Roderick

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  1. There's a lot of enemies that don't give rewards: Most pets and summoned entities, the creatures in the Praetorian Zone events, and literally a hundred or more enemies in each of two Praetorian missions (the one with the Destroyer ambushes, and the one with the Syndicate ambushes).

    Notice that most of the enemies in question are in Praetoria. That means that you are probably under 20, and don't have a particularly impressive build yet. If you're trying to do these events or missions solo or on a small team, the only way to survive is to chew inspirations - and you have a VERY small inspiration tray at these levels. And since many of these enemies are ambushes, you don't even get a chance to rest between, so instead, you're stuck making numerous hospital runs.

    I'd like to see XP, Inf and regular drops on these enemies, but I understand that that can be abused. However, I dislike getting several deaths worth of debt, when I can't even work it off. Adding inspiration drops would help stave off these deaths. If you're still worried about abusing the drop mechanics, limit them to small inspirations only.

    But please, stop making me fight 100 destroyers, with 2 bars of debt as my only reward.
  2. Quote:
    Originally Posted by Arbegla View Post
    Which is more valuable? the Defender's damage numbers, or the blasters?
    We're not talking about your defender's damage vs your blaster. You can only bring one of them to the team at a time. Which means that the question you should be asking is "Which is more valuable? the Blaster's damage numbers (which are 0 because the defender is sitting there being a healbot but couldn't keep up to the damage), or the Blaster and Defender's damage numbers combined (oh, and every now and then the Defender's gonna stop blasting to keep the Blaster healed and/or buffed, but neither is gonna die because of the mass damage the two combined are pumping out)?"

    Seriously, do you think that the "Green Machine" portion of Repeat Offenders (Green Machine is a bunch of Emp/(Whatever) defenders that slaughter everything, if you didn't know) achieves the success levels they do by sitting there doing nothing but buffing each other? Or by one doing all the blasting while the other seven buff the one? No. They buff each other, then shoot things.

    And as has been said before: Your defender's blasts carry some impressive debuffs (unless you're Archery, then you just get more damage). Not only that, but they use defender modifiers, so they bring MORE debuff than the equivalent blasts being used by a blaster.

    Let's look at it another way. Would you want a SS/WP brute that took every power in his primary and only HPT, Fast Healing, Strength of Will, and Resurgence, and spammed every power in the primary every time they came up and put Hand Clap on auto? Would you consider this a useful character? If not, then why would you consider a defender that did the same thing useful? And a buffbot with any heal or buff on auto and four attacks that you refuse to use is the same as the ******* brute I just described*.

    *No real characters were described in the example brute. I hope.
  3. Quote:
    Originally Posted by HelinCarnate View Post
    There is no such thing as knockdown. Only knock-up and knock-back. A low mag knockback will make most mobs fall down in the same spot. When you stack more knockback onto it, the mag increases and lighter mobs get knocked back farther.
    Did you read my original post where I acknowledged this? Did you read the part where I stated that I was specifically asking about Knockdown procs, that can never be anything other than low-mag knockback? Would the question have been more clear had I asked "What happens when you stack Knockup with low-magnitude Knockback?"?
  4. I remember that once, a long time ago, I slotted Kinetic Combat: Knockdown Bonus into a Stone Melee brute's attacks, so that his attacks were more likely to keep enemies on their backs. I noticed that, on the odd occasion that the power's Knockdown and the proc's fired at the same time, it would convert to Knockback, much like if I had slotted knockback enhancements in the power.

    For attacks with Knockup, like Air Superiority, Disembowel, and Knockout Blow, if you were to slot a KC: KD Bonus, or a Might of the Empire: Damage/Recharge/Chance to Knockdown in one of these attacks, and the power's built-in KU triggered at the same time as the proc's KD, would the two stack creating Knockback, stack creating greater Knockup, or Knock the enemy up and down at the same time (whatever effect that would have)?

    I have a Might of the Empire slotted in a couple KU attacks in a couple different characters right now, but I'm not noticing any difference. I suspect it's either increased Knockup (a VERY small amount), or both triggering at the same time (with KU overriding the KD). But I'm really not sure.
  5. Quote:
    Originally Posted by fleeting whisper View Post
    qft
  6. Roderick

    Judgement & ITF

    Quote:
    Originally Posted by Local_Man View Post
    Actually, it is 50/80. You do 50% of the damage, and you get 80% of the XP. In cforce's Guide to Confusion, he included a nice little table:
    Sorry to perpetuate the threadjack, but... In missions where there are two factions fighting each other, or when you have a helper that's not a pet (so it steals XP), do they use the same table, or is it on a 1:1 ratio, like non-teamed players fighting the same foe? Or did the ratio for non-teamed players change when they changed confuse?
  7. I know I never turned it off, so it must be.
  8. Quote:
    Originally Posted by Kailure View Post
    Enable free camera movement in options --> Controls
    You are my hero. Or villain. Whichever you prefer. Either way, you rock.
  9. On summoning the pet, the proc would attempt to fire on you. On the pet using a power that could slot the power (ie, single target ranged attacks), the proc would attempt to fire on the pet. Whether or not the pet can be buffed by the proc should it trigger, I'm not sure.
  10. Roderick

    Judgement & ITF

    I've killed enemies with Judgement (and nothing else) and gotten full rewards. Judgement does not carry any form of XP penalty.
  11. Roderick

    Judgement & ITF

    The only reason I can think of there being no rewards is if the leader converted the team to a league, and split you into multiple teams. Then, if a Judgement one-shot killed a group, only the person who got the kill and people on his team (not the whole league) would get XP, etc.

    And the leader may have done something like that entirely accidentally. I'm not sure what's triggering it, but when I've led teams, as I'm right clicking on people to check their info and global names, one of the hotkeys for the popmenu is causing me to split the target into a new team.
  12. If you were on someone else's team as they did the arc, not only would you get the badge (as mentioned above), but if you were in the same zone as the leader when they crafted the wand, you'd be given a copy too. This would block you from crafting the wand, since you can't craft a temp you already have.

    Also, some of the missions that granted the salvage used to be bugged, and sometimes failed to award the salvage. It's possible the bug has resurfaced.

    Check your temp powers to make sure you don't have one. If you don't, you have two options: You can petition, and a GM will fix it for you, or (if you're 50), you can do the arc by Flashback. Once you have all the salvage, quit the arc. You'll keep the salvage, and be able to use it to craft the wand in your normal version of the mission.

    The mission can't be autocompleted because if you did, then you wouldn't have the temp power, and couldn't complete the next mission (and that one can't be autocompleted, because it grants a badge, and badge missions aren't autocompletable).
  13. The only powers worth putting on auto are self buffs that you always want up: Practised Brawler, Active Defense, Hasten, Mind Link, Rage, etc. And even those aren't always good to have on auto.

    Both of the powers you listed can get people killed by having them on auto.

    Heal Aura on auto: A group that's not huddled around the tank that you're autofollowing eats an AoE. You hop over to heal them. Halfway there, HA fires, missing everyone. You get there in time for another AoE to finish them off. HA hits a pile of corpses.

    Clear Mind on auto: Someone's about to die! Target them, hit Heal Other, Clear Mind them instead because it's on auto. Heal Other fails because you're targeting a corpse.

    Also, the vast majority of your HA's are going to be wasted End, hitting nobody, or at least nobody who needs it. And if you have a teammate selected and within range, you'll flatline yourself really quickly with CM on auto. And either one can interrupt a more important power, something that a slow recharging power on auto is less likely to do (but still does!).

    The only heal that's are worth putting on "auto" is the toggle in Pain Domination.
  14. Transfer a few billionaire characters to Test (or one, several times). Make sure one of them has a few copies of an obscure item, and sell it back and forth between them until you end up in a situation where the fix would come into effect.
  15. Roderick

    Help with CLAWS

    Quote:
    Originally Posted by Sailboat View Post
    I think it's funny that the thread is about Regen but the title says "Help with CLAWS."
    Well, the OP wanted a secondary to pair with claws, since Regen didn't work for them. So the title isn't really inaccurate in any way.
  16. Quote:
    Originally Posted by Silas View Post
    resistance debuffs always work off your undebuffed resists.
    That's the part I was missing. So if I have 90% resistance and get a 100% debuff, I drop to 80%. If a second one hits,it debuffs another 10% (to 70%), not the 20% (to 60%) I was expecting, right?
  17. When you hit PrintScreen, Windows does a screendump to the clipboard (this doesn't work for some people running the game in fullscreen). You can open any image editing software and press Ctrl+V to paste the screendump there. Also, in Vista and Win7, there's a tool for doing screen captures, though I don't use it so I can't remember the name - Clipping Tool, maybe?
  18. Roderick

    Macro help

    Something else you could try is:

    /bind W "+forward$$em flypose1"

    (If I got that wrong, someone please correct me! EDIT: fixed, as per Master-Blade's correction)

    The first part is what's normally bound to W, the second is your flypose, which will be ignored if you're not flying (note: for flyposes, Hover does NOT count as flying). Change the number if you want a different flypose. And if you use the arrow keys instead of WASD, I think the keyname is UP.
  19. Willpower gets good as soon as you get Rise to the Challenge. When you slot SOs, it really starts to shine. Any primary that adds a significant amount of mitigation will turn you into a god. I can't remember exactly what level he was, but while in Striga, my BS/WP scrapper soloed a +5 boss. (He had all of WP up to that point, plus CJ, Tough and Weave, and he spammed the heck out of Parry). Sadly, neither sword is an option for brutes. Stone, Super Strength and Axe all have lots of knockdown though, which will give similar survivability. Avoid Hand Clap if you go SS; throwing everything out of RttC doesn't help you. Tremor in Stone is AoE knockdown though - huge help if you have room for it. (EDIT: I meant Fault. Tremor is KD as well, but is too high level for what you want, unless you plan on exemplaring.)

    Claws and Dark Melee are also great with WP, but Dark doesn't get Soul Drain until fairly late - still in your desired level range I think, but it always makes me sad to wait so long before getting it.
  20. Anyone who's ever played a defense based set has run into cascading defense failure. Even Super Reflexes can suffer from it.

    As I understand it, resistance resists resist debuffs. In my mind, this should be a worse protection than DDR, since a character with 45% defense and 95% DDR that got debuffed to 25% defense will still have the full resistance to future debuffs. But a character with resistance - no matter what the starting value - will have less resistance to future debuffs with each that lands. Furthermore, the defense based character has a chance to completely avoid the debuff, whereas the resist based character will likely take every hit aimed at them.

    So why isn't cascading resist failure a horror of the magnitude of cascading defense failure? Are resist debuffs typically smaller than defense debuffs? Found less often? Shorter duration (and thus harder to stack)? Or does it happen just as often, but is less noticed because most resist sets come with a heal and/or regeneration power (and sometimes even a rez)?
  21. Roderick

    Help with CLAWS

    Claws LOOKS the same for scrappers and brutes, but because of mechanical differences between their inherent powers, some of the numbers got tweaked for brutes when they got it. My opinion is probably not universal, but I like the brute version much better. On top of that, if you go the Willpower route Bill suggested, that favors brutes too; the numbers are the same for scrappers and brutes, but since regen and +hp powers are based off your max HP and brutes have higher HP, those powers give brutes more benefit.
  22. A trial can only be used to create a new account. Once you've added a retail code, it's too late to use a trial code.

    I think there was a Going Rogue trial at one point; not sure if it's still available. My understanding was that it could be used like a normal trial, or could be applied to an existing account to let you experience GR for the duration (10 or 14 days). It didn't add time if used on an existing account, just opened Praetoria and the new powersets. Anything that required GR was locked out and inaccessible until you upgraded, once the trial ended.
  23. Quote:
    Originally Posted by The_Coming_Storm View Post
    Taser Dart
    Fixed.
  24. The patch on Test right now is supposed to fix that, Adeon. If you're claiming one slot at a time, Werner's response is correct though.

    If you get inf by killing stuff, completing missions, opening presents, or collecting badges, anything over 2 billion is lost, but still counts towards badge credit.
  25. Would you rather he called it the "Lambada Trial", like half or more of the people on my server seem to?