Amygdala

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  1. Quote:
    Originally Posted by Stray Kitten View Post
    While I intend on reserving some names should I ever decide to swap, I have no plans to move at this time.
    This.
  2. Quote:
    Originally Posted by _Force_ View Post
    That is what I was addressing.
    Ah, you were referring to the general 'you'? I misunderstood.

    Regardless, there are situations where even builds that are sound Endurance wise can run into issues in the face of Endurance draining mobs, such as Hamidon, Freakshow, enemies on the iTrials, etc. This is where Recovery Aura really shines. The fact that people may derive benefit from it doesn't automatically indicate that their build needs fixing.
  3. Quote:
    Originally Posted by _Force_ View Post
    - If you honestly need to rely on Recovery Aura than you've got more problems of your own and should work on fixing your own build before relying on the Emp to save your endurance constantly.
    I'm fairly confident that the reason Silas suggested that Recovery Aura should be slotted further wasn't because his own build is dependent on it. As I'm sure you're aware, Recovery Aura is a very strong team buff and as such, deserves to be up as often as possible.
  4. Just for kicks, I went ahead and make a concept build aiming for softcapped S/L, Power Build Up, Leadership and decent recharge. It could still use some work but just goes to show it's possible to have all of the above in a build. (Please disregard the order of power selection).

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1430;684;1368;HEX;|
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    |0FBAE646D7FCB06B7E0E1198E555|
    |-------------------------------------------------------------------|
  5. Quote:
    Originally Posted by Phillygirl View Post
    I am a lil confused why would you make a PvE emp build so expensive? Also why smashing lethal when an emp really has no need nor should it be in melee range?
    Some people like to invest a substantial amount of money into their PvE builds. Personally, if I were going to build for anything on an Emp, recharge would be my number one priority. However, since Going Rogue and the ability to take the villain patron pools, Scorpion Shield can give you a substantial S/L boost right from the start. It makes it tempting to go for high recharge and S/L, especially if you are a more aggressive player (yes, Emps can be aggressive too). It is definitely not necessary, but I can see why it is becoming more popular. If you can have it all, then why not go for it?

    Quote:
    Originally Posted by Phillygirl
    Also recall friend pairs nicely with Rez so I would have forgone something like flurry for that. Also you took rez so late then when you exempt and it would be most useful you won't have it.
    Recall Friend is nice, but not as important as it used to be IMO, mostly due to the Vet TP and other TP temp powers. Most of the time it's feasible to rez someone mid battle, meaning that Recall Friend only really comes into play if someone dies on a far corner of the map that would be timely to access. If you're playing with a lot of really new players, I can see how this situation might happen quite often. Personally, I rarely find myself making use of Recall Friend in that type of situation, even on PuGs. It gets far more use during stealth/TP missions. It also got a lot of use at older versions of the i9 Hami raid when Tanks would rotate in to taunt Hami, where it was part of the strategy to let them die and TP them out. This strategy has since been modified, of course.

    As for taking Resurrect sooner, it really depends on whether he plans on using his Emp at lower levels. Some people build for end game only.

    Quote:
    Originally Posted by Philygirl
    I see you have a ton of recharge and that is nice but honestly you really don't need that much seems like overkill and an expense on a toon that doesn't need it. Just my opinion btw. I would re do this to be much more team friendly, but again that's my opinion and my playstyle.
    Technically, you don't need any of it, since you can play an Emp on SOs if you're so inclined. As for the build being 'team friendly', I don't see how it lacks other than potentially adding Recall Friend and changing the placement of Resurrect. I consider these modifications to be both minor and circumstantial.

    Quote:
    Originally Posted by Philygirl
    Some emp's like to pew pew.
    You say this like it's a bad thing.
  6. Quote:
    Originally Posted by gameboy1234 View Post
    I tried it on beta. You get messages relating the queue, but that's it. If you tried to join all trials at a level less that 50, for example, it tells you there are some queues you don't qualify for.

    But it seems to be system only. No player messages.
    Was just discussing that with someone. It appears to be for system messages, like you say.

    Oh well. It sounds like it ought to be a 'team building' version of the Help channel.
  7. Quote:
    Originally Posted by gameboy1234 View Post
    Has anyone managed to send I message to the LFG channel? Because I gave it a go and couldn't. How does one use LFG?
    This.

    I stumbled across it recently and tried to use it, but it did not appear to be working.
  8. Old school.

    Welcome back, Neo.
  9. Amygdala

    Master of Lamba

    [Team 1]
    1. @Stray Kitten - Claws/SR Scrapper
    2. @Force - Fire/Cold Corr Corruptor
    3. @Rad Avenger - Fire/Cold Corruptor
    4. @Placta - Elec/Elec Blaster
    5. @Ulysses Dare - Assault Rifle/Devices Blaster
    6. @Shadowklaw - Ninja Blade/Dark Armor Stalker
    7. @Black Tabby - Claws/SR Scrapper
    8.

    [Team 2]
    1. @Amygdala - Mind/Psi Dominator
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  10. Amygdala

    Keyes Badge Run

    Quote:
    Originally Posted by Spatch View Post
    Any more of these being planned?
    I don't have any planned for now. I may start them up again after Stray Kitten finishes up with Master BAF/Lambda.
  11. Quote:
    Originally Posted by Dechs Kaison View Post
    It's more than just the AT difference, though. I love claws, now, both for its damage and control capabilities. I wish my Tank were anything but fire melee. The damage is great, but there is no control to it. I've had to rely on Ancillary powers to fill that gap. I find it's all to easy to protect teammates with [Shockwave], and it does heaps of damage as well.
    Here, you describe what has kept me from ranking ATs. For me, it's more about combinations of power sets than ATs wholesale. For example, I love my Mind Dominator but I don't love playing all types of Dominators. For some ATs, certain power set combinations just stand out to me as being much more enjoyable when compared to the rest.

    This fact has also encouraged me not to dismiss an AT because of a bad experience with a particular combination. It could be that I didn't land on a fun combination at first. Luckily, there are lots of combinations out there to try.
  12. Quote:
    Originally Posted by Dechs Kaison View Post
    I have never compared my Tank's aggro holding capability to that of my Bots/Traps. If the role required is holding aggro to keep people alive, there is no doubt in my mind the Tank is the better choice. He has an auto hit taunt that my Brute and Bots/Traps do not. He is much more mobile and able to deal with ambushes and over aggro. I do think he has more survivability than my Bots/Traps.
    By acknowledging some of your Tanker's strengths, e.g., mobility, auto hit Taunt, you acknowledge that your Brute could also have these characteristics. The fact that you did not take Taunt on your Brute is a self imposed, artificial limitation. However, your Brute still has better mobility than your MM. This gives it an advantage in certain situations. Even without Taunt, your Brute could also be very effective at controlling aggro and mob positioning should you choose to use him in this manner. Being able to group up mobs tightly can be a huge advantage on a team.

    Quote:
    Originally Posted by Dechs Kaison
    There is nothing my brute brings to a team that my Bots/Traps does not do better.
    So the reality is your Brute can do some things more effectively than your MM. The potential is there. The only reason the above quote might be true is if you are overlooking some of its potential.

    Quote:
    Originally Posted by Dechs Kaison
    I do intend to make a more team friendly version of the Brute as an alternate build. At that point my view of teaming with him will most likely change.
    It seems that this would be the best option at this point. Instead of insisting that your Brute is inferior to your Tank or MM in its current state, try making some modifications that may increase your enjoyment of it on teams. At least don't sell your Brute short while there is still room for improvement. We all have characters we default to because we know they are awesome and are comfortable with them, but sometimes it also pays to rediscover or reinvent a character you possibly underestimated at first.
  13. Quote:
    Originally Posted by Dechs Kaison View Post
    Not quite. I was in fact saying that everything my brute contributed to a team, my Bots/Traps did better. There is nothing my brute brings to a team that my Bots/Traps does not do better.
    From what you've posted so far, it sounds like your MM can do it all. It can solo AVs, it's ridiculously survivable, it's a force multiplier, etc.

    And yet, you still hold your Tank in high esteem while your Brute just doesn't cut it. I'm curious as to why that is. If your MM far surpasses your Brute in terms of damage, that would imply an even larger discrepancy in damage between your MM and Tanker. You also stated that your MM has greater survivability than most Tankers here:

    Quote:
    Originally Posted by Dechs Kaison
    He has more survival than most tanks this way, and can even use Seeker Drones to absorb particularly harsh alphas and also debuff tohit and damage.
    Not to mention, your MM does something a Tanker does not: it provides substantial buffs/debuffs as mentioned here:

    Quote:
    Originally Posted by Dechs Kaison
    Speaking of debuffs, stacking Acid Mortars multiply already impressive damage and Poison Gas Trap floors almost anyone's regen.
    So why does your Tanker have your respect while your Brute does not when it seems like your MM in your mind is more effective overall than both of them?

    Quote:
    Originally Posted by Dechs Kaison
    In my mind, when your primary and secondary purpose are both done better by someone else, you have no purpose.
  14. It's definitely doable. I've soloed quite a few AVs on my Mind Dominator this way.

    What you may want to do is pick up a Power Analyzer and watch the Status Protection of the AV. Having one is not necessary, but it makes it easy to see the timing of the Purple Triangles and how much progress you're making by stacking your holds.
  15. Quote:
    Originally Posted by shaggy5 View Post
    Yes, things can be facerolled, but that doesn't mean they always should be. If people has followed my ONE request, it would have gone faster. There were many deaths because people didn't listen. No, debt isn't a big deal anymore, death isn't huge, but this mentality of "do what I want because it will all work out, even if it takes longer" tends to frustrate me. Seeing people's responses, it clearly doesn't frustrate others.
    I don't consider the directions you gave on your Katie to be 'barking orders' or 'playing the drill sergeant'. I agree with you that a little direction often helps.

    There are often different methods of completing a given trial/TF. Generally, I don't really mind which method is used so long as it is clearly communicated. What I find to be frustrating is that something took longer than it had to because people weren't co-operating. Things are much more enjoyable when people are actually playing as a team, regardless of the method chosen.
  16. Quote:
    Originally Posted by Eva Destruction View Post
    I've been on those Keyes runs where most of the terminals were charged before he got there. That still left me standing around and picking my nose while people dragged him to the rest of the terminals. Clearing a mob around a terminal is a job for three people, if you're feeling generous. Everybody else still gets to stand around and pick their noses.
    I don't doubt that this is a common experience, mostly because many people are ascending the learning curve when it comes to Keyes. If there are a lot of people new to the trial present, there is the temptation to stay with the group, take things one step at a time, drag him from terminal to terminal, etc. Personally, I have found myself waiting around terminals less and less because people are becoming more confident and able to multitask the reactors more effectively.

    For example, at the second reactor, if all of the terminals aren't charged by the time Anti Matter arrives, there are usually more Goliaths that can be defeated. So if you're not using a Cell to charge up a terminal, you could be helping with that. If a taunter has Anti Matter positioned at a terminal, this allows people to pop up for a second, use their Power Cells, and head right back down to continue fighting. For the third reactor, usually one team can gather the glowies while the other teams are clearing the mobs around the terminals. The mobs around the terminals respawn, so there is generally more fighting to be done there as well.

    If I had to pick a reactor that seems to breed the most amount of 'standing around nose-picking', as popular a pastime as that is, I'd probably pick the third one. But I think people could afford to put some creative thought into how to complete this reactor more efficiently rather than adjust the mechanics of the reactor itself.
  17. Quote:
    Originally Posted by Neuronia View Post
    Trial starts out fun, great opening monologue and has a brisk pace but really breaks down around the third time you have to clear a reactor; if you didn't have to drag Anti-Matter around for two reactors it might be a little more palatable.
    You don't have to drag him around for 2 reactors. For the second reactor, you can go ahead and start charging terminals as soon as a Power Cell drops from a Goliath before Anti Matter arrives. I have seen all 10 terminals charged before he gets there. Even if you don't get all 10, getting 6 or so cuts down on the time you need to drag him around. Same goes for the third reactor, the only difference being the terminals must be clear of mobs.
  18. Sorry, it seems I won't be able to make it. Took myself off the list.

    1) @Thul Sorapa - Lady Clara
    2) @BigMoneyHustla - BigMoneyHustla
    3) @iltat - Master Pingu
    4) @Thunder realm Dragon - Thunder Realm Dragon
    5) @Neuronia - Shrouded Kara
    6)
    7)
    8)
    9)
    10)
  19. ...I lost power right after I started the queue.
  20. Quote:
    Originally Posted by Bad_Influence View Post
    Vent is an immersion-breaking annoyance and distraction. Anything requiring Vent to do successfully is massive fail.
    Vent is not required to successfully complete Keyes. It's not even necessary for Master of Keyes runs.
  21. Sadly, the vast majority of my university experience went like this:

    1) Professor reads directly off his/her slides during lectures.
    2) Slides are posted online.
    3) Slides are virtually plagiarized from the textbook.

    So this basically told me that if I could read the slides for myself, I didn't have to attend class. If I didn't understand something, there was always the textbook. Not all professors were like this, but I'd say a good 80% would spend their time reading bullets that you could clearly read for yourself.
  22. 1) @Thul Sorapa - Lady Clara
    2) @BigMoneyHustla - BigMoneyHustla
    3) @Amygdala - Amygdala
    4)
    5)
    6)
    7)
    8)
    9)
    10)
  23. I use mine as a respec. While I'm leveling up, I might take powers just to try them out without any intention of keeping them in my final build. After I get to a point where I know where I'm going with a character, I'll use my second build to create what I've done in Mids.