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DarkMar
Joined: Sun Feb 12, 2012 2:27 pm Posts: 1220
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as far I know it something like this
Bane Specter (ranks 50-250) Bane Revenant (ranks 50-250) Bane Eidolon (ranks 200 to 1000) Bane Reaver (ranks 500 to 1000) Bane Phantom (rank 1000 to ???)
not 100% sure when you lose the Eidolon and Reaver, but at rank 1500+ the only one you can see is the Phantom + elites
at rank 1500 to 1600 I havent seen any Bane Dread in 5K kills, but plenty of phantoms, proberly 40+ so far
so unless you can comfirm that dread, my bedst guess is still Bane Dread = rank 2000+
_________________Champion of Darmos
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Tue Oct 14, 2014 2:43 pm |
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Davistron
Joined: Mon Jan 24, 2011 5:04 am Posts: 116 Location: Springfield, Oregon, United States
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DarkMar wrote: as far I know it something like this
Bane Specter (ranks 50-250) Bane Revenant (ranks 50-250) Bane Eidolon (ranks 200 to 1000) Bane Reaver (ranks 500 to 1000) Bane Phantom (rank 1000 to ???)
not 100% sure when you lose the Eidolon and Reaver, but at rank 1500+ the only one you can see is the Phantom + elites
at rank 1500 to 1600 I havent seen any Bane Dread in 5K kills, but plenty of phantoms, proberly 40+ so far
so unless you can comfirm that dread, my bedst guess is still Bane Dread = rank 2000+ Regarding Bane Phantom, I'm currently in my 900s and I can se them along with Reavers.
_________________ Now known as SurgeonOfDeath.
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Tue Oct 14, 2014 9:02 pm |
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Ranqul
Joined: Wed Jun 26, 2013 12:58 am Posts: 122
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I'm rank 835 and I've only seen Reavers. I suspect Eidolon disappears below 800.
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Wed Oct 15, 2014 12:57 am |
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Peticks
Joined: Wed Sep 19, 2012 9:44 pm Posts: 1997 Location: Causing chaos somewhere
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anyone upgraded a psybeacon to mk 2 yet? if so what is the mk 3 upgrade
_________________Meow chika meow meow!!Stark Tech Inside
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Thu Oct 16, 2014 5:38 am |
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KJReed
Joined: Mon Nov 21, 2011 1:08 am Posts: 3142
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think eidolons disappear around 650ish. i recall being around there and it being nice for bane hunting since i could see both them and reavers
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Thu Oct 16, 2014 6:16 am |
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Pitch Ninja
Joined: Tue Oct 09, 2012 1:42 am Posts: 1328
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So I'm sure by now someone has upgraded the psy beacon to Mark II. Any word on the requirements and stats given for mark III?
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Thu Oct 16, 2014 7:23 pm |
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Shadeslayer
Joined: Tue Oct 23, 2012 1:07 am Posts: 274
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Mark 3 upgrade:
Adds +1 research and +2 Mining Planet must be calm for 2 weeks to use Costs 4 Green and 1 Charge
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Fri Oct 17, 2014 3:36 am |
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Pitch Ninja
Joined: Tue Oct 09, 2012 1:42 am Posts: 1328
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Shadeslayer wrote: Mark 3 upgrade:
Adds +1 research and +2 Mining Planet must be calm for 2 weeks to use Costs 4 Green and 1 Charge Awesome. I wonder if the final upgrade will then add additional artifact and invasion defense. if so, that will be cool, having another size 1 +3 artifact structure.
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Fri Oct 17, 2014 1:51 pm |
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ICBLF
Joined: Sat Jul 02, 2011 6:52 pm Posts: 1663 Location: where the dead ships dwell
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Psybeacon Mark IV is +1 AP, +2000 Invasion Defense for 10 greens, must be calm for a month (thanks Sleepy!), so final stats are:
Mark IV: Size:1, Mining:3, Artifact:3, Research:3, +3000 invasion defense Cost to Mark IV: Planet must be calm for 1 month + 10 Green Badges
total cost, 18 greens.
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Thu Oct 23, 2014 4:12 am |
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Shadeslayer
Joined: Tue Oct 23, 2012 1:07 am Posts: 274
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That's a lot of greens, but honestly a pretty sweet artifact once fully upgraded imo.
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Thu Oct 23, 2014 1:29 pm |
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ODragon
Joined: Fri Jun 25, 2010 1:16 am Posts: 3824
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Shadeslayer wrote: That's a lot of greens, but honestly a pretty sweet artifact once fully upgraded imo. Yes but a frustrating one that long time players can't easily take advantage of like newer players. I'd love to have these on my invincible planets...
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Thu Oct 23, 2014 2:01 pm |
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Shadeslayer
Joined: Tue Oct 23, 2012 1:07 am Posts: 274
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I can understand that. I've had my mission dyson for awhile, but only just built my first rift a few days ago. I was able to arrange it so I could put a psybeacon on it as well. So I got lucky with that.
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Thu Oct 23, 2014 2:32 pm |
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senatorhung
Joined: Sat Oct 15, 2011 5:09 am Posts: 3472
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ODragon wrote: Shadeslayer wrote: That's a lot of greens, but honestly a pretty sweet artifact once fully upgraded imo. Yes but a frustrating one that long time players can't easily take advantage of like newer players. I'd love to have these on my invincible planets... yep, it's the top non-percentage arti producer on my spreadsheet now. changes my gameplan with regards to which planets i will target for rifting.
_________________Rank 3950 Litheor Governor 100% DCR r385-r2200 GL Marauder #26 _____________ PvP leaderboards: 70212 raids: #1; 40852 kills: #1; 96377 hacks: #3;
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Thu Oct 23, 2014 2:36 pm |
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ODragon
Joined: Fri Jun 25, 2010 1:16 am Posts: 3824
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senatorhung wrote: ODragon wrote: Shadeslayer wrote: That's a lot of greens, but honestly a pretty sweet artifact once fully upgraded imo. Yes but a frustrating one that long time players can't easily take advantage of like newer players. I'd love to have these on my invincible planets... yep, it's the top non-percentage arti producer on my spreadsheet now. changes my gameplan with regards to which planets i will target for rifting. Same happened with the Uldri stuff and some of the other stuff that required additional scanners of the planet. I'm happy with my planets but these 'cool' idea limitations hurt those previous players and should be thought about when creating them.
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Thu Oct 23, 2014 3:13 pm |
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Serne
Joined: Mon Aug 13, 2012 5:36 am Posts: 970
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ODragon wrote: Same happened with the Uldri stuff and some of the other stuff that required additional scanners of the planet. I'm happy with my planets but these 'cool' idea limitations hurt those previous players and should be thought about when creating them. That sounds a whole lot like "I already have my rifts, and because of some of these mechanisms I can never get the same benefit out of them that the people so far behind me on AP stacked that they will most likely never catch up to me(unless I go inactive) can."
_________________SIG'D The Prisoner wrote: You know something's wrong when the Trade Outpost sub-forum has the most interesting topics Well it was an ill considered idea in the first place.
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Fri Oct 24, 2014 6:33 am |
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Chade
Joined: Thu Jun 20, 2013 7:17 pm Posts: 298
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ODragon wrote: Shadeslayer wrote: That's a lot of greens, but honestly a pretty sweet artifact once fully upgraded imo. Yes but a frustrating one that long time players can't easily take advantage of like newer players. I'd love to have these on my invincible planets... I agree, and its not even just the invincible ones either, but the ones you already have irreplaceable & non-extractable artifacts on that you have max cloaked and don't want anyone else to ever find (MC 22x oceanic's as an example..) This limitation on planet artifacts is just irritating..
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Fri Oct 24, 2014 7:27 pm |
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Chloron
Joined: Fri Dec 09, 2011 5:47 pm Posts: 1513
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As far as MC 22s it's not like you are done building them or can't if you want too. I routinely buy Quasi/Rt sets and Melters too.
_________________XxDarthDexterxX wrote: You deserve a cookie, and earn yourself one cookie point.
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Sat Oct 25, 2014 2:58 pm |
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Peticks
Joined: Wed Sep 19, 2012 9:44 pm Posts: 1997 Location: Causing chaos somewhere
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Chade wrote: ODragon wrote: Shadeslayer wrote: That's a lot of greens, but honestly a pretty sweet artifact once fully upgraded imo. Yes but a frustrating one that long time players can't easily take advantage of like newer players. I'd love to have these on my invincible planets... I agree, and its not even just the invincible ones either, but the ones you already have irreplaceable & non-extractable artifacts on that you have max cloaked and don't want anyone else to ever find (MC 22x oceanic's as an example..) This limitation on planet artifacts is just irritating.. thb I think this is btching more than anything. new planet artifacts are bound to have new restrictions. So if you build a perfect mc 22x in june it might not be perfect in october. Just like if you hit max scan using a protogrid and all the limited buffs in june you will not reach as high as if you had reached in october. not everything has to be completely perfect to be good...
_________________Meow chika meow meow!!Stark Tech Inside
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Sun Nov 02, 2014 4:56 pm |
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Pongoloid
Joined: Fri Dec 28, 2012 3:54 am Posts: 988
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Peticks wrote: thb I think this is btching more than anything. new planet artifacts are bound to have new restrictions. So if you build a perfect mc 22x in june it might not be perfect in october. Just like if you hit max scan using a protogrid and all the limited buffs in june you will not reach as high as if you had reached in october. not everything has to be completely perfect to be good... Agreed. Psybeacon can become a super awesome arti, but there are plenty of other planets it can go on. My rift does just fine without Recovery Capsule, Spacial Marker, Psybeacon, etc., and it's made me waaaaaaaay more arti in the 19 months I've had it than if I had waited until today to make it so it could be "perfect" (perfect for now, that is).
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Sun Nov 02, 2014 7:20 pm |
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MrSpock
Joined: Mon May 27, 2013 3:49 pm Posts: 556
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The Halloween Event has ended. I hope everyone enjoyed it and got the extra items they wanted!
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Mon Nov 03, 2014 2:46 pm |
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