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October 16, 2021, 02:24:41 am

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Messages - Whatchuwant

1
Chat and OCC / New Boss Room on Alien Ships
July 18, 2005, 10:56:40 pm
Got to see this new Recruiter boss for the first time over the weekend. Unfortunately, we had our level 50-60 alts out for the raid, and one of our fixers pulled a Leroy Jenkins & got most of us killed.

I was dual-logged with my lil doctor & MP, and was able to escape to the lower level. I managed to zone back up a few times to try out a few things, but eventually got killed.

My observations were these:

1) there's a pilot-type mob inthe middle of the room (named different, but similar in function). We killed him quickly, as we would have the regular pilot.

2) the room was full of coccoons, which we could not attack

3) the northern most area had a Recruiter general-type mob (this is where our fixer went gung-ho & where most of us died).

it seemed that whenever the recruiter was engaged in combat, that he would spawn some mobs from the coccoons. I was able to reproduce this with my doc & MP, and after waiting a bit below levels, the general would reset to the north end, andI could pull the spawned adds & kil them at the button.

I was never able to make any serious headway against the general, having to abort & drop down once 3 or 4 adds had been spawned.

Can anyone shed some light on the tactics needed to handle this type of boss room?

Are there a finite number of adds that can be spawned, making it a matter of waiting until there's only the Recruiter left?

Is it a matter of killing the recruiter as fast as possible to avoid too many adds spawning? If so, are there any proven tactics for making this go smoothly? (pulling him out into the middle of the coccoons obviously didn't work for us)

Any help or suggestions would be appreciated, as I am given to understand that there's a guaranteed Lead Bots drop from this room, and it'd be a shame to squander any future encounters.

Thanks in advance :)
2
Tradeskills / Pristine bio material and DNA soups
June 21, 2005, 06:01:49 pm
Either Pristine or Mutated Bio-Material can be used to make Generic Kyr'Ozch DNA Soup for Making AI Armor / Combined Armor. The only difference between using pristine or mutated is the amount of tradeskills needed to process it.
3
City & Town Building / Player Shop buildings...
June 17, 2005, 02:51:35 pm
That's a good question :)

I do know that if you have a small or medium shop & want to replace it with a superior shop, that you can destroy your existing building & replace it without disturbing the vendors inside.

If you're on Rk1, I've got a pretty good supply of serums if you need. If you do have a smaller market, perhaps you could build a superior shop & try placing it with the existing one still there, then do a replacement if that isn't allowed.
4
Tradeskills / Biotech Rods (Glowing, Dark, Pulsing)
June 13, 2005, 07:16:13 pm
High level Rk missions are probably the best bet for finding ql 240+ gold. Bosses drop them sometimes, and MA-type mobs often drop metals & gems, so there's a chance there as well. Not the easiest source of materials, and no certainty of finding what you're after, but it's a start at least :)
5
Screenshots / The New armors
March 17, 2005, 02:30:29 pm
All I've been able to get so far are Combined Scout's boot & pants...and the meshes don't match (not on a Solitus female anyway).

My goal is to make a complete set someday, but I've got quite a ways to go before that'll be accomplished, and I'd guess that by then I'll have outgrown the ql 220 pieces that I have now..
6
Tradeskills / Cannister of Powder
March 17, 2005, 02:27:29 pm
I think I've seen some talk about this being used in making Haldruff's belt. I'll poke around later & see if I can find where I saw that...
7
Fairly sure that everything needs to be within 20% of the final QL. So for ql 300 armor, you'd need ql 300 Bio-Material, ql 240+ on everything else.

For the second half of your combined, you'd need ql 240+ Bio-Material, and ql 192+ on everything else.
8
There's only 3 ways to get axp at this time.

1) ICC Shuttleport - all new characters start here, and can gain 2 or 3 levels worth of axp before leaving for the mainland. You cannnot return to here, so if you didn't start here, this is not an option

2) The new alien playfields - Released in the most recent patch, these areas are for lvl 180+ and are raid oriented (20+ players in each area).

3) Aliens spawned at org cities - Any guilds that have build a city have the ability to spawn aliens at will. These spawns consist of several waves of aliens attacking on the ground, followed by a boss-type general. If these waves & general are successfully defeated, several guild members will be invited (semi-randomly) to board the alien ship that arrived to bring the aliens & general.

I'd say your best bet is going to be #3. If you're not in a guild, visit the forums, and check the Life on Atlantean/Rimor threads for any orgs that are recruiting, or ask around among your in-game acquaintances for recommednations. You'll want to make certain that the org you join has alien battles for the level range that your character is (aliens spawn based on the level of the guild members present, so having a tight level range of players is usually best). Another option to joining an org is to befriend some org members, and ask to tag along at their battles. Non-guilded players don't affect the number or level of aliens, so having extra attackers can help with success rate. The real axp gain happens on board the ship, though, so if you remain unguilded, or fight mostly at other org cities, you'll be missing out on this possibility.

Hopefully this info is helpful. IF you have any more questions, post 'em here, or if you're on Rk1, feel free to send me a /tell in-game :)
9
Tradeskills / Anun Membrane Gloves
February 23, 2005, 01:57:16 pm
MRR Shape Soft + Anun Wing = Anun Membrane Gloves

3.5xQL in ME required.
10
Tradeskills / Kyr'Ozch Bio-Mechanical Computer - uses?
February 22, 2005, 07:42:51 pm
I tried this the last time I made a structure, and it didn't work. Does something need to be done to the Kyr'Ozch Bio-Mechanical Computer first? Or was I tradeskilling half-asleep again?
11
Tradeskills / Explosif's Polychromatic Pillows
February 22, 2005, 05:51:48 pm
Send an email to [email protected]. The Disk of Cloudy Crystal had a bugged ql-message when AI first came out, but that got fixed with the latest patch. Unless anyone else has better suggestions, this looks like it might be another one we'll hafta wait for a patch to fix.
12
Tradeskills / Inertial Adjustment Processing Unit
February 14, 2005, 04:33:05 pm
Anyone found one of these yet? Or know where it drops (I assume one of the new alien zones, but which one?)
13
Tradeskills / Disk of Cloudy Crystal
February 14, 2005, 04:12:38 pm
There's also level reqs on them. Had an lvl 214 engie in my guild make a ql 297 for himself, turned out to have a lvl 218 req  :?
14
Tradeskills / Disk of Cloudy Crystal
February 10, 2005, 10:12:06 pm
This process works now. Requires 6x ql in EE & Chemistry.

The result is: Nano Controller Unit
15
Chat and OCC / Questions about suggestions
February 02, 2005, 04:56:16 pm
Hmm...has anyone tried using the Omni-Tek Gunship, or any of the other attack-capable Yalmahas at an alien battle?