-
Posts
935 -
Joined
-
Quote:I guess it must be coincidence that pyro_nympho, samuel_tow and Mr.NoPants have exactly the same progress towards their next forum level.I think the grey area behind your avatar on the hero side is a representation of your progress towards your next forum level. I don't see a point in having one, myself, so I'd be just fine with not having this.
-
I usually just do the missions solo, you can form a team if you like. However, I doubt that people like to run missions in the Shard. The missions are similar to those of Borea in Rikti War Zone. The contacts in the Shard never run out of missions.
Quote:Defeat 50 Soldiers of Rularuu at Point X-Ray ?
Then Find Dr. Huxley?
I imagine these are regular missions which lead into a Task Force?
There are no requirements to do the Shard tfs (I guess the level requirement is removed, is it?). It would help if you explore the zone beforehand. Because there will be hunt missions at Point X-Ray, for example. It would be a hassle if your map is completely covered up by fog of war and there are no clues where Point X-Ray is.
If you're very new to the zone, you should know that there is a jet pack vendor, in case your traveling power is not convenient for the Shard. Try to learn the gravity geyser. If you follow the contact, you can gain access to another portal in a cave from Firebase Zulu to Cascade. There are Kora fruit missions from Dr. Huxley in Cascade where you can pick "fruits" if you're into this kind of thing. There are no mission contacts in the Chantry and the Storm Palace, but you can try hunting there if you like, either for a change or for some challenges, the mobs are pretty tough there. -
For a couple of my toons, I said no scanner/newspaper missions, only interested in story arcs, tf and trials. But actually, I do play scanner missions with these toons. Sometimes, it's just convenient.
-
For tags, it would be the best if the server can automatically generate keywords, which can make searching a lot more efficient. The other way is to have selected human beings assigning tags in a consistent and objective way to each new thread, maybe several volunteers for each forum section.
-
Quote:From your response above, the idea is that you can see the team composition. This might not work that well if people are hiding, and you would have a wrong impression of the team.TEAM LISTS:
In the search for players menu, there should be a ring around a group of players in the search which identifies a team, like all the people in that team are in a box in the search
TEAM LEADER ID:
Basically in the search the player who is the leader has thier name in gold to signiffy they are the leader.
You can have a filter to filter out people already on a team, and another filter to list people on a team. -
Quote:If you rely on regeneration only, you might have problems with alpha or big hits from bosses and AV. Actually, if darkest night works for you, it's a good power to supplement willpower.I mainly use this toon for ITF and LGTF.
I worked on +HP and +Regen, and am still falling short on living.
I do ok when I remember to juggle Fault, and toggle someone with Darkest Night. But I feel I shouldn't NEED to use Darkest Night just to survive a mob.
Regular gameplay I do great. I'm just feeling a tad bit squishy for these TF's and want to better it.
Figured I should respec into a build focusing on +Def, but then I get this question.
Should I focus on S/L defence, or F/I/E/N def to compliment Heightened Senses?
For my willpower tanker, I softcapped f/c/e/n. I do slot for s/l defense, but it's not softcapped, because I think the s/l resistance can add up with defense to give a decent mitigation. It's your choice though, some people like to max their s/l protection and consider the other damage types much less important. For ITF, your s/l defense will only be effective for only a while anyway because of stacking defense debuff.
Not every power allows you to slot for defense bonus, so there should still be room to enhance your +hp/+regen as well. -
If you use hover for combat, it is sufficient to slot a couple flight speed into hover. It is fast enough to keep up with people in missions. I don't think the end usage is an issue. I think if you have end issue, you will still have end problems if you turn off hover.
You should be aware of powers that only work when you are on the ground, for example burn, ice patch, lightning rod. It is a hassle to turn off hover, ice patch, and turn on hover again.
For the speed-on-demand bind, you should note that if you attack, your traveling power speed will be suppressed for a few seconds. Switching from hover to fly may end up with a suppressed speed if the switch is done just after you attack. And an obvious thing that will lead to suppressed speed is to attack while you move with fly. If you are sure that you will stay in a spot while hover blasting, then you can give the speed-on-demand a try. -
I think the ranking depends on the mobs. For example, putting a scrapper in front of Rularuu eyeballs will make super reflex drops to the bottom tier (there are not much Rularuu on the villain side, but it illustrates how easy it is to nail a power set). To rate a power set, it is a bit misleading just to give a number. While it means something, there are a lot more that goes into that number or ranking.
-
Both inv and EA are weak against psionic. You can softcap non-psionic defense for both inv and EA, and it won't take a lot of inf. I think that inv is tougher because of its high s/l resistance. The special things about EA are its stealth and endurance. So, you should think if you like these 2 features for thematic reasons or for utilities. This determines whether you should pick inv or EA.
-
Quote:I think it's technically possible to do nearly what you want. For example, press spacebar to activate a power called jump. The jump power will check if combat jumping is on, if yes, then grant the player a +def bonus for a few seconds.I realize that the attack is processed before you even see the graphic outcome of that attack, so yeah, it certainly wouldn't be possibly to actively "dodge" any attacks with this. Kinda a pity, but I doubt there's any way around that.
Quote:As for people jumping around all the time, well I kinda think that's the point of the idea. Combat Jumping just kinda seems to passive as is, where it being "on" is all that matters, not whether there is actually any jumping involved. Seems kinda thematically wasted if you catch my drift.
I'm willing to acknowledge that it might still be reasonable for the +def (and immob res, forgot about that) to remain active for some period like 3-5 seconds after you stop pressing your /+up key, so that people don't need to rejump immediately upon landing to keep defense from dropping, but I'd still like to see a mechanic that rewards moving around, especially if you have a power that's all about the ability to move around.
I do agree with you that combat jumping does not involve real jumping, so it's just a toggle. You turn it on and forget about it. And also for players who can run very fast, I believe they should be hard to hit as well. (Did superspeed has a +def bonus long time ago? Probably before GDR, I forget) While I agree with you, I have no idea how to make it fun though. I don't think it's a good idea to make people perma jump or perma run. -
Quote:I remember that there was a similar suggestion in the past. It suggested toggles to lose certain effectiveness when the endurance drops to a certain level.Queued up power gets the first shot at defense. Then all the toggles in the same order that they take end out of the bar. Currently they go in a given order, depending on their tick rate and order of activation. In the current way it works, the toggle would just drop. You have not status protection period.
I think the suggestion in this thread is ok technically. I don't see a big problem about the order to suppress toggles. As explained in the quote, different powers tick at a slightly different time. In the case of two powers ticking exactly at the same time, then the server can randomly pick a power to suppress.
There are several posts saying that the suggested scheme would make toggles become auto powers. I think this is not really accurate because the suggested toggles will still use endurance and players are still penalized for running out of endurance.
In my opinion, the suggestion will make endurance drain slightly less effective. Currently, if you're sapped, you become helpless and it takes a while to reactivate all the toggles. Therefore, having all the endurance drained is quite a devastating effect. The suggestion mitigates the endurance drain effect a little. Given that there aren't a lot of ways for mobs to nail players, maybe the suggestion needs a second thought. -
For the present scheme of merit reward, players can get quick reward for knowing a tf very well (what and where the mission objectives are), player's ability to stealth and team tp (not really required but it helps), and the know-how to beat the final AVs which can be tricky sometimes (certain power sets can speed things up here, so this also involves forming a good team). The scheme is more like doing the minimum that a taskforce requires, and skips all the irrelevant things.
The OP made 3 plausible fixes:
Quote:#1 is obviously not appealing, even the poster doesn't really like it. The suggestion is here more or less for completeness. For #2 and #3, it does encourage players to speed tf, but require a different skill set from the current merit reward system. It encourages players to kill faster. In order to speed tf under scheme #2 and #3, the team probably needs more optimized builds, needs damage multiplier, buff and debuffs (current reward system does need these things, but mostly for the final AVs kill, not throughout the whole tf)#1 Reduced Reward if done too quick
#2 - % of enemies cleared method
#3 Merits based on XP value of Mobs Defeated
Therefore, I don't think it's fair to say that the suggestions (#2 and #3) are to penalize people speeding tf. It simply encourages people to speed tf differently. I think the current scheme and the suggestions have their own advantages and disadvantages. I don't think it is necessary to replace the current system entirely by #2 or #3, the suggestions can be on top of the current system. So, I don't think people need to be upset about the suggestions, unless they want the only way to earn good rewards is to skip everything except the mission objectives, and don't allow any other ways to earn the rewards. -
Yeah, it would be nice. However, people may use copyright/offensive things in their nicknames. Apart from player's name and costumes, the nicknames would need to be monitored as well.
-
I agree with the OP that granting merits solely based on finishing time has some problems. I tried to do a tf more slowly because it was my first time. Nearly everyone quitted or not willing to join because it was not a speed tf.
Quote:Everyone here is upset about it because they all feel that they are punished for being too good.#1 – Reduced Reward if done too quick
Quote:#2 - % of enemies cleared method
Quote:#3 – Merits based on XP value of Mobs Defeated
I suggest to use the current scheme (which is based on the average time from data mining) and then add #3 on top of it, or some sort of combination of the two schemes. In this way, if people have a real life, they can choose to do tfs quickly and still get decent rewards. And for people who like to kill more for fun, they are also rewarded for the effort without accused of being inefficient. -
I also noticed that hot feet can't be toggled during flight, but after toggled on, I can fly with it. Maybe I should have elaborated when I wrote that.
I end up not picking hot feet for my hover blaster though. Because it looks kinda ugly as the hot feet becomes "hot plate" during flight. And also offensive toggles will go off when mezed, I'm a little too lazy to drop hover and turn it back on again just to toggle on hot feet. Also, if you hover, I doubt that having hot feet high up in the air will do a lot. And lastly, I have a feeling that the ability to retain hot feet during flight may be a bug which may get fixed eventually. -
1. I use blazing aura for the look and concept. I consider it as extra damage when I'm close to the mobs.
3. I remember people mentioned that combustion has a large radius. And yeah, combustion is slow.
4. Hot feet has a radius of 20 ft, while blazing aura only has 8 ft. Hot feet does damage, -fly, -runspeed and mag 3 afraid, said city of data. I don't use it myself because my blaster hovers and can't use hot feet. I think it's a controlling power.
Quote:If there is a tanker, you can go melee and aoe. Otherwise, go in to fire sword and fire sword circle then head out immediately. In my opinion, melee-ing is mostly for fun if you can do enough damage from range. For blazing aura and hot feet, you can always turn it on if you have endurance or for conceptual reasons. You can consider the toggles as some extra damage, and hot feet for a little bit of soft controlWhat do I do with these powers without getting killed for it? -
The arc is in CoHMR now. I contacted El Furioso, he said that maybe I submitted during database backing up. Thanks!
-
Review request:
My will (Arc ID: 136438) by @Petal Mist
It's submitted to CoHMR as well. Thank you!
Edit: The arc is designed for lowbies. -
1. If you take enough attacks, most of EA powers, fitness, travel powers and the fighting pool, then there will be enough power choice for either medicine pool or patron power pool. It's up to you to make the choice, medicine pool is not required.
The heal in energy drain is small, but significant with many mobs around you. I believe the intention of the heal is to help the survival of energy drain in large teams.
2. You'll have a tough time grabbing aggro because of energy cloak, you need to use taunt and aoe more.
I bet your concern is whether energy aura can take damage. You need to soft cap defense using IO set bonus. And the power set is weak against psionic and toxic damage, so you've to know your enemies and tank in a more intelligent way sometimes. -
I did a search in the guide section, and the following threads pop up.
R_M's I9/I10 Energy Melee/Energy Aura Brute Guide
Darkness Bound- a guide to the Dark Melee / Energy Aura brute, just add luck
Maybe the guides are not quite updated, but they are ok as a start. You can ask if you have other questions. -
I think sonic and FF buffs are great but not quite well appreciated. At the early levels, the bubble buffs by themselves are not quite enough to keep people alive, and this is particularly true for sonic buffs. Players might get discouraged early.
In principle, the importance of the buffs should be more obvious for high-level contents. Because there will be AVs that hit really hard, and melee players need the buff to stay alive. But it turns out that teams tend to find tankers that can take the hit, for example finding a stone tanker and a kinetics, rather than finding some other tankers that need buffing to stay alive. I think players usually don't get around challenges by using bubble buffs. (Don't tell me that blasters can tank with all the buffs. There are still significant differences between a buffed blaster and a buffed tanker.)
I have FF and sonic defenders, and a cold corruptor. From the point of view of a buffer, bubbling is a little repetitive. I think this is a contributing factor for not many players enjoying the sets. I don't think that the bubbling is terrible, but I believe everyone who plays a bubbler should somehow understand the feeling. -
Melee characters with typed defense usually can't softcap every defense type. I believe they will appreciate a strong defense buff. And they may not have very high defense debuff resistance. So, defense buff still helps in general except super reflex, I guess.
-
-
It looks like Dell XPS 420 power supply is either 375 W or 425 W. It might be a bit small for GTX 260.