! That answered all my questions.
  18. Quote:
    Originally Posted by Turlough View Post
    Haha Golden! Well i do have that Irish luck. That always puts within that 50 percentile.
    LOL Believe me, the RNG hates me too - electronic or old-fashioned dice. "Lucky in love..." I keep telling myself.


    I have some silly Alpha Slot questions of my own. Has a guide already been written for the Incarnate stuff? If so I'll just go there but if not...

    How many shards to craft a component and how? I looked at the Incarnate window and found how to craft boosts but not how to craft components... maybe I need to look at it longer than 15 seconds but just didn't have time last night.

    How many different components are there?

    I hear the boosts aren't locked in... How difficult is it to switch them out?

    And the biggy... Do the TF's award a choice of components or do specific TF's allow only certain components?
  19. Golden_Avariel

    Vigilante Woes

    Well that's VERY disappointing. I too thought I'd be able to actually DO something with my Rogue in Paragon besides radios and events (loved being a rogue during the Rikti invasion when so much more was going on hero-side).

    I guess I'm not understanding what this means: "Vigilantes in Rogue Isles and Rogues in Paragon City should now see tip drops specifically designed for fallen Vigilantes and redeemed Rogues exclusively in 'tourist' zones."

    They get unique tips with a Hero/Villain only option that heroes running tips in Paragon don't get? Is that it?

    *sigh* sad sad sad
  20. Everyone that wants an Alpha slot does have to talk to Ramiel and take the missions.

    Co-op completion worked fine for all 4 members of our team last night and everyone got unlocked. 3 of the members of the team (all but me) had run the same arc just an hour earlier with another set of characters in a 5-man team and they all co-oped that one fine as well. If there is a chance it doesn't work it is far less than a 50% failure rate.
  21. The problem with Vanguard merits is they only buy the one component which is only useful if you want the particular boosts that use it.

    Running the TF's are fine but there's only so many times I want to run the ITF or LGTF before I get sick of them. Some members of our SG are already sick of the LGTF. I've never tried the Statesmen or ... whatever the other one is. I'm guessing I will soon but I don't see those ever being a "casual" TF run for us. They seem pretty intimidating for folks who are lucky to have 1 or 2 50's in the stable like me.

    What I'm hoping is that the shard drops off level 50+ enemies is often enough that I can gather what I need over the course of a month or two doing my normal couple of times a week games (some solo, some 7-8-man teaming). Because I would like to run the two new TF's eventually.
  22. Golden_Avariel

    Flight speed

    I still don't like it. Raising the speed without raising the cap seems kind of dumb. All it means is that now I can leave the fly slot empty and still be at the cap. It is especially dumb compared to ninja run.

    I still use fly because it is one of my favorite things to do in the game but it is always on my mind that ninja run with hurdle/swift (both after issue 19) + sprint would actually be faster and not much more dangerous in 95% of the zones in the game.
  23. My older characters have both. Hover slotted for defense and Fly for flight. However I've noticed over time that I've stopped using Hover at all unless I'm on an outdoor map. Mainly because those characters also have wings (like my namesake) and flying or hovering in an indoor mission with wings obscures too much of the battlefield.

    However... I recently created a shield tanker that uses hover for combat. It started as an experiment but I've grown to like it a lot. It adds a little to her all-round defense and she looks darn elegant hanging in the air fighting in all 3 dimensions with apparently little or no effort.

    My only complaint is that F (Follow) doesn't work well. It'll get you moving in the enemy's general direction but always stops just short of melee range. I've gotten used to it and have compensated (mostly by just not using it) but it's the only downside I've found so far.
  24. Golden_Avariel

    Irony Much?

    Also they have to actually pay for a month - applying credit from a box apparently doesn't count and then before you know it they've gone beyond the time limit. Frankly, I've given up on referrals. I've gotten a half-dozen people into the game and not gotten credit for any of them for one reason or another. I just tell people to download the trial now.

    I really hope your friend gets her troubles ironed out and starts having fun very soon. I know how frustrating it can be when a friend has any problem with the game, especially early on.