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Posts
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Joined
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Quote:i personally am getting LRT on my stone brute, its still faster than running across the zoneHonestly, I like it. I got quite a bit of mileage out of it, teleporting from the far side of IP, or from Striga (especially handy for that one fedex mission near the end of Moonfire), or as a direct link to Peregrine Island.
That said, I can see it being pretty useless for villains, since everything's connected to the ferry anyway, and the lack of hazard zones or cross-alignment areas for Vigilantes and Rogues are both disappointments.
It's good enough for me...but it could be a lot better.
IMO the only 5th travel power thats even worth considering is LRT -
shield/MA or SR/MA would prolly get the best benefit out of it since they already have a ton of defense, so you could focus on building for other things
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Quote:ah, i keep forgetting we can cancel buffs (i personally would NEVER cancel a buff so i instantly ignored that feature)It's not about the options menu. You can click on a buff icon and choose to cancel it. I've done it with a couple of things, but not Group Fly.
In the old days, I would just fly out of range, then stay away from the person using it.
but yeah it wouldnt work on a toggle because toggles send out a "pulse" like every 1/4 second reapplying itself and originating from the caster which is why it ends almost immediately after you leave the range of the toggle -
there are a few that still require going to a broker, soon after i discovered veluta lunata no longer required a badge to unlock i went to talk to dimitri krylov and he still required i be introduced from a broker
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this is the build that im planning for my time/fire defender, the build could be essentially identical to a corr with powers moved around. idk if it would be exactly what your looking for, but having 320% rech with ageless destiny will be sweet lol
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Quote:the options menu only allows you to set a prompt for tp/group tpHe said without going to 'em

I thought that this only worked for clickie buffs, not auras like Group Fly (which would continually reapply the buff)... but, I've not actually done any testing so I'm not sure.
for the group fly change, sb change, or mystic fortune change you HAVE to talk to null the gull -
long range tp DOES allow you to go to ANY city zone, it just pulls up a popup like a train station or ferry
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yes the issue is as simple as going to null the gull and saying "i dont want group fly effects"
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try to find the badge under explorations or in closest to completion and see how many you actually visited, a few of the locations are kind of awkward to get (such as the one which is supposed to be underneath a bridge thats sitting on top of the water)
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with the new mids up i made a build for my time/fire defender, with ageless destiny i will be able to hit 320% global rech by myself and powerboosted farsight will give me perma softcapped def to everything
i normally dont post builds, but this one has that feeling of uber to me, although its kind of annoying defender chrono shift has like an extra 140 sec rech than other time manip versions, will be guarenteed perma once it gets fixed (which has been stated wont be till i21.5) (if your curious about flares being unslotted, yes thats exactly my plan. i will not need it with blaze and fire ball being on 2-4 sec rech lol)
edit: i was messing around and found that with or without the spiritual boost the rech was mostly unaffected, i went with that mostly because it had more secondary effects that applied to the powers, but if end is a problem just change it to cardiac
Hero Plan by Mids' Hero Designer 1.95
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Defender
Primary Power Set: Time Manipulation
Secondary Power Set: Fire Blast
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Concealment
Power Pool: Speed
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Temporal Mending- (A) Doctored Wounds - Heal
- (3) Doctored Wounds - Recharge
- (37) Doctored Wounds - Heal/Recharge
- (37) Doctored Wounds - Heal/Endurance
- (39) Doctored Wounds - Heal/Endurance/Recharge
- (A) Empty
- (A) Tempered Readiness - Range/Slow
- (25) Tempered Readiness - Endurance/Recharge/Slow
- (37) Tempered Readiness - Accuracy/Damage/Slow
- (39) Tempered Readiness - Accuracy/Endurance
- (50) Tempered Readiness - Accuracy/Slow
- (A) Dark Watcher's Despair - To Hit Debuff/Endurance
- (5) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
- (5) Dark Watcher's Despair - To Hit Debuff
- (11) Dark Watcher's Despair - To Hit Debuff/Recharge
- (A) Ragnarok - Chance for Knockdown
- (7) Ragnarok - Accuracy/Damage/Recharge
- (7) Ragnarok - Accuracy/Recharge
- (9) Ragnarok - Damage/Recharge
- (9) Ragnarok - Damage/Endurance
- (A) Doctored Wounds - Heal
- (42) Doctored Wounds - Heal/Endurance
- (43) Doctored Wounds - Heal/Recharge
- (43) Doctored Wounds - Heal/Endurance/Recharge
- (43) Doctored Wounds - Endurance/Recharge
- (A) Positron's Blast - Chance of Damage(Energy)
- (11) Positron's Blast - Accuracy/Damage/Endurance
- (13) Positron's Blast - Damage/Range
- (13) Positron's Blast - Damage/Endurance
- (15) Positron's Blast - Damage/Recharge
- (A) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (25) Basilisk's Gaze - Recharge/Hold
- (31) Basilisk's Gaze - Endurance/Recharge/Hold
- (33) Basilisk's Gaze - Accuracy/Recharge
- (33) Lockdown - Chance for +2 Mag Hold
- (A) Luck of the Gambler - Recharge Speed
- (15) HamiO:Enzyme Exposure
- (A) Positron's Blast - Accuracy/Damage/Endurance
- (17) Positron's Blast - Chance of Damage(Energy)
- (17) Positron's Blast - Damage/Range
- (19) Positron's Blast - Accuracy/Damage
- (19) Positron's Blast - Damage/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (33) HamiO:Membrane Exposure
- (34) HamiO:Enzyme Exposure
- (34) HamiO:Enzyme Exposure
- (A) Unbreakable Constraint - Chance for Smashing Damage
- (21) Unbreakable Constraint - Endurance/Hold
- (21) Unbreakable Constraint - Accuracy/Hold/Recharge
- (23) Unbreakable Constraint - Accuracy/Recharge
- (23) Unbreakable Constraint - Hold/Recharge
- (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (34) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (36) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (36) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (A) Achilles' Heel - Chance for Res Debuff
- (27) Shield Breaker - Accuracy/Endurance/Recharge
- (27) Shield Breaker - Accuracy/Recharge
- (A) Apocalypse - Damage/Endurance
- (29) Apocalypse - Chance of Damage(Negative)
- (29) Apocalypse - Accuracy/Damage/Recharge
- (31) Apocalypse - Accuracy/Recharge
- (31) Apocalypse - Damage/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (36) HamiO:Enzyme Exposure
- (A) Recharge Reduction IO
- (46) Recharge Reduction IO
- (46) Performance Shifter - EndMod/Recharge
- (46) Efficacy Adaptor - EndMod/Recharge
- (50) Endurance Modification IO
- (A) Armageddon - Chance for Fire Damage
- (40) Armageddon - Damage/Endurance
- (40) Armageddon - Accuracy/Damage/Recharge
- (40) Armageddon - Accuracy/Recharge
- (42) Armageddon - Damage/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (39) HamiO:Enzyme Exposure
- (A) Recharge Reduction IO
- (42) Recharge Reduction IO
- (A) Expedient Reinforcement - Resist Bonus Aura for Pets
- (45) Expedient Reinforcement - Endurance/Damage/Recharge
- (45) Expedient Reinforcement - Accuracy/Damage/Recharge
- (45) Expedient Reinforcement - Accuracy/Recharge
- (A) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (48) Basilisk's Gaze - Recharge/Hold
- (48) Basilisk's Gaze - Endurance/Recharge/Hold
- (48) Basilisk's Gaze - Accuracy/Recharge
- (A) Recharge Reduction IO
- (50) Recharge Reduction IO
Level 50: Spiritual Radial Paragon
Level 50: Reactive Radial Flawless Interface
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Level 1: Brawl- (A) Empty
- (A) Empty
Level 2: Rest- (A) Empty
Level 2: Swift- (A) Empty
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (3) Miracle - +Recovery
- (A) Empty
- (A) Performance Shifter - Chance for +End
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Quote:one example that i know of off the bat is veluta lunata who used to require the pirate badge to run her arc, and now you can just go to her and start the arc without the badge requirementReally? Even contacts that require badges? http://paragonwiki.com/wiki/Unlockable_Contacts That would be awesome, but unlikely...
i have not gotten high enough yet to test other unlockable contacts, although looking at the list the hero ones you prolly are still required to have run said story arcs -
the shard cannon seems likely unlocked by rularuu but i have not had a chance to test yet
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i was running ghost widows patron arc at 35-36 and several nasty surprises awaited me
first, the mish "replace the crystals" in mercy had basically ALL lvl 43 mobs, when my team was running at lvl 36, thankfully i had a mish drop on hand to get past that nightmare
then when we were in the mish to betray GW, turns out she was a lvl 40 (thank god i didnt have AVs turned on and team was small enough to not spawn an AV), and then as we were killing her the ambush that showed up was, you guessed it, ALL lvl 43s
the 2 things we had going for us was the lvl 43s were only fortunatas with only 2 attacks and we were basically running at 60% def cause of veng + farsight + maneuvers
lesson learned-while the patron arcs can be run at 35 now, some stuff in the arc may not spawn lower than 40 -
if you look at it as a whole lol
personally seeing my name in gold makes me smile, dont care if everyone else on forum is gold, being white name for 5 years then getting upgrade to gold is what makes it special for me lol -
Quote:with how much salvage we can store per character that may or may not have been really it lol
I think it was to prevent hoarding because we were able to store invention salvage in the racks.
im fairly sure it was what i described cause 1000 items per rack and 18 racks at max is 18018 items right there, which would be pushing the upper limit of what is possible that we can store in the bases without crashing it -
Quote:afterburner only works on primary and secondary powers, no pool, no incarnate, no epicSadly it's the best of the new powers, long range teleport? I have a base teleporter and can go to any zone, Afterburner? can't attack while using it so essentially it's a "run away!" power. Burnout has such a huge recharge is it really worth it (and by that I mean does it insta recharge incarnate abilities?). I'm planning to take it on my DM/SD scrapper to improve spike AoE damage, for ATs who have ample AoE I can see it not being as beneficial but overall of the new powers it's still the best, with burnout being second. At least to my play style.
and for long range tp, the base tp has like a 30 min rech while long range tp is only like 5 min and is 1 less zone you have to go through essentially -
i am in agreement that a majority of the new powers suck, in fact i think the only one worth taking is long range teleport since its essentially an instant ferry/tram to just about anywhere, rech is 5 min but do you really need to be porting to different zone that fast? and it may have a 10 sec interrupt period but again its a minor thing for the convenience it gives
afterburner is definitly meh, its .6 end/sec extra consumption and you cant even attack while using it, and rocket board is just better in general lol
burnout is cool, but its massive rech time isnt helpful to most toons and the massive end penalty sours the power for me instantly
spring attack i think would be find if you needed an extra AoE power, yeah its dmg is a little low, but think if your a toon using an extremely single target based set such as energy melee, instead of only whirling hands and maybe an epic power you will have another AoE -
im kinda glad the popups were gone, extremely annoying for you to have to close the same popup 5 times lol
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the most useful thing with this proc is placing it in powers such as triage beacon and spirit tree
it has a chance to proc the heal/end on any target in range and when it procs can break sleeps and makes both powers a lot more useful -
i like the gold name, makes me feel special lol, that and i think the gold names blend fine with the villain theme
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salvage racks were changed to a limit of 30 some time ago, if you had more than 30 items in the rack before the change they would stay there but you could not add more items until the rack had less than 30 items
i think it was due to having too many items in bases that it made the base unstable and there was a chance it could become corrupted (i think the upper limit on how many items we can have in a base is around 12000, past that bad things have a chance of happening) -
i usually just run with the toon until 50 unless i really messed up in power choices, usually i can manage till 50 when i have a planned build (which i usually set up sometime before i hit 50)
as mentioned mids is extremely helpful for this -
vill side does, i just ran it maybe 1.5 hours ago and i got the 2 merits, i have heard though that the villain one has been buggy with the 2 merits though
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mish auto complete also cannot be used on significant mishs (usually end of story arc)
for example in the black scorpion patron arc you cannot drop the nemesis mole machine mish or the defeat trapdoor mish in the mender ramiel arc (those are the 2 that come to mind)
