Arbegla

Legend
  • Posts

    1333
  • Joined

  1. Quote:
    Originally Posted by Johnny_Butane View Post
    Can anyone else confirm?

    Those should be bugs. If not, it gives a considerable (and arguably unfair) advantage to sets that have mixed damage attacks, and a massive advantage to sets that have DoT components already.
    With the limit on the DoT stacking to 6, i don't see how it will give much of a advantage to the other sets, unless you count front loaded damage, but even then it won't make too much of a difference on hard targets (and soft targets, like minions, and LTs already die fast enough, without the DoT adding to them)
  2. Quote:
    Originally Posted by Pyro_Master_NA View Post
    Never thought of trying that. And since -dam is not resisted by anything (yet), that would be a great way to make things hurt less. Especially against AVs.

    Stacking 3 KM attacks (about what the average will be I think) is 21%
    4 max apps of paralytic is 20%
    Chilling Embrace is 14%
    Darkest Night is 21%

    That adds up to 76% damage debuff. That is rather substantial, and since AVs can't resist that, it turns them into cotton balls as far as offense goes. Not only will you be able to survive big targets better, but your team will as well, since they get all that benefit as well. I'm half tempted to try this now.
    Not entirely true on -dm being unresistable. See, resistance resists -damage debuffs as well, but only on the damage type they have resistance to. Say someone has 60% lethal/smash resistance, and deals mostly energy damage. Well, they will resist the -dmg to their lethal/smash by 60%, but won't resistance the -dmg to their energy at all.

    Its kinda confusing, but think of -dmg like +res, and it makes more sense. Each -dmg debuff is actually 7 or so different debuffs rolled into one (1 debuff for each damage type, so 10% -dmg is actually 10% -lethal damage, 10% -smash, etc)
  3. Quote:
    Originally Posted by Memphis_Bill View Post
    "Psychic scream." Multiple targets. Psi also does a slow/-rech, which you'll get more mileage out of as a defender. If you have "four single target attacks," then you skipped it, as it's the fourth power in Psi blast for Defenders.

    Will Domination is a single target sleep, which comes in VERY handy (go ahead, Nemesis, put up that big bubble - there's a LOT in this game that's vulnerable to sleep.) Make sure you don't put any sort of a proc in it.

    Immobilizes are, of course, just useful for the fact of being immobilizes (barring things like war wolves.)

    In short, if all you're doing is looking at that secondary as "I don't do much damage," you're not looking at the secondary. And yes, I *do* have an Emp/Psi. You can attack perfectly fine while working with your primary and keeping people buffed.
    I originally built my emp/psi for PvP, which means AoEs were out of the question. I have subdue, mental blast, TK blast, and will dom for my attacks, and while they are slotted up (4 thunderstrikes in each i think, for the added self range def) and do pack a decent punch solo (i was VERY happy that i could solo faster then at a snails pace when i finally finished the build) its nowhere near what i'm used to (blasters, scrapper, brutes, corrs, etc)

    Like i said, i do use my attacks, but its mostly when things are going so well that i can slack a little on my buff cycle. Having fort up literally every 18 or so seconds (spiritual alpha, plus ED capped recharge, plus hasten, and global recharge bonuses) means that if i want that blaster to not die, or that scrapper to one shot LTs i gotta pay more attention to my buffing then my damage. If i find i have time between my buff cycle to attack, i usually do, using will dom, and TK blast, as those do the most damage.

    Either way though, i never rock the aura unless lag prevents me from doing anything else (rikti raids are still the worst, as are dog piles on marauder for the badges)
  4. Arbegla

    i20 Questions

    I'd personally lean on a dual build, either human/nova (teaming) or human/dwarf (solo) while the dwarf really can't tank, and thier damage is pretty subpar, the added mez protection, and ability to go dwarf while mez'ed allows you go shrug off most of the very powerful enemys in the game (that malta got you down? go dwarf, pop your recon clone to heal up, and proceed to slowly pound his face in)

    Plus a dual build opens up access to a lot of slots that a tri build wouldn't have, so you can very easily up the damage, or recharge of your dwarf side to allow yourself to be able to tank (or deal damage) while completely protected from mez.

    human/nova is basically a blapper with a ranged DPS monster as an alter ego. You can dish it out in protection with your resistance shields, and nice -def powers in human form, and when the going gets tough, you let someone else take over, and go nova, and start blastings things away from 60ft back.

    -res procs are your best friend either way, as is +recharge and +max HP. PBs have a lot of heals and other tricks so you shouldn't have very many endurance issues (especially with light form and conserve power) but with inherent fitness, and the incarnate powers working in the non-human forms, you can become a pretty nice powerhouse in your own right.
  5. When playing my support characters (as in buffers, my debuffs pretty much solo entire groups on their own already) i usually buff the weakest link, be it a squishy blaster (who will always get my cold shields, or fort first) or the other controller (who may or may not be actively buffing me)

    Basically whoever is playing yo yo with thier HP bar the most is my priority for buffs, as i feel healing is about the worst way to keep someone alive, unless your dealing with unresistable/autohit damage types (ITF nictus, i'm looking at you, as well as NOVA FIST!)
  6. Quote:
    Originally Posted by Rikis View Post
    No

    Flash Arrow: MM (-3.75% Tohit) vs Controller/Corruptor (-5% Tohit)
    Poison Gas Arrow: MM (-15% Damage) vs Con/Cor (-20% Damage)
    Acid Arrow: MM (-15% Defense) vs Con/Cor (-20% Defense)

    Forge: MM (15% Tohit, 30% Dam) vs Con/Cor (20% Tohit, 40% Dam)
    Heat Exhaustion: MM (-37.5% Dam) vs Con/Cor (-50% Dam)
    Melt Armor: MM (-15% Defense) vs Con/Cor (-20% Defense)

    Hurricane: MM (-22.75% Tohit) vs Con/Cor (-30% Tohit)

    There are more powers than just those 7. Masterminds pay a higher endurance cost for lesser benefits.
    I stand corrected. I coulda swore MMs were on the same level as corr/controllers for debuff values (I'm at work now though, so i don't have access to mids or in game numbers)

    I'm guess the addition of the pets are meant to balance that out though, which may or may not actually work out. I know MMs suffer from higher endurance costs as means to balance out the 'summon/upgrade/forget' playstyle they can achieve with durable pets.

    You also have to keep in mind that Supremancy gives +25% damage, and +10% tohit to all the pets, which pretty much negates the purple patch debuffing the -2 and -1 pets, on top of whatever buff/debuffs the MMs secondary can provide.
  7. I can see the value in +max HP, especially with VEATs having such a low base HP table. Accolades go a long way though, as a free 20% increase in HP is pretty nice. I usually don't aim for +HP bonuses, but a lot of the sets i like most have it in them (Numina's, Mako's bite, etc) so i end up with an extra 100 or 200 HP i didn't have before.

    Another thing you want to keep in mind with max HP is that it affects regen as well. the higher your max HP is, the more HP/sec you regen, so when weighing +regen set bonuses, and +max HP bonuses, its almost always better to go with +max HP.

    The -recharge on psi attacks can get annoying, but doesn't Mental Training offer slow resistance? Plus you can grab a Winter's Gift +slow resist IO for pretty cheap and throw it in combat jumping (for the widows who use ninja run, like i will be) and that'll also help out with being hit with -recharge debuffs.
  8. Mercs need love. Pretty much that simple. But, with /pain, you can help them out.

    You have 2 single target heals, and an PBAOE heal, plus an PBAOE +regen aura. You also have a PBAOE +res (slotted its about 22%, maybe higher) +dam, and +tohit, which stacks with leadership, and supremancy. Get assault, get tactics, and get those -res procs in atlest your t1 pets (the ones you have 3 of) the -res procs don't stack, but if you have it in those 3 pets, (even the medic) the AoEs (mostly cones) will make sure and spread that proc around nicely.

    The spec ops are basically just pure damage, as the 'control' they get is mostly wasted. I personaly would just put 3 acc/dam Hami's in them, and slot the +res pet aura (maybe the +def too, but only if you grab maneuvers as well)

    Between their inherent resistance, and world of pain, plus the +res aura, you should be at around 50% resistance to lethal/smash and about 30% resistance to everything else, which should give you enough wiggle room to be able to heal your pets up, especially if you have the +regen aura going at all times.

    I know Serum is basically useless, but for a /pain i can see some value in it. Pain Bringer + serum means you'll have one nasty little pet for quite some time, and if i remember correctly, serum's crash is like unstoppable, so pain bringer should be able to negate is pretty nicely. Serum still sucks, but when the stuff hits the fan, you can turn one pet (probably the commando) into a Damaging god for awhile and hopefully turn the tide around.

    You'd also want to basically live in melee with your pets, so you may actually want to take provoke. That way you can run (or fly, or jump) into a group, with your pets on defensive/follow hit Anguishing Cry, then provoke the boss/LTs to attack you, and with your +regen aura, bodyguard mode, and your PBAoE heal going, your pets should mow things down, and you'll be keeping them all alive.

    I'm not sure if World of Pain is perma-able, but i would aim to get it up as much as possible, with Pain Bringer getting almost the same treatment. I can see a pain bringer + serum combo working great to keep your pets alive during tough EB/AVs fights and allow you to get the upper hand.
  9. Quote:
    Originally Posted by Amy_Amp View Post
    My honest unedited opinion about people who put heal power on auto and/or have only one attack is likely fodder for mods. You can play that way if you want to, but a player who does so is nothing but a glorified leech. My Ill/emp will run circles around that type of build in terms of what my build brings compared to a one attack auto heal Emp defender. Again, you can play that way, but it's bottom feeder mentality that's been brought over from other games where people are under the false illusion that heals are the almighty ideal version of support in this game. Maybe levels 1-20. Maybe.

    And yes, that's the nice version.

    P.S. The answer is Hasten so you can get your buffs(Fort, etc.) and attacks back quicker. Kill something while you are at it so the rest of the team isn't wasting end trying to kill the extra mobs you generated by joining the team.
    While i do have 4 attacks on my emp/psi healer, i feel being able to perma fort 6 outta 7 of my teammates, and keep CM on the squishys, and rotate AB and the RAs every 30 or so seconds is far more valuable then my 4 single target attacks.

    I understand i have a secondary for a reason, but in all honesty, i'm a defender. My damage isn't going to turn any heads, and its all single target based. Now, against Marauder, my psi damage is going to rock, but unless i'm fighting something with really low psi resistance, i'm better off just buffing/healing and keeping people up and running.

    I guess i do play a little different then most people play empathy, but it works for me, and as long as i keep a buff cycle up, everyone on my team is doing better then if i wasn't on the team (power boosted fortitude can turn a blaster into a juggernaunt pretty easily)
  10. The only time i will auto-fire a power is when lag won't let me use them correctly. Like Rikti raids, when we get in the middle bowl, any PBAoE heal i have gets put on autofire. Its just easier to keep everyone up and running when i know every time i'm not clicking something, my heal is going off. Granted, i'll damage/debuff/buff around my auto power, so chances are its not going to fire every 4 or so seconds, but when nothing else is active, or i have a lapse in judgement, the auto power will be healing.

    Outside of that VERY RARE case, the only powers i'll put on auto are mez protection (SR and shield) hasten (anything without mez protection) or a quick fire attack (something like flares, or fire blast)
  11. Didn't they mention Nemesis Lore pets in one of the Q/A things?
  12. I'll have to say */dev and */ice are probably the best blaster combinations for a pure range fighters, but if your too used to melee play, you'll be face planting a lot on a blasters.

    Corruptors, especially fire/rad, pretty much live in range, and can contribute a lot to the survivial, and damage of your team. /rad debuffs are pure range, and fire/ has about the highest damage, both single target and AoE.
  13. Whats happening with Ion isn't a bug, as it can't bounce between 2 targets indefinitely. Whats happening is how the chain powers are designed. It happens with Chain induction sometimes with 3 targets.

    See, you hit Ion 2 targets, starting with Target A, and it bounces to Target B, and its coded to not bounce back to target A. Chain ends., Hits 2 targets.

    Now, you hit Ion on 3 targets, starting with target A, and it bounces to Target B, and as it can't jump to target A, it jumps to target C. Now, from Target C, it can bounce back to target A, and from target A it can bounce to target B again, and just repeats, hitting the max number of 'targets' over the 3 targets.

    I've seen chain induction do the same thing, until it hits its 5 target max. Ion just has such a higher target cap, that it can bounce for quite some time.
  14. Quote:
    Originally Posted by Linea_Alba View Post
    1.08x difference with/without Shatter Armor. So redraw is cutting into the .20x by just over half.
    So, the redraw on Shatter Armor pretty much makes it a -10% resistance debuff, instead of the -20% its actually doing? Meaning, another assault (if your not already double stacking) or Musculature, or reactive interface will be more valuable in the long haul?

    I was thinking of going Musculature alpha (t3, with end mod), rebirth destiny (t3, with +regen) Reactive interface (t3, 25% -res, 50% DoT), Ion judgement (t3, with damage proc), and seers lore (t3, boss/support for fortitude)

    Ion is due to the chaining, being melee oriented, the chaining power will allow me to hit more mobs more often, and being able to chain back and bounce between the same target twice will up damage in smaller groups.

    Rebirth will cover the lack of self heal, with the +regen helping me out while its off cooldown. I figure if i need the heal, and i don't have green inspirations, then a burst heal, with +regen will be the best bet, and it'll leave me a 30 second window to get killed in, as the 200% +regen should help in keeping me alive, and that will last 90seconds.

    Reactive is just to add more damage. With that and Musculature, i should have enough DoTs rolling, and enough -res to make some scrappers blush.

    Seers is mainly for fortitude, and to add psi to my damage. Fortitude will add more damage, slightly more tohit, and some defense, which will help out in getting me to the new incarnate softcap.
  15. Arbegla

    Shield/?

    Quote:
    Originally Posted by JayboH View Post
    If that's true, something is broken. Technically, nothing should out-damage fire and it should be patched if it isn't.
    On a tanker? or on a scrapper/brute?

    Cuz fire melee is better on a brute then a scrapper *due to fury* but KM is better on a scrapper then a brute/tanker due to CS and crits..

    Out-damageing fire melee really depends on what playstyle, and slotting you have. My fire melee tanker gets out damaged by just about anything out there, but I'm a tanker, and i've grown to accept that.

    Now, Dark Melee does more damage then fire melee for single target, but fire melee does more Aoe then dark melee.

    SS before rage does the lowest damage, but post rage, does almost the highest damage (with 10 seconds of NO damage at all) and post foot stomp, does pretty decent AoE as well *but its all in one power, and again rage crashing a foot stomp makes baby jesus cry*
  16. Quote:
    Originally Posted by Skorpian_NA View Post
    So an entire at should be balanced around endgame content when no other one is?
    The entire AT is just fine, the primarys do as much or more damage then other ATs, the secondaries allow a MM the freedom to keep thier personal army alive, and while the set bonuses don't affect pets, why should they? So many other things affect pets (IO auras for one, leadership for another) why add set bonuses to the mix? So you can have 7 times the set bonuses as any other AT?

    What exactly are you proposing? That they redo the entire AT because you feel it doesn't work out, even though other people can do some seriously nasty things with MMs that other ATs can't even dream of doing? Oh.. but you cant do that, so obviously the AT needs a buff, and it can't possibly be a player issue. Yeah.. guessing your wrong.
  17. Quote:
    Originally Posted by Skorpian_NA View Post
    You do realize that I was in COV beta so of course i know MMs didnt always have BG mode. All you did was skim over my post picked out the things you wanted to flame me for and then move on without really adding anything useful to the thread. You didnt even bother to read my wall of text in it's entirety. Fact is I been playing masterminds for a long long time sonny boy and another fact is I play them well. That doesnt mean that I havent noticed A TON of blatantly obvious issues with the .AT. The DEVS already stated in the past when they gave MMs BG Mode that the AT was and always will be pet dependent and as such were balanced around PETS Your post basically in a nutshell told me to not look at that fact and focus in on MY secondary more. That being said some of the secondaries suck too. But w/e mileage may vary. I have several Great MM builds. I always will hold a special little place in my heart for the MM. I know how to adjust fire when need be and adjust my tactics when need be. But playerskill can only take you so far, ESPECIALLY when there so many obvious shortcomings with the MM AT. So many obvious unfair things like pets that can heal unable to take Healing IOsets,
    or benefit from the set bonuses. That sir no matter what you say isnt fair or right. And thats just one of several examples of how the mastermind AT as a whole gets screwed over.

    Boy stop. First of all stop assuming. I never once said I Cant play an MM. That was all you. I never said that there arent a few mastermind primaries that can do super duper awesome stuff. That was all you. I dont think I want to be balanced @ the fact that you personally can do all the stuff you say you can do. And I aint saying i believe you can do it either. I personally never seen you do it so at this point its just random gibber jabber from some random guy. Make a vid of you doing all this wonderful powerful stuff with YOUR mm and then maybe I am more inclined to believe you. IN any case just because you "SAY" you can do all that stuff with "Your" MM doesnt mean I can do it with my MM.
    And just because i cant do it with my MM doesnt mean I dont know how to play an MM. Boy Stop. Dont use this thread as a way to personally attack a guy you dont even know its not cute and not appreciated. Fact is no matter what you say MMs get the short end of the stick hands down. I think i know when and why BG mode was Implemented. The shear fact that they implemented it says that they were aware of problems with the AT. BG mode wasnt and still isnt the endall/beall blanket fix for MM. Before BG there were problems and there are still problems after it that need addressing. So before you write off another player because according to you they apparently cant play an MM because they cant solo AVs OR GMs or do all the super duper bad stuff you can do, do yourself a favor and dont. Go play your super duper bad MM and leave the rest of us with problems with our MMs alone. And i bet this so called great MM is a bot MM. Boy stop.
    First off, wall of text for the lose.

    Secondly http://video.google.com/videoplay?do...7941000579334#

    Duo ITF, with a MM and a Dom.

    Thirdly, MMs don't need a buff. Show me this post please
    Quote:
    The DEVS already stated in the past when they gave MMs BG Mode that the AT was and always will be pet dependent and as such were balanced around PETS
    The MM secondaries are the same numbers of corruptors and controllers, with just slightly higher endurance values. Do corruptors and Controllers need a buff too?

    The point is if I can do all these super duper awesome things WIHOUT the buff your mentioning, then with the buffs I can do all these super duper awesome things AND THEN SOME. And we'll get posts about people saying MMs need a nerf.

    Give me numbers, give me facts, because there are plenty of people in this thread that have already told you they can do all these super duper awesome things, and just because you can't, you want a buff? Adjust to the situations at hand, Obviously you can't, as your preaching for a buff on a AT that really doesn't need it.
  18. Quote:
    Originally Posted by Person34 View Post
    IMO, just get the NW to 1550+ hps, permahasten, and make it endurance friendly (I'm running 0.86 usage with 4.15 recovery per second without any "tricks" or incarnate shortcuts, then just slot some decent end reductions in the attacks and you're golden) while maintaining softcaps<--- all completely doable without purples or pvp IOs. Then just spam whatever attacks make you happy, there's no "golden formula" for widows, just boils down to "what makes this fun to play without gimping its core focus?".

    Then later on, pour some cash into it for softcapped psi defense (I'm running 47.2% atm), 25+/sec hp regen and getting to 70+% psi and 25+% S/L resistances and you will be pretty much unstoppable outside of a lucky hit by a sapper or multiple lucky hits by romans.
    Eh, the only way to get 25% lethal/smash reistance on a night widow is to get the 3% PvP +res IO (2 billion) and softcapped to psionic is pretty useless on a night widow, as you already have upwards of 60% resistance to psionic damage. Spamming whatever attacks you want would be awesome, but its not very effective, and I'm all about effectiveness

    I still can't justify aid self though, as inspirations and rebirth (even the t3) should work out enough to keep myself alive. I'm currently about level 20, and so far inspirations are working great Plus with my high defense, a single purple inspiration will keep me over the incarnate softcap, and orange inspirations cost no endurance to run and gives about the same protection.

    Then again, a lot of people don't like to use inspirations, so i can see the arguement for aid self.
  19. See comparing Trials to 'raids' in the current city location is about the fairest you can give these new itrials.

    Comparing them to WoW level raids is just at all a comparsion.

    WoW, you have 10 - 20 players who get to clear some trash, then work on a raid boss, which is they win, they get a CHANCE for an item they made need, and possiblity a badge. Then they clear more trash, and down another raid boss.

    Now, 1 raid instance could have 4 - 12 bosses, and can take upwards of 6 hours to 'full clear' (or multiple days of running the same instance) and if you fail, you get zero reward for it, and you actually have to pay repair bills for your gear, which can mean you actually spend in game money on losing.

    In city, you can clear a Lambda, and a BAF in about 15 - 25 minutes. Full clear. And even if you fail, you still get iXP, astral merits (usually) and threads, so even if you fail completely, you still progress.

    And, comparing the Lambda and Baf to Hamidon and Mothership raids isn't very right either, due to time investments. Hamidon and the mothership raids while they do require multiple teams, can take upwards of an hour to complete. The longest Lambda i've been on, took me 35 mins, and that is only because we were going for the badges.

    These are not normal raids. These are team content that have built in failable objectives. Thats about it.
  20. Quote:
    Originally Posted by Steel_Shaman View Post
    Are you primarily playing 50's though?
    I'm currently leveling a new character. At one point today I was one of 3 people online in the 11-20 range. At least, that's how many showed up when I did a search. I have no idea if I could even have grouped with them because of that completely non-intuitive color coding the search window has now.

    I dunno, maybe I'm just expecting too much. I would just like to occasionally get a team going doing papers, tips, story arcs, that kind of thing. I'm not always in the mood for TF's (well to be fair I'm rarely in the mood for them) but it seems these days when people say "teaming" what they really mean is "TF's".

    As for global channels, I'm in LB and LFA. Maybe it's just been the time of day I'm on, but all I ever see folks talking about is the trials in those two channels.

    Ah well, I'll keep plugging along. I do still enjoy the game, despite all my griping. I must admit to a certain degree of culture shock when it comes to the new content. The Devs just seem to be re-inventing the game and its direction and to be honest that bothers me a lot. I liked the old game, and don't really want to see it go.
    One word. Well, two, i guess. Super-Sidekicking

    It honestly doesn't matter what level you are, or what level other people are, with the ability to earn XP while exemplar-ed down, and SSK auto-exemplaring people, you can get any joe off the street and run either their missions, or yours.

    If you want to do non-TFs, then just say so in LB or LFA and if people are interested then you'll get hits. If not, then use the search function, don't limit it to certain level ranges, and just let people know up front what your running. I'm sure you'll find someone to team with you
  21. Quote:
    Originally Posted by FloatingFatMan View Post
    O rly?

    Tell that to Faultline, Eden, Boomtown and The Hollows.

    There is no 'instant city rebuild' capability in Paragon, or those places wouldn't be mostly wrecked.
    So, 4 zones that have been destroyed since Launch, 2 of which have been at least partially redesigned (Hollows got a technical update, Faultline got entirely redesigned) and thats your argument for why Skyway/Kings/Steel can't instantly be fixed once you exit out of an instanced map?

    Whose to say a wizard didn't do it and just hit some big reset button?

    Really, you can hand wave just about anything in this game, due to the fact there as so many different stories going on, not just dev created, but also player made.
  22. I can understand that, SOs, i usually five slot attacks (2dam, 1acc,1end,1rech) and four slot toggles (2(buff/debuff)value, 2 end reduct) so with sets i usually aim for 3 - 5 piece bonuses. For very nice sets (say, Gaussian's) then its worth it for me to 6 slot, as that 6th set bonus is very nice.

    But for things like performance shifter, that 5th slot (2.5% damage i think) can be easily made up for by 4 slotting touch of death into an attack, or 4 slotting mako's bite into an attack for 3% dam. The extra AoE defense on the 6th slot can easily be made up via Aegis in a resistance toggle (at 5 slots aegis gives nearly double the bonus Performance shift gives at 6 slots)

    I learned slot management from my MM, trying to cram as many different set bonuses into her, while still maintaining decent enhancement numbers. It helps out a lot when building other characters
  23. From my understanding, the LFG/queue system works like this.

    X number of people queue either as a team, or solo.

    Once X > minimal number of people for Y trial (be it 8 for lambda, or 12 of baf) an invisable timer starts. I think its in the ballpark of 120 seconds.

    After the timer drops, then the queue system sends the number of people (assumings its over the minimal requirements) into the trial. If ANY TIME during the trial, the number of people drops below the minimal number, the LFG system will fill those empty spots.

    If the number of spots drops below the max, but DOES NOT drop below the minimal, those spots will be left empty until the next time that league requeues.

    Its much better to preform your league/team and queue that way, with the possibility of getting 'randoms' as i call them if your over the minimal, but under the max, then it is to queue solo, and hope you get a spot on a trial that hasn't already cleared all your iXP.
  24. Quote:
    Originally Posted by Steel_Shaman View Post
    Yeah I suppose I'm just frustrated.
    Despite what others have said to the contrary, this IS a pretty big decision shift for CoH. We're going from having no end game at all to that's all anyone ever talks about or does.

    Hopefully it will all shake out in the long run. In the meantime I guess I'll just group when I can, which isn't very often unfortunately.
    You really must play on an entirely different liberty then i do. Or, you just avoid the global channels like the plague. See, i can run just about anything i want, at any time of the day i play on. There are plenty of trials going on, but i see the weeklys going on too (currently the 2 new TFs) i also see random Task Force Commander TFs going on, and just about anything else you can think of.

    I play on the exact same server you do, and i'm just not seeing the same issues you are. People are willing to run whatever, its just that the new current shiny is these trials, and some people like to progress past level 50, which is what the trials allows you to do.
  25. /trap Poison Trap. Nothing like watching every single enemy in the game throw up their lunch...