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Yeah, I could see that one. At least it's possible to get inspirations from the new mission contacts now.
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Quote:And he's right. The LRSF is not hard. Like most things in MMOs, the LRSF just takes certain keys to unlock victory. Not all the keys are required for victory, just some combination of them, and there are many such winning combinations. If you don't bring any of the keys, you'll fail. The more keys you bring, the easier it gets, and once you know the set of working keys, you can repeat dozens of victories in a row without a failure.This one says the LRSF isn't hard, and all you need is 8 competent players. Amusingly, this also suggests that you don't need temps of any sort, or a specific team makeup. All you need is a specific team makeup with all the right buffs and debuffs, and aggro control.
Those keys can be discovered elsewhere in the game. In the rest of the game, mixing those keys is usually overkill, used to speed a team to victory that was already guaranteed. In the LRSF you do need a least some of them to win at all, but once you have them, victory is generally simple and repeatable. The only "hard" part is finding the keys. We've tried to lay them out here in this thread.
You don't need a specific team makeup. You don't need a particular combination of ATs or powersets. I sometimes see people building an RSF team by calling for a particular number of Corruptors of particular powersets, and a Stone Armor brute. When I see that, I shake my head. That approach is not required for victory. However, whatever you do bring needs to provide the team with certain benefits. There are many different ways to provide them. You need specific benefits, not a specific makeup. Any makeup that provides the benefits should do. If it provides them via temp powers and inspirations, that wildly opens up the horizons of what's viable.
I will definitely concede that several Masterminds get a short stick with this encounter, because of the wide level difference between the pets and the AVs, and the many AoEs. Much as people complain about how AVs in a broad sense reduce most Controllers and Dominators to their secondaries, and I feel this encounter broadly reduces many MM builds to their secondaries as well. Bots, which have range-oriented AI, are some of the only pets which I see consistently survive this encounter. It'd be nice if it didn't work out this way, but making it not would require a significant redesign of the encounter, MM pet mechanics, or both. -
Quote:That seems incredibly odd to me. I attend speedy ITFs constantly, usually at least one a day, and losing 1-2 people is rarely anything more than the merest of speed bumps to the team. We've barreled through all but the fight with Nictus Romulus with as many as half the team dead sometimes. Given that I don't even expect that many teams run and gun as hard as we do, restricting the team composition so, of all things, someone can hand off a res inspiration really doesn't sound like a very reasonable speed optimization tactic to me.Yes. You want to keep steamrolling as fast as possible, and if that person can't self rez, be rezzed, or be given a wakie, he is dead meat on the team. This is common for faction-restricted speedy ITFs. (Though it's not at all common, overall.)
If you have a PuG of unknown player skill breakdown, or a known flock of newbies, sure, I guess I could see someone trying to keep it simple this way. But then such a team isn't what I'd look for to steamroll things, either. -
Quote:I really don't see any posts like that. I think you're overreacting.But the posts I see in this thread about how the LRSF is laughably easy no matter what team you have, without any temp powers, is just insulting. It's the hardest mission in the game. This isn't a contest; nobody cares if you're so awesome that you think anyone who can't do it blindfolded is a dolt. Help the OP out, don't tell him how much he and all his friends suck at the game.
He described going in with stacked Vengeance (I assume it was stacked since he mentioned using TP on the target) and Shivans. Now it's possible they had some really bad luck with the Heroes' hitting through high defense, but in general, Shivans with +DEF and +Damage eat the heroes alive.
No, you can't win the LRSF with just any old team, because there are degenerate teams that are going to have an awful time. One that deals all Lethal and Smashing damage, as mentioned, is one of them. But any team with a decent mix of buff/debuff characters, and either a mix of damage types or at least some Shivans/HVAS are very likely to be OK. Some will win faster than others, some may have more deaths than others, but most should come out on top.
Things you want for the LRSF, in some combination from some source:
- High defense. Be it from VEATs, Corruptor/MM buffs, Vengeance, Lucks or Accolades, you want to be at or above 45% defense to all vectors/types if you can manage it when you go in on the Phalanx.
- High DR. This is less important than high defense if you already have high defense, but the AVs are still likely to hit you at some point even at the defense "soft cap". They hit hard. Thermal shields, running a few oranges or the Demonic accolade are good ways to take the edge off it.
- Healing. If the AVs to connect, you want a way to recover. Especially if you don't have high DR, strong burst healing to recover can help.
- Damage. You want high DPS. You can get +Damage directly via Kinetics, stacked Assault, Accelerate Metabolisms, Bio nukes, Vengeance, red inspirations. You can debuff their DR with Rad, Col, Dark and Thermal powersets. -Regen is helpful, but a team context +DAM and -DR are likely stronger effects, though see below. You need to defeat the Heroes as fast as possible to cut down their numbers rapidly. This is especially important if your initial buffs are short-lived.
- Exotic damage types. If Statesman in particular gets his Untoppable off, the last I knew it capped his resistance to several damage types, particularly L/S damage. You need other damage types on the team. If you don't have them, Shivans can help provide this because they deal truckloads of Energy damage. If you are being heavily but not full resisted, Regen debuffs might be able to pull you through.
If you're using Shivans and you can give these things to the Shivans they will generally crush the heroes. I have seen all 8 heroes go down in under 60 seconds, no joke, under the onslaught of defense-buffed Shivans with capped damage and Speed Boost.
Other things that may be useful...
- Damage debuffs, such as Darkest Night or Enervating Field. I was on a MoRSF run where in the end Statesman was hitting our Invul Brute for like 50 damage with Knockout Blow, because he was so badly debuffed and the Brute had good baseline smashing DR.
- Regen debuffs. If Statesman is running Unstoppable and resisting most of your damage, this effect may become very important.
Note that I am not at all a fan of the ridiculous resistances that AVs like Statesman or the Honoree get when they pop Unstoppable or similar powers. I think it is completely suck that people have to strongly consider choosing what character they will bring to such events on the basis of the damage types they deal. A character's damage type is something players cannot easily control outside of wholesale powerset choice, and which it's far too late to do much about once you get to level 45+ and discover that things may completely ignore your given choice. However, until the devs see fit to change that we're stuck with having to bear it in mind. -
Quote:The AVs in the STF are just about as easy (or hard) to separate as the ones in the LRSF. The main difference is that there are more Heroes to try to single-pull, so the odds that someone brings friends are ultimately higher.4 level 53 Archvillains who can quite easily be seperated, two of which tend to hit like a wet blanket (Mako and Black Scorpion) if you're a tank.
Single pulling the AVs is not a reasonable approach any more unless you're trying for a "Master Of" badge. Most "Master Of" runs I've been on have accepted as many as 3 Hero/AVs at once, and one I was on (accidentally) pulled the entire Phalanx and still won.
I really don't understand where that's coming from. Do you have defective inspirations? The only hard-hitting defense debuff is from Positron, and I don't ever recall having it land on me. Lucks and Sturdies work just fine against the AVs. High-order defense is the most common way to survive them.Quote:End encounter is all 8 of the damn heroes at once, thanks to the combined efforts of buffing/debuffing and hard hitting powers that the heroes have access to, popping insps doesn't really help at all.
Lets stop and think about this for a second. You're waving your hand at eating ten Lucks? Seriously?Quote:It's a super powered Recluse who has no debuffs on his own....pop about 10 small purple insps and you've got enough defense to avoid being hit while the rest of the team takes out the red tower.
Fought Scirocco recently?Quote:Statesman has that god awful perma-unstoppable that the devs seem to just LOVE giving to heroes and an PBAoE with a HUGE range on it.
Frankly, I do think that the AoEs on Back Alley Brawler's CoV incarnation are ridiculous. His Handclap is a > 1500 damage AoE. His Energy Transfer is an AoE. But other than that complaint (which is mostly formed from fighting him in story arcs, not the LRSF) I really don't see the issue. I don't find Statesman any worse than Lord Recluse.
He summons level 54 bosses.Quote:Recluse....doesn't have anything like that at all but he does summon lots of minions, which just tend to be fodder.
You understand the merit reward foundation, right? It's based on median completion time. If you know how to do it, the LRSF is easy, and it doesn't take very long to complete. I don't know if there's any fudge factor in the devs' calculations for number of failed TFs - there should be if there isn't. But the fact is that a lot of LRSFs are completed and completed pretty quickly.Quote:RSF: Gives less merits despite having an end encounter which is about twice as hard as it's hero counterpart.
That generally takes longer no matter how fast you defeat the foes, because its structured differently. Remember: median completion time.Quote:STF: Is the complete opposite of the above, more merits, easier end encounter. -
Quote:In this game, healing is not as important relative to other survival tools as it is in many other MMOs. Ally buffs and foe debuffs usually have much stronger initial effect - healing is useful for covering the stuff that still gets through these effects. A team that relies on buffs and debuffs primarily to counter foes will be far more effective than one that relies primarily on heals.What's the one thing that you wish someone would have told you when you first started out? I have played other MMORPG's before so I have a little experience. What specifically about this game should I know?
You may hear the above advice translated as "healing sucks" in CoH. It does not. It's just not the most powerful tool in the arsenal of support characters. It remains useful - it's just good to know where it stands in the spectrum of tools available.
Welcome to the game! -
Accuracy I can agree with. Endurance reduction I strongly disagree with. Damage slotting increase damage/time and damage/endurance equally. Slotting endurance reduction increases damage/endurance only. You are provably better off going for damage first, because you need to defeat your foes not only before your blue bar empties, but your green bar too.
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The only power you can possibly be talking about is Darkest Night, which technically could be defined as self stacking if the individual timed pulses were not flagged to not stack. That's true of all toggles.
Of course, there are no examples of debuff toggles that behave that way. The only buff toggles that behave that way are those which have to self stack because they buff off of multiple opponents, such as Invincibility, RttC or AAO. So assuming that's what you're talking, you'd be once again being highly pedantic.
Of course, if that's not what you're talking about, I'd love more details. Please, do enlighten. -
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*Sigh*
Do I really have to specify that all the debuffs that can possibly self-stack do? -
Quote:If you ran in with Vengeanced shivans and got murderlized, I really don't know what to tell you. Either you had some really epic bad luck, or your team's effective DPS (including -regen and -DR) was somehow too low even including the Shivans, which really shouldn't be possible. These sorts of things are ways speed RSFs are run. As in you don't actually need them to win, it's how you do them to win as fast as possible.By all accounts, we should have been fine last night.
But we were'nt.
We had Two Brutes, Two MMs, and (irrc) Four Corrs. We had an awful lot of defence. We went for Numina first.
We died. No, correct that, were were slaughtered.
So, we attempted to rushgank them. That failed badly too.
Slight detour via Bloody Bay. Shivans, got someone to faceplant, Team TP, vengance, attack with Shivans.
It's got to be a matter of lack of familiarity or something like that. -
Thread... arise from your grave!
Seriously, though, this is so appropriate to the original topic.
Lord Winter defeated by a team of 6
I know, I know, it's a team of 7, but Pum was AFK when we started, and by the time he got back the present/portal was gone, so he never made it in the zone. There were no other teams (or solo characters) in the zone.
For a while it didn't look like we were going to pull it off, and as you can see we came in really close to the wire.
Go, nerfable people! -
I don't disagree with some of the sentiment of the OP, but two nights ago I ran one with a team formed from one of the global channels I'm in, and we ran the last mish as if it was a Master run. Now our leader was experimenting and not everyone followed directions, and death did follow, but we got back up and then beat down the full phalanx (the pull attempt got them all) with no nukes or shivans. Temps are definitely not required. On the other hand, good buffs and/or debuffs and smart inspiration use are going to help an immense amount, and IOs can certainly lower the bar on how many buffs and/or inspirations you need.
Edit: We did not have a /Stone brute.
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I find it easy to create villains. I just imagine them as rather amoral. They don't necessarily enjoy handing people over to the Vahz, but people are paying them to do it, and they don't care enough not to do it. I can deal with the idea of that kind of villainy. A lot of the dirtiest deeds you do in CoV are not really seen by your characters - you know its going to be a bad end for someone, but your characters don't actually do it themselves.
I couldn't build a character that's deeply psycho. Take the Vahz, for example. Their color text from Steel Canyon and whatnot suggests strongly they not only mutilate people alive, some of them really enjoy it. That's way beyond a severe lack of empathy/sympathy and right off the cliffs of sociopathic sadism.
In a more abstract way, the CoT are actually much worse. If you read some of the color text they say to the many victims they so often have floating bound in a ritual, you'll find them talking about casting the person's soul into eternal solitude in an empty void, and then they joke about enjoying the victims that struggle. That's pretty off the charts evil, IMO.
I don't imagine my villains as anything like that. They're cold enough to let something like that happen, which is certainly pretty awful, but they don't look for ways to do that sort of thing themselves. It's a fine line, but one that lets me deal with the idea of them.
It certainly helps that I don't imagine any of my MMO characters as me. That's something that took me a while to get used to, as my avatar in FPS games was definitely meant to represent me. Here I'm creating a character and working in the game's framework to create a story for them. -
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Wow, are we in grade school here? You made an assertion I felt was wrong, and I explained why. I didn't attack you personally, and yet you resort to this kind of childish remark. I don't know about what other readers of the thread think, but I don't get the idea that I was who looked like their underwear was out of whack.
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On my L50 Dark/Dark/Power, I solo non-mez-heavy stuff on +2/x6. On stuff that has a lot of mez I have to back the numbers down. In fact I usually back down to x1 for Rikti (who mez, resist my weak hold, and see through my stealth), but I normally stay on +2 levels. I leave bosses in, but normally run with AVs off unless I'm feeling particularly adventurous.
On my Dark/Psi/Psy I usually stay around +2/x4, because her AoE potential is weaker and she isn't as good at rooting everything in one place. -
Quote:Hm. I seem to recall Tomax showing his damage effects being flagged [Ignores enhancements and buffs]. Either I misremembered that, or it's changed, I'm not sure which. I noted it quite some time back, definitely before I9.Not directly, but if you slot a Dam/Mez HO, the Dark Servant will receive both resistance and damage enhancement. Unless there is some arcane mechanism that prevents Chill of the Night from receiving enhancement increases without the tag (Dark Servant Resistance already ignores enhancements and buffs), a Peroxisome Exposure will actually increase the damage that the Dark Servant deals. City of Data would support this conclusion.
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Mine charges around constantly, getting out of places I would have put him to keep him safe.
Of course, I play on things like +2/x6, so when he gets in trouble, it's really bad trouble. -
Quote:I'm sorry, but that's an overly pedantic definition of "debuffs". The "secondary effects" of blasts are also debuffs, not just powers from buff debuff sets. Because there are so many of those effects, and because so many of them do in fact stack with themselves, that does indeed mean that most debuffs self stack. The debuffs in the primary sets that don't self stack are in a minority of the game's debuffs.Not quite.
Most "Debuffs" (powers from a Buff/Debuff powerset which's main purpose is to debuff) don't stack from the same caster. Now, most "Secondary Effects" (powers from a blast or melee set which's main purpose is to do damage, but have a debuff attached as a secondary effect) do infact stack
A prime example of a primary debuff powerset where the debuffs all self stack is Dark Miasma. The only debuff in that set which can't self stack is Darkest Night, which is a toggle, for which the concept of self stacking is mostly nonsensical. -
Careful. A level 53 enhancement (such as an SO) does exist (or you couldn't sell one). If you try to buy one for 2B influence, if there are any others for sale you will buy the one with the lowest asking price. In other words, make sure no one else is selling what you buy unless you want to give someone else 2B inf.
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The closest to the old Invincible settings is +2 levels, one hero, yes to bosses (and maybe yes to AVs). What you're seeing is not really the new difficulty settings, but actual changes in how likely bosses were to appear at all. Even if we didn't have the new settings we'd likely all be seeing more bosses among more NPC factions at a smaller number teammates.
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That's not correct. Most debuffs do stack from the same caster, even for the same power. Rad blasts stack, even from the same blast over and over.
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As mentioned, Dark Servant's damage can't be enhanced or buffed, so slotting damage in him is wasted.
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In general, /stuck sends you to a nearby level surface. You can use it to escape most situations where you are trapped inside geometry, like the AE beam in this case. Sometimes, it will send you several hundred yards away. Sometimes, if you are trapped somewhere seemingly open (like under the terrain in a zone) it won't work at all. It's always good as your first try to escape what you're trapped in, though.


My god, it's so....beautiful...