Agent White

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  1. Quote:
    Originally Posted by Hatred666 View Post
    Brutes don't have the Gauntlet inherent. Their attacks have a taunt effect just like the Tanker counterpart. It's used to build fury.
    To be more precise, a tanker's built in taunt is an AoE. If they poke 1 critter, those around it will be taunted.

    A Brute's built in taunt is strictly ST. If you want to taunt more than one critter off just attacks, you've got to -hit- more than one critter.
  2. Quote:
    Originally Posted by Reppu View Post
    Power Gaming Opinion: Sonic Attack.
    I'll second this. Sonic just melts targets. It plays decently solo (still only 26 on mine) but it's just killer on a team.
  3. When the Grifter lies to Sylvia she calls to check your credentials, I assume the idea is that she calls the Hitter, who can use the temp to 'answer' her call.

    It's an odd bit of coordination, I've yet to see it work. I've had her make the call and then she doesn't get an answer (assuming the Hitter -doesn't- use the power correctly). But as you say, it seems counter to the right strategy anyway since Perfect Grifter requires you to Flirt, then be Crass twice.
  4. Well if you want objectively the worst sets you can just pull the numbers. It's pretty easy to rank anything based on stats like worst damage in ranged/control/melee or worst recharge or etc.

    but for the most part, people aren't number crunchers so they'll run off what's subjectively the worst.
  5. Quote:
    Originally Posted by Reppu View Post
    Don't point that out. It destroys their argument!
    As if that'd actually stop them from trying it
  6. Agent White

    Who is dead?

    Anti-matter is still alive as per the Minds of Mayhem trial. Speaking to Metronome he laments that we didn't kill Praetor Keyes.

    No mention one way or the other about any of the other unknowns.
  7. A lil late in the running I know, but what the hell.

    Just finished the main story arc in Night Ward.

    My first thought is... is that it? >> It had some great steam going then you hit the 'big twist' in Bedwr's arc and everything seems to just shoot by in a flash, the Magician's arc was just a flash in the pan.

    Was it bad? Not necessarily. Just.. short. Like it felt like there should've been one more contact in between somewhere to set up the Black Knights, the Eternal Prison, the Black Queen, etc a bit better. I rather enjoyed the story up through Ward just because it gave a pretty decent set up of.. 'what is this place and what is happening'. But then it tries to turn things up to 10 with this end of the world business and shoves in a bunch of new characters and.. I dunno. I really enjoyed the finale but it seemed too quick and easy a conclusion with not nearly enough build up. Especially the whole Black Queen/Selene thing. I'm guessing Selene was possessing her? It's never made entirely clear.

    Like, Shadow Hunter was just wedged in there. Is he dead? Alive? What was the deal with him? He's in one mission and you just sic him on the goddess and that.. takes care of her for a bit? I don't know if that mission even needed to be in there except to give him a token cameo as set up for his return later on in the Magisterium trial (and mention thereof in the belladonna arc). Felt pretty rushed honestly.

    So, yeah. Bedwr's arc felt like kind of a mess. It was going okayish but then things just.. try to become 'omg epic' waaaay too fast. I'm not sure if I'd have put another contact before or after him but his whole segment just needed some better set up or explanation.

    I really did enjoy the finale though. With Ward and Percy and Katie and the like. In fact the Eternal prison was pretty fantastic too, though I didn't understand why they gave us a cut scene to set things up and then did not for the goddess summoning, given there's a Talons Elite Boss beating on you the whole time I had to scroll back and read all the dialogue from the chat box to understand what the hell all I'd missed once the mission was finished, I didn't even SEE Lamashtu until the finale. Just entirely too much going on that I'm expected to pay attention to while I'm also trying not to get killed.

    Actually speaking of Elite Bosses.. what is the deal with throwing so many out? I understand they warn you but you know throwing more than 1 at you at once is kind of overkill (when you're solo. I think had I teamed, more than one wouldn't have been as big a pain. maybe.). Ward's finale was fantastic up until that point and the two talon EBs just -wasted- me, even pulling them up toward Ward (who likewise was subsequently wasted). I think even Dark Astoria doesn't do that more than once (the Romulus mission, I think, and they give you all those helper NPCs). And that's incarnate level, so that should be that hard.

    I dunno maybe it's just me. I always find it grating when they lob one EB after another at you (Looking at YOU villain SSAs) But more than one at once while you're solo on basic settings...? Ehhh. Challenge is fine but there is a point where it can be just a brick wall ;P

    I am curious what's going to happen with the crew of characters. We know some show up in the Belladonna arc and the like, but it doesn't feel quite like we reached a conclusion for several of them, like Katie (at least she's not on a cliffhanger note this time) or the Midnight Masters. I just can't see them going "Welp! Saved the world. Time to hit the recliner and pop a beer" and not being heard from again. Then again, this feels like sort of a conclusion for the 'Wards' but not exactly for Praetoria. I mean obviously Praetoria's main story is going to wrap up in the trials but it does feel like there should just be one more zone or the like to 'cap' it off before the whole place is shelved to make room for the Battalion coming in as the big bads. Though frankly given the choice I'd be happy with 2-3 more praetorian zones if they're like the Wards, Night Ward really feels like it's own story going on instead of an integral part of the Praetorian story. More like a tangent that connects in.

    The other contacts in the zone are pretty nice too. I enjoyed Fireball, but I can't help but wonder if instead of a random 'task pool' he wouldn't have operated better as just a plain old standard linear mission arc? I get he's intended to flesh out the Animus Arcana as a group (Which it did well) but some missions just shouldn't come before other missions when you're trying to explain their life cycle and the like.

    Trilogy.. I'm still just touching on. It's cuteish so far, but probably won't be run on more than one character for a while.

    The repeatables have some nice missions. I liked Sir Lionel, and Atherton Cromwell is okay but I -really- get the nagging feeling these guys should've been split up along alignment lines. Sir Lionel really feels like a hero contact and Atherton a villain contact.

    Also kind of sad that the Resistance/Loyalist angle played no part whatsoever where at least in First Ward they got some token goodies for themselves. It just adds to the feeling that Night Ward is more of a Praetorian Tangent.

    The villain groups in Night Ward are all pretty decent. I actually liked the new Talons, the banshees and their ilk were kind of interesting and the musical sonic attacks are an awesome touch I hope we get ahold of sometime. I'm still not a big fan of them in terms of story though, they're just generic baddies.

    The animus arcana are neat, albeit a smidge annoying with their ice patch and some other attacks, but they were fleshed out well in the Fireball and Ward storylines so I really appreciate them from a flavor aspect. I like their looks a lot too.

    The drudges were neat too, I love the freaky but professional look their lack of facial features and business suits give off. They did seem kind of pushed to the side and forgotten in the grand scheme of their arc though. They get an okayish explanation but it did seem like there should have been more about them given. I dunno.

    The black knights definitely look cool and present some interesting experiences with their taunt heavy eternal guard. I really don't have that much to say though, I wish Sir Bedwr's arc had set them up and explained them a little better. Wouldn't mind getting their armor as a costume set sometime either.

    The Spirit Stalkers... are pretty much like their leader Shadow Hunter. They don't do anything of merit and they're just kind of there. They don't seem to have any particular gimmick except they're the first enemy group to use the 4 legged rig but outside of that they don't seem to be anything special.

    So, how does it rate? Honestly, I love the flavor of the zone, it has an excellent otherworldly feel that's different from First Ward but at the same time it just does come off as lacking and unfinished. Like things just feel sort of rushed in regards to its implementation. I appreciate there's more to do in the zone with the 2 repeatables and the 2 task pool contacts, but they still come up short when you figure how small the story arc chain is (and.. First Ward had -5- repeatables to choose from). I'm also not sure if Fireball and Trilogy being open from 30-50 is a good thing or not yet.

    Thinking on it now, it really doesn't feel like it's a second zone so much as just the last 1/3 (I hesitate to say 1/2 because of the length) of First Ward with it's own world ending climax shoe horned in. It does everything First Ward does with introducing the place, introducing a problem then suddenly jumping to a tangential problem that becomes the OMGBIGPROBLEM and then rushes to the finish. The ending felt a bit more wrapped up than First Ward's at least, but it does just seem to have the same problems First Ward did.

    I think if I'd give an arbitrary grade, First Ward would probably be a relatively solid B, Night Ward would have to be a B-. Like I'd at least like to see something take advantage of that 30-39 level range, maybe a second chain of arcs in the zone eventually that aren't necessarily related to the first. Really I think both zones have some room to expand in the future, I'd really like to see a new Task Force spring up in one of them.
  8. They're under 'Enhancements', like where you could buy SO enhancements, they'll have their own tab underneath that.

    Make sure the option in the lower right corner (Something like hide items missing ingredients?) is unchecked, it might be hiding them because you don't have enough merits (they cost a pretty hefty amount regardless of currency)
  9. They're not phasing out Pack 1.

    They're phasing out Pack 1 as the Tier 9 VIP Paragon Reward Repeatable.

    No one said anything about plans to take Pack 1 off the market.

    When and if that happens, they've said they would consider the possibility of making the exclusive items available.

    But that's not the case.
  10. They haven't said one way or the other. it wouldn't be surprising if -one- of them winds up free for VIP, but they usually do that for sets released with major issues. We might have a better idea when I24 hits beta.
  11. Quote:
    Originally Posted by Bright View Post
    I've already had two versions of Nuwisha... The first (which I deleted early-) was Beast/Thermal. The current version is Beast/FF.

    Those secondaries were great with the Bride's guys (she's Necro/Thermal) and Han's pajama-wearing maniacs (Ninja/FF), but have done jack-all as far as I can see for the durability of the traveling circus. The wolves in particular also seem to ignore command changes more often than the other sets I've played. Even spamming bodyguard or putting them on full passive doesn't always keep them from running off to the far corners of creation.

    I've had to make a dismiss key to keep them from aggroing entire maps. Even my ninja at their worst never drove me to do that. <_<
    Huh >> I just got done running mine up through Night Ward, mostly just had problems when trying to travel across the zone, never really any troubles in missions. The double EB missions kinda sucked :P

    Dunno! Time has been quite survivable for them, for me anyway. Keeping farsight up on them and hitting fortify pack when a boss comes up tends to keep every critter alive. Again, multiple EBs excepted (just 1 tho doesn't seem to prove much trouble).
  12. Quote:
    Originally Posted by Bright View Post
    That said... I'm not at all impressed with Beast Mastery. Mine's in her 30's and I'm still not at all sure I'm going to keep her. The pets are much, much more annoying to control and keep alive than either the Bride's zombies or Hanano's ninja, and that's saying something.
    What'd you pair with it?
  13. Dual Pistols is pretty mediocre until you the nuke. It really is ridiculous what a change Hail of Bullets makes.

    That may not necessarily save it from being 'the worst', that's not really my call since I've only played a few ranged sets. Actually of the ranged sets I've played I'd probably peg electrical blast. It's gimmick is sapping, which is entirely binary in usefulness and relies largely on short circuit to pull off. I will say I don't hate thunderous blast as a crashing nuke, having it's end drain based on targets means I can use it against a lone boss ok and not gimp myself.

    melee... I've gotta go with Dual Blades. I dunno if the numbers support it, but just the feel of the set was unfun. I just felt like I couldn't kill minions that fast, much less anything higher, and it was really annoying to miss a combo.

    I would put Mercs lower than Beast though. I dunno what the numbers say, but I know from experience my Beast/Time -shreds- elite bosses. Mercs... saw me in the hospital more than a couple times >>

    But ya again worst doesn't mean 'bad'. Masterminds in general are still a whole level of awesome. >>
  14. Moonfire is -glorious- for this, get a full team for it. One mission is nothing but wolves, the next is nothing but vampires.

    And yah, the swamp areas have lots of them, wolve by day, vampires by night, in large spawns.
  15. I've already got a couple characters on virtue. That's about all I need for the time being. I'm happy enough with Victory, a nice stable population during mid day and a nice quiet night life.
  16. I think the hyperbole could be toned down. The -only- thing? I think the numbers prove you dead wrong and put you in the minority.
  17. Quote:
    Originally Posted by Golden Girl View Post
    You're missing the point - the morality doesn't matter - it's that the role is written for a male, while the other 3 roles are all written as gender neutral.
    It'd be fine if the 4 roles used preset characters, and the Grfiter was defined as a male character - like there's no problem playing Tyrant's personal story mission where he refers to Black Swan as a harlot, becasue the character we're given to play is a guy, and the model used is naturally male.
    The personal story missions are basically "movies" where we play the part of a preset chatacter, and they're each written with that character in mind - which is how the Grifter role comes accross - it feels like it was written with a preset character in mind, but without giving us a preset character and model to use for it.
    I know plenty of female characters who, in the course of acting as a distraction, would openly flirt and say crass things to get the job done. Implying that a woman couldn't is kind of sexist, honestly.
  18. As far as anyone is aware and has been said, totally random.

    And you have a 1 in 6 chance so... you just keep rolling the same 1 out of 6 >> Random is random.
  19. This is one of those threads that's just going to go round and round. No amount of debate or arguing or personal vitriol is going to change anyone's stance.

    You either like them or you don't. Paragon Studios is going to keep making them and keep gating things behind them. Will things eventually be released normally? Potentially, but probably not for a long while.

    And that's pretty much it. No one kvetching about how immoral it is is going to make them stop. They know you're unsatisfied, but they know plenty more are not.

    So I think folks are just going to have to agree to disagree. Or just continue arguing in circles, it sure gives the rest of us some entertainment.
  20. Quote:
    Originally Posted by ketch View Post
    In the end, he's probably glad he got skipped over for that boat ride anyway.
    Assuming he survived being crumpled up and tossed against the wall like a rag doll.
  21. Quote:
    Originally Posted by AzureSkyCiel View Post
    I have no strong feelings for this, one way or the other.
    Tell my wife... Hello.
  22. Quote:
    Originally Posted by Adeon Hawkwood View Post
    For what it's worth I'd much rather that they add more Ancillary Power Pools rather than trying to even it out adding another another set of unlockable Epic Pools.

    I'd also like to see Patron Pools either unlocked automatically or have a heroside arc added to unlock them (where we steal power from Arachnos) but I'm not going to hold my breath for that.
    I have a feeling that's what they're doing, just adding more APPs. Which would be great, I'd love to see like a defense shield for corrupters/defenders.
  23. Quote:
    Originally Posted by Kirsten View Post
    I think a lot of this sort of thing could be avoided if they just had Heroic and Neutral "Training Pools"
    APP basically are neutral pools.

    And someone asked about "Hero Patron" pools at the coffee talk and they've said patron pools are really complex to do and they have other ideas they're going to run with.

    Basically it's kind of hinted that they've got plans for pools, both regular and epic.
  24. Well it is a 'mayhem' mission, and the badge is 'force of nature', implying lots of widescale destruction.

    And a good spot to farm the Cold demons is along the southern coast of sharkhead. That's a circuit you can run along the coast and over to the small island in the south east and you can pick up several demons in each 'lap'.
  25. Quote:
    Originally Posted by Adeon Hawkwood View Post
    I'm not sure I'd count that as a bonus. I consider TF Commander a lot easier to get than Invader simply because it isn't level locked. However I do find Demonic easier to get than Arch Mage.
    The accolades I find are fairly swapped.

    Heroside has easier access to the stat increasing accolades (Atlas, Portal jockey, TF Commander)

    Whereas Villainside has easier access to the click powers (Demonic, Megalomaniac, Force of Nature).

    Other thing of note: Praetorian that go villain are screwed out of Invader without joining in on someone else's low level Mayhems.