Amygdala

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  1. Quote:
    Originally Posted by _Force_ View Post
    So the question that moving forwards needs is. Bio Nukes, or No Bio Nukes. If you want to use Bio nukes than you can throw strategy out the window and just grab 50 random bio nuking tanks. Yeah...that'll work of course.

    So I move to vote on no nukes, to make it interesting. If we wanted easy we'd just stand back and watch Silas solo Hami... Right? Because we all know he's just itchin' to make a tank. :P
    That's kind of what I was getting at.

    Although, we could always set up a non nuke strat, and bring nukes anyways just in case it doesn't work and finish off the raid.
  2. My WP/Stone Tank is now on Liberty ready for some jello action.

    See you there.
  3. Quote:
    Originally Posted by _Cherry_ View Post
    when your name is amygdala
    I see how it is. You've been playing hard to get all this time.

  4. For the next Pee Wee PvP, Dazz and I have decided to mix things up (in a marvelous fashion, of course) and host it during his next show while he plays requests from listeners that have to do with 'fight' music, or music that gets you pumped up to PvP!

    Who
    Because we'll be listening to Dazz's Marvelous Mix, I'm going to try to host a mix of themes for the evening. Therefore, all ATs are welcome. We will be setting matches, as usual, to level 6-11, but any level above that, even 50, is perfectly welcome since the Arena will exemp you!

    What
    Several 10 minute matches involving your choice of AT, set to Flyweight (level 6-11)! Match types will depend on what shows up, but may include:

    - FFAs
    - Small and large teams
    - AT/power set themed teams
    - Capture the Flag Pee Wee style

    Matches will be set to:

    - Small Inspirations Only
    - No Travel Powers
    - No Heal Decay
    - No Travel Suppression

    While we PvP, everyone can tune into KJSR.net and listen to your favorite fighting music!

    When
    Friday August 6th at 11pm EST (during Dazz's radio show!)
    ***Please note that this is NOT the regular Sunday time!***

    Where
    Pocket D!

    Registration
    Please arrive a few minutes early if possible so we can start on time. Send me a tell @Amygdala once you arrive for further instructions.

    So far this event has been a great opportunity for people who are serious PvPers to have a few laughs, but most importantly, for people that aren't serious PvPers or those who have never even tried PvP to come out and have some fun. At this level range, most toons are pretty well equalized in ability so expect to defeat many players and be defeated many times yourself.

    Hope to see you there this Friday!
  5. I like to use the following screen shot of Hami when thinking about these things:



    I thought it might be useful to look at things from this angle, because it gives you a really good idea of the spacing of the mitos.
  6. Quote:
    Originally Posted by Hyperstrike View Post
    Okay, please don't think of me as a killjoy, but how are you going to overcome the Green mitos? Even with everyone in possession of a full set of nukes, I'm not sure you can overcome the healing ability of one set of them, let alone what'll happen on the other three blooms.
    There are ways to get the green mitos to heal targets other than the one you want defeated, depending on where they are located.

    As for being a killjoy, don't worry. It'll be a challenge but it doesn't mean it's impossible.
  7. Quote:
    Originally Posted by Marut View Post
    Problem with just looking at the regen rate as "capped" is that that number is a percentage of an individual tanks hp. Unless we assumed that any given tank is at permacapped hp, the numbers can actually vary by a decent amount - that's why I wanted to check on the actual hp/sec rate, because that's a target that can be aimed for regardless of hp total.
    You can assume that the Tanks that have solo taunted Hami at previous raids have been Tanks with perma capped HP. Only instance I can think of where this wasn't the case was when Cherry used her level 49 Tank at a raid recently, but it still had well over 3000 HP IIRC.

    We've been using 1 Tank on Hami for quite a while so the people responding will be referencing that method. When we used the rotating Tank team, many did not have capped HP.
  8. Quote:
    Originally Posted by Marut View Post
    Any of the tanks out there that have volunteered for the Hamidon aggro job:
    It's been a little while since I've tanked him myself, but I'll try my best to answer your questions.

    Quote:
    Originally Posted by Marut
    Have any of you tracked your regen rate after being hit with all those AB's? Is it usually capped?
    Well there's a short and long explanation to this question. The short answer is yes, I believe most of the Tanks that have solo tanked Hami monitor their regen rate and it is generally capped before heading in. The long answer has to do with why it is capped. At an average raid, the Hami taunter is kept alive by regen buffs from Emps. We have all Emps put ABs on the Tank before going in and fire their RAs. Once everyone is in the jello, Emps will use ABs only. Because we use a solo taunter, if the Tank should die, this could easily cause a wipe and a retreat. So to be extra safe, we try to buff that tank as much as possible. Also, because the source of the regen is Empaths (compared to a bio nuke, that has a fixed amount of regen of 400%) the human factor comes into play. There's no way to know how those Emps have their RA and AB slotted. The base value that we know they have is 500% regen for both the RA and AB, but even 3 slotted with SOs brings this number to almost double the base value. So 'AB' can mean anywhere from 500% to 1000%+ regen. We also have no knowledge of an Emps global recharge, so we don't know if the AB is perma. Then there's the part where people have to remember to buff the Tank, because often the Emps are on other teams and must remember to add the Hami Tank to Friends and keep them buffed. As an example, I've watched a Hami Tank die with 5-7 Emps in zone because of a lack of buffs. This is not to blame anyone, but just to emphasize that there are a lot of variables when dealing with players.

    The reason I'm mentioning this is because the 'All Tanker' strat itself hasn't been decided on yet (to my knowledge at least), so the question of how much regen can't really be answered. There are many ways to set up a Hami taunt team. For example, before we had a solo Hami taunter, we had a rotating taunt team with (ideally) 4 Emps and 4 Tanks. Each Emp had a Tank partner and was responsible for buffing the Tank with an AB before they went in. The first Tank would always last the longest being backed by all those ABs and RAs from the initial calls for buffs. After those buffs wore off, some Tanks with a single AB would last just about as long as their EoE (60 seconds), while others might last longer. It really depended on 2 things: the Tanker's build and the stage of the raid (i.e. how many greens were still up and debuffing the Tank).

    Because we are looking at a specialty raid, there are likley going to be variations in the strat used at a regular raid. For this reason, instead of looking at the issue of regen buffs from the top down (i.e. figure out how much regen is used at a regular raid and match it in bio nukes) I think we should look at it from the bottom up (i.e. how can we best mitigate the -regen debuffs in the jello with the strategy alone so that we get the most out of our bio nukes).

    Quote:
    Originally Posted by Marut
    Anyone got some average numbers they could share with me?
    Thinking about how to approach this issue from the bottom up brings in some numbers to be aware of. First, how much -regen are we actually dealing with? Does it stack? If so, how many times?

    The source of -regen comes from 2 things: Hamidon itself and the 6 green mitos. From Red Tomax, the Endocronic Blast from green mitos has a regen debuff of 3 (300%) that lasts for 15 seconds. It presumably stacks (although the -heal portion does not) and it takes 6 seconds to activate. This being said, it could stack approximately 2 -regen debuffs on a target. Hamidon has 2 attacks with -regen with the same debuff values. Both Electrolytic Blast and Electrolytic Beam debuff regen by 0.5 (50%). Although less of a debuff, the effects of both blasts last 70 seconds (which is significantly longer than the green mito debuff), recharge in 3.5 seconds and so theoretically could stack 20 times.

    Now this much debuff together, for lack of a better term, sucks for a solo Hami taunter that takes just about all of it upon entry into the jello. It's normally not an issue because of the Emps in zone, which is a testament to Emp buffs. However, like Kahlan was getting at in his post, if you had Tankers to mitigate the green mito debuffs, say one Tank per green, that cancels out a significant portion of debuff. The greens themselves don't do that much damage and are not a threat aside from their capacity to debuff. If you can successfully mitigate them, then you only have to worry about Hami and his debuffs.

    My apologies for such a long post and I'm not sure where you are at in the strat planning of all of this, but ultimately just thought it worth sharing some of the information so that we can get the most out of what we have. If anything, I think these are the most important points I'm trying to convey:

    1. Regen buffs used on the solo Hami Taunter at regular raids aren't geared towards maintaining the minimum needed for survival, but rather using all regen buffs available whether needed or not. Because of this, be wary of any conclusions made based on these raids.

    2. Regen buffs at a normal raid come from Emps with variable slotting and recharge providing a minimum of 500% regen (max over 1000%), while a bio nuke is a fixed buff at 400% regen. The regen cap for Tankers is 2500%.

    3. All together, Hamidon and the green mitos generate a substantial amount of -regen debuff, but individually, may be more manageable.

    When Myrmydon first told me about this idea, my reaction was pretty much the same as Kahlan's "Oh just get a bunch of bio nukes to make up for the lack of Emps". But then I got to thinking, if we do that, then why don't we just do a nuke raid? I'm pretty sure those involved in the planning want to do this on the Tanker ATs merit as much as possible, which is why perhaps we should consider if there is a way to do it without nukes. While I might be crazy for suggesting that, I think considering some ideas geared towards a buff-less raid might help us develop a more economical use of bio nukes should we use them.
  9. Thanks for coming out tonight all. Chaos! Here are this week's pics.



  10. Yep, in Pocket D and yes it will exemp you.
  11. This is tonight at 7:30pm EST!

    Please bring one of the following ATs:

    - Blaster
    - Defender
    - Corruptor
    - Dominator
    - Kheldian
    - Fortunata
  12. Quote:
    Originally Posted by Fulmens View Post
    Are you going for a "add to an already OK team" build or a "make a bad team go smoothly" build?

    FF will turn around 99% of the problem teams in the game, but it's very one-dimensional [as mentioned]- the team will have capped defense, and that's almost everything you offer.

    Sonic is unlikely to turn around a problem team. What it does offer is "half the incoming damage" to pretty much every team (no problems with overlapping) and considerable offensive benefits.
    This.

    Defense buffs from Force Field are great to turn a problem team into a functional team. The resistance buffs from Sonic will iron the wrinkles in an average team and increase their offensive capacity.

    For a blast set, technically speaking, /Sonic is great to supplement the lack of debuffs in the Force Field set, and adds to the debuffs of the Sonic set. However, I always recommend to anyone playing Force Fields or Sonic to pick something they'll actually enjoy blasting with, since either primary set isn't all together exciting or intensive IMO. As effective as /Sonic is, I find it to be a fairly boring blast set, so personally I'd pick something else.

    Edit:

    Quote:
    Originally Posted by Cinder Flux
    Being in melee with a defender is what I am used to. With my darks and rads that is the safest place to me so that any mobs that chose to hit me are in the de-buff aura. And with my kins, well I want the FS too you know.
    Just saw this. From what you say here, I'd lean towards Sonic/Rad, since /Rad plays into melee better than /Sonic does. It also complements Sonic debuffs with extra -def and you can always slot some -res procs in there too.
  13. No worries, there will be others.
  14. Quote:
    Originally Posted by _Cherry_ View Post
    Horus considers the back street boys to be rock n roll.. so ya, maybe a lil clarity..
    He really is 'that guy'.
  15. Thanks Force for stepping up to lead a successful impromptu raid.
  16. Quote:
    Originally Posted by Steel_Brigade View Post
    Negative, it is a shame that silence (not posting) is the only option toward expecting accountable responses rather than banter and defensiveness. Blunt words have NEVER been popular, man. That is something I DO know.

    This is the point - why does it stir so much aggression? "Just stop!" Get back to RAIDING and having fun with it.

    Marut summarized it best - reflect on that.

    And for the record, brutha - no-one is BETTER!

    Let's chill!
    I think it's fair to say that there have been many posts that have come across more aggressively than intended and interpreted more aggressively than intended. Regardless of how anyone intended.

    But we're hopefully past that and planning a raid now.

    So let's dooo eeeet.
  17. Quote:
    Originally Posted by Peterbilt View Post
    As far as teams, I've never paid enough attention to the whole thing to actually run it so someone will have to setp into that role. (Also, I still don't have vent and maybe that isn't critical, it sure sounds like it would be helpful.) (And I guess if all it takes to run a raid is to say, "Hami Taunt, go", etc, then I could run is, but I someone doubt it is that easy.)
    Here's a rough outline of the teams you'll need:

    1. Hami Taunt
    - Usually use 1 Tank, all Emps in zone add said Tank to Friends list, keep them AB'd throughout the raid. Add Emps on this team to taste.

    2. Yellow Taunt
    - Ideally 6 Tanks, 1 per yellow mito. Add Emps to taste.

    3. Yellow Assault
    - Scrappers +/- Emps

    4. Blue Assault
    - Blasters

    5. Green Assault
    - Can be several teams (2-3 depending on how many show up). One team should focus on Controllers for holds, the other teams can be any damage (Blasters, Defenders, Tanks, Scrappers, etc.)

    General Raid Procedure

    1. Form up teams
    2. Defeat monsters for EoEs and spawn Hami
    3. Gather at safe rock, allow time for team leaders to go over each team's role/questions/assign yellow taunt targets
    4. Call for buffs: Single Target Buffs, ABs on Hami Tank, RAs
    5. Call in teams: Hami Taunter, Yellow Taunt, Assault Teams (once aggro is controlled)
    6. Clear mitos: Yellow Assault attacks yellow mitos, Blue Assault attacks blue mitos, Green Assault teams attack green mitos in a clockwise fashion until they are defeated. Start with the closest of each respective mito to safe rock for convenience.
    7. Defeat Hami to 75% (35340 of 47120 total HP). If evac-less, call for EoE and RA buffs at around 37000 HP to give a little time. (At 50% he will be at 23560 HP and at 25% will be at 11780.) If evac-less, yellow taunt can stay in position around the bowl and wait for their yellow to respawn to catch aggro quickly.
    8. Rinse, repeat, etc.
    9. Defeat Hami
    10. Merits/HOs

    Of course there are other ways/set ups but this is the bare bones version of the one we have been using.
  18. Quote:
    Originally Posted by Peterbilt View Post
    Anyone up for a raid tonight? 8:30 Pacific? It's just the perfect thing to send all you east coasters to bed happy.
    Peterbilt FTW!

    I may not be around tonight but if I am, I'll help out.
  19. Quote:
    Originally Posted by Neuronia View Post
    You want a sample?

    Do I have a sample!

    Sorry Elkie, I couldn't let you take advantage of our friends here on Champion server and even less any potential new players that would see your post and be drawn into a ribambade of ridiculousness. As this is where I got my start and also remains a sentimental home to my main and alts, I'm undercutting your business.

    Amy doesn't have a Blaster, or so I've heard, on this server. Do I have a Blaster for Amy!

    [color:#489AFF]Hero Plan by Mids' Hero Designer 1.601[/color]
    [color:#489AFF]http://www.cohplanner.com/[/color]

    [color:#B1C9F5]Click this DataLink to open the build![/color]

    [color:#489AFF]Amygdala PsyBlastala:[/color][color:#B3CAF7] Level 50 Natural Blaster[/color]
    [color:#489AFF]Primary Power Set: [/color][color:#B3CAF7]Psychic Blast[/color]
    [color:#489AFF]Secondary Power Set: [/color][color:#B3CAF7]Energy Manipulation[/color]
    [color:#489AFF]Power Pool: [/color][color:#B3CAF7]Leaping[/color]
    [color:#489AFF]Power Pool: [/color][color:#B3CAF7]Fitness[/color]
    [color:#489AFF]Power Pool: [/color][color:#B3CAF7]Leadership[/color]
    [color:#489AFF]Power Pool: [/color][color:#B3CAF7]Speed[/color]
    [color:#489AFF]Ancillary Pool: [/color][color:#B3CAF7]Munitions Mastery[/color]

    [color:#489AFF]Hero Profile:[/color]
    [color:#4FA7FF]Level 1:[/color] [color:#B3CAF7]Psionic Dart[/color]
    • (A) [color:#7AA4EF]Apocalypse - [/color][color:#7AA4EF]Chance of Damage(Negative)[/color]
    • (3) [color:#7AA4EF]Apocalypse - [/color][color:#7AA4EF]Damage[/color]
    • (3) [color:#7AA4EF]Apocalypse - [/color][color:#7AA4EF]Accuracy/Damage/Recharge[/color]
    • (5) [color:#7AA4EF]Devastation - [/color][color:#7AA4EF]Accuracy/Damage[/color]
    • (5) [color:#7AA4EF]Devastation - [/color][color:#7AA4EF]Accuracy/Damage/Endurance/Recharge[/color]
    [color:#4FA7FF]Level 1:[/color] [color:#B3CAF7]Power Thrust[/color]
    • (A) [color:#7AA4EF]Gladiator's Strike - [/color][color:#7AA4EF]Accuracy/Damage[/color]
    • (7) [color:#7AA4EF]Gladiator's Strike - [/color][color:#7AA4EF]Accuracy/Endurance/Recharge[/color]
    • (7) [color:#7AA4EF]Gladiator's Strike - [/color][color:#7AA4EF]Accuracy/Damage/End/Rech[/color]
    [color:#4FA7FF]Level 2:[/color] [color:#B3CAF7]Mental Blast[/color]
    • (A) [color:#7AA4EF]Gladiator's Javelin - [/color][color:#7AA4EF]Chance of Damage(Toxic)[/color]
    • (9) [color:#7AA4EF]Gladiator's Javelin - [/color][color:#7AA4EF]Accuracy/Damage/End/Rech[/color]
    • (9) [color:#7AA4EF]Gladiator's Javelin - [/color][color:#7AA4EF]Damage/Recharge[/color]
    • (11) [color:#7AA4EF]Gladiator's Javelin - [/color][color:#7AA4EF]Accuracy/Damage[/color]
    • (11) [color:#7AA4EF]Gladiator's Javelin - [/color][color:#7AA4EF]Accuracy/Endurance/Recharge[/color]
    [color:#4FA7FF]Level 4:[/color] [color:#B3CAF7]Build Up[/color]
    • (A) [color:#7AA4EF]Gaussian's Synchronized Fire-Control - [/color][color:#7AA4EF]To Hit Buff/Endurance[/color]
    • (13) [color:#7AA4EF]Gaussian's Synchronized Fire-Control - [/color][color:#7AA4EF]To Hit Buff[/color]
    • (13) [color:#7AA4EF]Gaussian's Synchronized Fire-Control - [/color][color:#7AA4EF]To Hit Buff/Recharge[/color]
    • (15) [color:#7AA4EF]Gaussian's Synchronized Fire-Control - [/color][color:#7AA4EF]To Hit Buff/Recharge/Endurance[/color]
    • (15) [color:#7AA4EF]Gaussian's Synchronized Fire-Control - [/color][color:#7AA4EF]Recharge/Endurance[/color]
    [color:#4FA7FF]Level 6:[/color] [color:#B3CAF7]Psychic Focus[/color]
    • (A) [color:#7AA4EF]Gaussian's Synchronized Fire-Control - [/color][color:#7AA4EF]To Hit Buff/Endurance[/color]
    • (17) [color:#7AA4EF]Gaussian's Synchronized Fire-Control - [/color][color:#7AA4EF]To Hit Buff[/color]
    • (17) [color:#7AA4EF]Gaussian's Synchronized Fire-Control - [/color][color:#7AA4EF]To Hit Buff/Recharge[/color]
    • (19) [color:#7AA4EF]Gaussian's Synchronized Fire-Control - [/color][color:#7AA4EF]To Hit Buff/Recharge/Endurance[/color]
    • (19) [color:#7AA4EF]Gaussian's Synchronized Fire-Control - [/color][color:#7AA4EF]Recharge/Endurance[/color]
    [color:#4FA7FF]Level 8:[/color] [color:#B3CAF7]Combat Jumping[/color]
    • (A) [color:#7AA4EF]Karma - [/color][color:#7AA4EF]Knockback Protection[/color]
    • (21) [color:#7AA4EF]Luck of the Gambler - [/color][color:#7AA4EF]Recharge Speed[/color]
    • (21) [color:#7AA4EF]Shield Wall - [/color][color:#7AA4EF]Defense/Endurance[/color]
    • (23) [color:#7AA4EF]Shield Wall - [/color][color:#7AA4EF]Defense/Recharge[/color]
    • (23) [color:#7AA4EF]Shield Wall - [/color][color:#7AA4EF]Defense/Endurance/Recharge[/color]
    [color:#4FA7FF]Level 10:[/color] [color:#B3CAF7]Will Domination[/color]
    • (A) [color:#7AA4EF]Fortunata Hypnosis - [/color][color:#7AA4EF]Chance for Placate[/color]
    • (25) [color:#7AA4EF]Devastation - [/color][color:#7AA4EF]Accuracy/Damage[/color]
    • (25) [color:#7AA4EF]Devastation - [/color][color:#7AA4EF]Damage/Recharge[/color]
    • (27) [color:#7AA4EF]Devastation - [/color][color:#7AA4EF]Accuracy/Damage/Recharge[/color]
    • (27) [color:#7AA4EF]Devastation - [/color][color:#7AA4EF]Accuracy/Damage/Endurance/Recharge[/color]
    [color:#4FA7FF]Level 12:[/color] [color:#B3CAF7]Hurdle[/color]
    • (A) [color:#5EAEFF]Empty[/color]
    [color:#4FA7FF]Level 14:[/color] [color:#B3CAF7]Super Jump[/color]
    • (A) [color:#7AA4EF]Blessing of the Zephyr - [/color][color:#7AA4EF]Knockback Reduction (4 points)[/color]
    • (29) [color:#4AA5FF]HamiO:Microfilament Exposure[/color]
    • (29) [color:#4AA5FF]HamiO:Microfilament Exposure[/color]
    [color:#4FA7FF]Level 16:[/color] [color:#B3CAF7]Health[/color]
    • (A) [color:#7AA4EF]Numina's Convalescence - [/color][color:#7AA4EF]+Regeneration/+Recovery[/color]
    • (31) [color:#7AA4EF]Numina's Convalescence - [/color][color:#7AA4EF]Heal/Endurance[/color]
    • (31) [color:#7AA4EF]Numina's Convalescence - [/color][color:#7AA4EF]Heal/Recharge[/color]
    [color:#4FA7FF]Level 18:[/color] [color:#B3CAF7]Maneuvers[/color]
    • (A) [color:#7AA4EF]Karma - [/color][color:#7AA4EF]Knockback Protection[/color]
    • (31) [color:#7AA4EF]Luck of the Gambler - [/color][color:#7AA4EF]Recharge Speed[/color]
    • (33) [color:#7AA4EF]Shield Wall - [/color][color:#7AA4EF]Defense/Endurance[/color]
    • (33) [color:#7AA4EF]Shield Wall - [/color][color:#7AA4EF]Defense/Recharge[/color]
    • (33) [color:#7AA4EF]Shield Wall - [/color][color:#7AA4EF]Defense/Endurance/Recharge[/color]
    [color:#4FA7FF]Level 20:[/color] [color:#B3CAF7]Stamina[/color]
    • (A) [color:#7AA4EF]Performance Shifter - [/color][color:#7AA4EF]EndMod[/color]
    • (34) [color:#7AA4EF]Performance Shifter - [/color][color:#7AA4EF]EndMod/Recharge[/color]
    • (34) [color:#7AA4EF]Performance Shifter - [/color][color:#7AA4EF]EndMod/Accuracy[/color]
    [color:#4FA7FF]Level 22:[/color] [color:#B3CAF7]Acrobatics[/color]
    • (A) [color:#8BAFF1]Endurance Reduction[/color][color:#8BAFF1] IO[/color]
    • (34) [color:#8BAFF1]Knockback Distance[/color][color:#8BAFF1] IO[/color]
    [color:#4FA7FF]Level 24:[/color] [color:#B3CAF7]Tactics[/color]
    • (A) [color:#4AA5FF]HamiO:Enzyme Exposure[/color]
    • (36) [color:#4AA5FF]HamiO:Enzyme Exposure[/color]
    • (36) [color:#7AA4EF]Rectified Reticle - [/color][color:#7AA4EF]Increased Perception[/color]
    [color:#4FA7FF]Level 26:[/color] [color:#B3CAF7]Vengeance[/color]
    • (A) [color:#7AA4EF]Karma - [/color][color:#7AA4EF]Knockback Protection[/color]
    • (36) [color:#7AA4EF]Luck of the Gambler - [/color][color:#7AA4EF]Recharge Speed[/color]
    • (37) [color:#7AA4EF]Shield Wall - [/color][color:#7AA4EF]Defense/Endurance[/color]
    • (37) [color:#7AA4EF]Shield Wall - [/color][color:#7AA4EF]Defense/Recharge[/color]
    • (37) [color:#7AA4EF]Shield Wall - [/color][color:#7AA4EF]Defense/Endurance/Recharge[/color]
    [color:#4FA7FF]Level 28:[/color] [color:#B3CAF7]Hasten[/color]
    • (A) [color:#8BAFF1]Recharge Reduction[/color][color:#8BAFF1] IO[/color]
    • (39) [color:#8BAFF1]Recharge Reduction[/color][color:#8BAFF1] IO[/color]
    • (39) [color:#8BAFF1]Recharge Reduction[/color][color:#8BAFF1] IO[/color]
    [color:#4FA7FF]Level 30:[/color] [color:#B3CAF7]Super Speed[/color]
    • (A) [color:#7AA4EF]Blessing of the Zephyr - [/color][color:#7AA4EF]Knockback Reduction (4 points)[/color]
    • (39) [color:#4AA5FF]HamiO:Microfilament Exposure[/color]
    • (40) [color:#4AA5FF]HamiO:Microfilament Exposure[/color]
    [color:#4FA7FF]Level 32:[/color] [color:#B3CAF7]Whirlwind[/color]
    • (A) [color:#7AA4EF]Kinetic Crash - [/color][color:#7AA4EF]Damage/Knockback[/color]
    • (40) [color:#7AA4EF]Kinetic Crash - [/color][color:#7AA4EF]Accuracy/Knockback[/color]
    • (40) [color:#7AA4EF]Kinetic Crash - [/color][color:#7AA4EF]Damage/Endurance/Knockback[/color]
    • (42) [color:#7AA4EF]Kinetic Crash - [/color][color:#7AA4EF]Accuracy/Damage/Knockback[/color]
    • (46) [color:#7AA4EF]Explosive Strike - [/color][color:#7AA4EF]Chance for Smashing Damage[/color]
    [color:#4FA7FF]Level 35:[/color] [color:#B3CAF7]Boost Range[/color]
    • (A) [color:#8BAFF1]Recharge Reduction[/color][color:#8BAFF1] IO[/color]
    • (42) [color:#8BAFF1]Recharge Reduction[/color][color:#8BAFF1] IO[/color]
    [color:#4FA7FF]Level 38:[/color] [color:#B3CAF7]Psionic Lance[/color]
    • (A) [color:#7AA4EF]Sting of the Manticore - [/color][color:#7AA4EF]Accuracy/Damage[/color]
    • (42) [color:#7AA4EF]Sting of the Manticore - [/color][color:#7AA4EF]Chance of Damage(Toxic)[/color]
    • (43) [color:#7AA4EF]Sting of the Manticore - [/color][color:#7AA4EF]Damage/Endurance[/color]
    • (43) [color:#7AA4EF]Sting of the Manticore - [/color][color:#7AA4EF]Accuracy/Interrupt/Range[/color]
    • (43) [color:#7AA4EF]Sting of the Manticore - [/color][color:#7AA4EF]Damage/Interrupt/Recharge[/color]
    [color:#4FA7FF]Level 41:[/color] [color:#B3CAF7]Body Armor[/color]
    • (A) [color:#7AA4EF]Steadfast Protection - [/color][color:#7AA4EF]Knockback Protection[/color]
    • (45) [color:#7AA4EF]Gladiator's Armor - [/color][color:#7AA4EF]TP Protection +3% Def (All)[/color]
    • (45) [color:#7AA4EF]Gladiator's Armor - [/color][color:#7AA4EF]Resistance[/color]
    • (45) [color:#7AA4EF]Gladiator's Armor - [/color][color:#7AA4EF]Resistance/Rech/End[/color]
    [color:#4FA7FF]Level 44:[/color] [color:#B3CAF7]Cryo Freeze Ray[/color]
    • (A) [color:#7AA4EF]Apocalypse - [/color][color:#7AA4EF]Damage/Endurance[/color]
    • (46) [color:#7AA4EF]Apocalypse - [/color][color:#7AA4EF]Damage/Recharge[/color]
    • (46) [color:#7AA4EF]Apocalypse - [/color][color:#7AA4EF]Accuracy/Recharge[/color]
    [color:#4FA7FF]Level 47:[/color] [color:#B3CAF7]LRM Rocket[/color]
    • (A) [color:#7AA4EF]Javelin Volley - [/color][color:#7AA4EF]Chance of Damage(Lethal)[/color]
    • (48) [color:#7AA4EF]Javelin Volley - [/color][color:#7AA4EF]Accuracy/Damage[/color]
    • (48) [color:#7AA4EF]Javelin Volley - [/color][color:#7AA4EF]Damage/Recharge[/color]
    • (48) [color:#7AA4EF]Javelin Volley - [/color][color:#7AA4EF]Accuracy/Endurance/Recharge[/color]
    [color:#4FA7FF]Level 49:[/color] [color:#B3CAF7]Flurry[/color]
    • (A) [color:#7AA4EF]Hecatomb - [/color][color:#7AA4EF]Chance of Damage(Negative)[/color]
    • (50) [color:#7AA4EF]Hecatomb - [/color][color:#7AA4EF]Damage[/color]
    • (50) [color:#7AA4EF]Hecatomb - [/color][color:#7AA4EF]Damage/Recharge[/color]
    • (50) [color:#7AA4EF]Hecatomb - [/color][color:#7AA4EF]Accuracy/Recharge[/color]
    [color:#489AFF]------------[/color]
    [color:#4FA7FF]Level 1:[/color] [color:#B3CAF7]Brawl[/color]
    • (A) [color:#5EAEFF]Empty[/color]
    [color:#4FA7FF]Level 1:[/color] [color:#B3CAF7]Sprint[/color]
    • (A) [color:#5EAEFF]Empty[/color]
    [color:#4FA7FF]Level 2:[/color] [color:#B3CAF7]Rest[/color]
    • (A) [color:#5EAEFF]Empty[/color]
    [color:#4FA7FF]Level 1:[/color] [color:#B3CAF7]Defiance[/color]
    [color:#489AFF]------------[/color]
    [color:#489AFF]Set Bonus Totals:[/color]
    • 16% DamageBuff(Smashing)
    • 16% DamageBuff(Lethal)
    • 16% DamageBuff(Fire)
    • 16% DamageBuff(Cold)
    • 16% DamageBuff(Energy)
    • 16% DamageBuff(Negative)
    • 16% DamageBuff(Toxic)
    • 16% DamageBuff(Psionic)
    • 3% Defense(Smashing)
    • 3% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 10.2% Defense(Energy) (in PvP)
    • 10.2% Defense(Negative) (in PvP)
    • 3% Defense(Psionic)
    • 3% Defense(Melee)
    • 8% Defense(Ranged) (in PvP)
    • 3% Defense(AoE)
    • 2.25% Max End (in PvP)
    • 30% Enhancement(RechargeTime)
    • 15% Enhancement(Accuracy)
    • 15% Enhancement(Range) (in PvP)
    • 15% FlySpeed
    • 307.2 HP (25.5%) HitPoints
    • 15% JumpHeight
    • 15% JumpSpeed
    • Knockback (Mag -33)
    • Knockup (Mag -33)
    • MezResist(Confused) 15% (in PvP)
    • MezResist(Held) 15% (in PvP)
    • MezResist(Immobilize) 15% (in PvP)
    • MezResist(Repel) 4000% (10% chance, in PvP)
    • MezResist(Sleep) 15% (in PvP)
    • MezResist(Stun) 15% (in PvP)
    • MezResist(Terrorized) 15% (in PvP)
    • 20% Perception
    • 28.5% (0.48 End/sec) Recovery
    • 120% (6.04 HP/sec) Regeneration
    • 2.5% Resistance(Smashing)
    • 2.52% Resistance(Fire)
    • 2.52% Resistance(Cold)
    • 1.89% Resistance(Energy) (in PvP)
    • 1.89% Resistance(Negative) (in PvP)
    • 18% RunSpeed
    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1434;704;1408;HEX;|
    |78DAA5934B6F125118860F9776DA02A5144AE99D5BA1143AA5266AB50BE3A5354D8|
    |AC1A275E1A519614227A1C384814434517F802B4DDC75A56DFD0BC6A5C6AD97B8F4|
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    |8F5E676C13F6C0312CEDC377A9428C771F3B264C9F30F82C06A1B48FF6DA13BE1E5|
    |C62124602F274023FA9C0EC06DC793D7D2A6009F22277708FB2CCDF645408213084|
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    |81739CA0A6395F0190C2A1B3C6A92D6AC9E659C63AC1312B0D1A2F415F3B4742DC3|
    |C83272FC0479FBAF1C7CF031DBF967A4ECEDBF75C2452309AFF322F6FEEB7AEF777|
    |A0DEF8E80DE4229A3ECA1DC43B98FF200454379885245E97DE8AF0EAE63A00B2817|
    |5136505EA049F181F850FC280194519420CA184A18258A328D7284D2FB0DB2F7077|
    |6|
    |-------------------------------------------------------------------|
    Notes:

    *LRM Rocket for the SRS BSNS PvP aspect. You're not just fighting an opponent, you're fighting their ego and will to live!
    *Whirlwind for the intimidation factor. Plus, some people don't carry anough KB protect and it might do something...
    *NO ESCAPE POWER. Who needs to Phase or Hiber? She's Amygdala, *******. Mean Girls Club 4L, get outta her way or there are going to be frownie faces all over the forums.
    *The cost: Should be a cheap 8-9 bil with the Res TP unique and the Glad Jav proc. No worries, you can just start a sub-sg called Rennaissance de la Detteitas to cover costs for the build.
    *Usual Superspeed Super Leap and KB protect, so you look pro in Siren's Call (*crickets* ANYONE here? *crickets*)
    *Body Armor so you can RP your Blaster as being a ex-Navy Seal who got melded with Breakneck from the CoH Comics (do Hickman's Ouro arc nao!)
    *307.5 extra hp, but who needs these? THIS BUILD OWNS. You could just go with the Accos and base HP and win, the intimidation factor is there!

    My price for this?

    A PHOTONIC WEAPON, GLUON EXPOSURE OR 25,000 INFLUENCE. BUILDS AREN'T CHEAP, DAWG.

    Mail to @Neuronia or @Neuronium, I need the Titan O for my farm build that's parked at 40. >.>


    I...I would like to do business with you. That build brought me tears of joy.
  20. Quote:
    Originally Posted by CriticalKat View Post
    I don't need to know the whole story to know that raid could have succeeded with the exact same participants in zone doing exactly what they were doing if the leadership had more experience and the lag / connection problems cherry was encountering wasn't happening. Hell CHERRY could have made that raid succeed that night herself had those 2 situations been different.

    The continuous desire to blame a few people for different raids failing (not talking specifically about cherry's, i'm talking about across the board) rather than taking responsibility as leaders that perhaps we could have done a better job is ridiculous. If its the few peoples fault doing their own thing then explain to me why so many are successful while those same or different people do their own thing during raids ran by different leadership?
    I wasn't there, so I can't say that I know for sure what happened. All I know is that I was very surprised to hear that a raid failed, and I was surprised because:

    - the raid leaders were not inexperienced at all
    - they used the same strat that we had been using for almost a year at that point with no failures up until that point
    - raid leaders DCing and lagging is something that happens very often, and doesn't seem like it would impact a raid to that extent

    This isn't to say that there's not room for improvement or that raid leaders are infallible, but it stands to reason that if you've done the exact same thing with the same people over and over again with successful results and all of a sudden you fail, something must have been different. From the reasons you've given, none of them seem like anything that hasn't been dealt with before. I'm not trying to point fingers here, just saying that the situation seemed to be out of the ordinary, whatever the cause.