_Toxa_

Super-Powered
  • Posts

    142
  • Joined

  1. The following WP/KM build has served me well for quite a while now. I sometimes have issues with Longbow, Arachnos (Mu), and PPD Awakened, but not so much since unlocking Incarnate powers. However, I'm not great at min/maxing, and I'm betting that my build could be more efficient, and I'd like to see if anyone has any input, or thoughts on what they would do differently. My goal was to find a balance between +HP and +Def, and also to pile on radial AoE damage, hence the Mu mastery.

    Note: My in-game numbers (which are a bit different than Mids' totals)

    Max HP: 3322.89
    Regen Rate: 1.87%/sec
    Recovery Rate: 3.86%/sec
    Smash/Lethal Def: 34.52%
    Fire/Cold Def: 32.52%
    Energy/Neg. Energy Def: 33.70%
    Psi Def: 21.62

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1491;727;1454;HEX;|
    |78DA6594DB52D3401CC6373D88A52D3440A1500EE524506869472EBCD251D11984C|
    |E5011F1AEC61A2112D29204953B9F412FBCF1CE011EC071BCF0397C034F1C3CBC41|
    |FDE7FFAD254E3393FCB6DF7EBBFF2FBBD9965E2CC68478794D28B19BA6E638957B9|
    |AB5ADDBE192B66954E325C37132EBA66BEC68AEDE268448A1BBB2A83FD12D47CF6F|
    |18A659AF3DD7EDB4EC28E9A6AEE7970D4B778D6AE5BAEB6AD56D75C9DAD26DDD72F|
    |3FF1AD1D55ACDCCDF368DCD2D378EB6D734AC4D957F2D59CF0CC778649886BBDFC9|
    |CA8AAE3DD66D67CBA8276FD58D6AFE86BDE7EA95D25EA5A439AE6EEFA7285C81EE2|
    |F117A28748B465894A951148135609D11EA250C89501FE3428AF15415F26A844455|
    |78BE0BAB843171B10CDC65B4AF31B6555983EC0AECEDF0C5302A067B07ECDF28531|
    |099024164EA40A604327D27431806114EB2F483A43645E1F768C39804C674614C57|
    |91EBF6487C0A7830295844068B20582F12F5225F0AC15208764CDEA80C16CDB07DE|
    |03FECD07C71CC178E5B5C62B006D419C3BB800D388C287D299D18253AD3414FFA4A|
    |955459495DE017C8148022E3840CDDD2D08D25C82418A33D8C1A454962D240F290E|
    |B8C1E00470C85AAF6C9AA7D031C3F48523F260DF68F51634A8C0F0323C0282344BE|
    |B42C9E46F109149F40F1BAEA7D255887A1E380F763E28471E9143803F6B8EE548D7|
    |14AEF3422138DCCB2B4AB7AEB8E4463EF603E000E1933470C9B7C93722327B19133|
    |D8C8196C64161B99C5463EA4459E96D34EBF67FBDC07E0237085B741A3E7ACF4CDC|
    |297832F075F0EBE0A3DF3D29747CC79C49C47CC79C43C8BE0D4796F5898636930D4|
    |3C4AA845C943CD33D9C8FABB1B7489428B526C512EB7280B2DCA8A5FC971E1D550F|
    |39C0A055922093A8B901A3FDBA95B1E3B659CBB7F9F4B01E53EEF7DF10E7F23C5AB|
    |FC4FF1CB3F669AC7FCF18F79C3DF62F615A3F89AD1685E65B236E44AF0F5C0276CF|
    |8DAE56E6F20DAC99EF3F6679FBEECD3DFFAF4BF8AC5FDAF|
    |-------------------------------------------------------------------|
    Villain Plan by Mids' Villain Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Miss Ultimate: Level 50 Natural Tanker
    Primary Power Set: Willpower
    Secondary Power Set: Kinetic Melee
    Power Pool: Flight
    Power Pool: Fighting
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: High Pain Tolerance -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(3), Numna-Heal(3), S'fstPrt-ResDam/EndRdx(5), S'fstPrt-ResDam/Def+(5), S'fstPrt-ResKB(7)
    Level 1: Quick Strike -- C'ngImp-Acc/Dmg/Rchg(A), KntkC'bat-Acc/Dmg(7), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(11)
    Level 2: Body Blow -- C'ngImp-Acc/Dmg/Rchg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Acc/Dmg(13), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(15)
    Level 4: Fast Healing -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(15), Numna-Heal(17)
    Level 6: Indomitable Will -- LkGmblr-Rchg+(A)
    Level 8: Rise to the Challenge -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(17), Numna-Heal(19), Taunt-I(19), Taunt-I(21), DarkWD-Slow%(21)
    Level 10: Smashing Blow -- C'ngImp-Acc/Dmg/Rchg(A), KntkC'bat-Acc/Dmg(23), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Dmg/EndRdx/Rchg(25)
    Level 12: Quick Recovery -- EndMod-I(A), EndMod-I(27), EndMod-I(27)
    Level 14: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(29), Zinger-Taunt/Rchg/Rng(29), Zinger-Acc/Rchg(31), Zinger-Taunt/Rng(31), Zinger-Dam%(31)
    Level 16: Fly -- Winter-ResSlow(A)
    Level 18: Mind Over Body -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(33), Aegis-ResDam/Rchg(33)
    Level 20: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(33), LkGmblr-Def(34)
    Level 22: Power Siphon -- GSFC-ToHit/Rchg/EndRdx(A), GSFC-ToHit/Rchg(34), GSFC-Rchg/EndRdx(34)
    Level 24: Boxing -- Acc-I(A)
    Level 26: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(36), RctvArm-ResDam/Rchg(36), RctvArm-ResDam/EndRdx/Rchg(36)
    Level 28: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(37), LkGmblr-Def(37)
    Level 30: Burst -- Erad-Dmg(A), Erad-Acc/Rchg(37), Erad-Dmg/Rchg(39), Erad-Acc/Dmg/Rchg(39), M'Strk-Dmg/EndRdx/Rchg(39), C'ngBlow-Acc/Rchg(40)
    Level 32: Resurgence -- RechRdx-I(A)
    Level 35: Focused Burst -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(40), Dev'n-Acc/Dmg/Rchg(40), Dev'n-Acc/Dmg/EndRdx/Rchg(42)
    Level 38: Concentrated Strike -- C'ngImp-Acc/Dmg/Rchg(A), KntkC'bat-Acc/Dmg(42), KntkC'bat-Dmg/EndRdx(42), KntkC'bat-Dmg/Rchg(43), KntkC'bat-Dmg/EndRdx/Rchg(43)
    Level 41: Electrifying Fences -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45), JavVoll-Acc/End/Rech(45)
    Level 44: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(46), Posi-Acc/Dmg/EndRdx(46), JavVoll-Acc/End/Rech(46)
    Level 47: Mu Lightning -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(48), Dev'n-Acc/Dmg/Rchg(48), Dev'n-Acc/Dmg/EndRdx/Rchg(48)
    Level 49: Strength of Will -- ResDam-I(A)
    Level 0: Born In Battle
    Level 0: Invader
    Level 0: High Pain Threshold
    Level 50: Spiritual Core Paragon
    Level 50: Ion Total Core Judgement
    Level 50: Reactive Partial Radial Conversion
    Level 50: Warworks Total Core Improved Ally
    Level 50: Barrier Total Core Invocation
    ------------
    Level 1: Brawl -- RechRdx-I(A)
    Level 1: Gauntlet
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 2: Swift -- Flight-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(50), RgnTis-Regen+(50)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(43), P'Shift-EndMod/Rchg(50)
    ------------
  2. Quote:
    Originally Posted by ArwenDarkblade View Post
    Are you guys serious about this Sister P art? She looks like a sex doll, and on top of that she looks completely incompetent and unprepared for battle. BAB is all ready to go, has his game face on, and she's like "Golly gee, I have no idea what to do! I'm frightened even though I'm the second most powerful psychic in the world!" Come on. Not only does she deserve better, but so do all the women who play this game. Have you forgotten how many of us there are?

    How about giving her, and by extension all the women who play this game, some dignity? How about not making her look like an empty-headed sex object?

    What ever happened to all the squawking about "Having female pets for Masterminds would be sexist!"? Did you forget that argument? How about all us women who WANT female minions, and DO NOT want to be depicted as vapid second-rate heroes who are barely more than sidekicks?
    ^^^^^^

    Paragon, you've revamped signature costumes before. This illustration drives home the need to give Sister Psyche a -real- costume. She's a super hero, not a porn-star. Or is that forever the role of females in the comic book universe? She's running around the city, almost completely naked with nothing more than a few bits of electrical tape for clothing, and people are supposed to take her seriously?


    Her costume is an embarrassment.
  3. My very first character, a blaster that made it to the ripe old age of 12, had 4 slots in Rest.

    I had to use it every time it was ready, and waiting for Rest to recharge was one of the reasons I nearly abandoned CoH early on.
  4. Quote:
    Originally Posted by VoodooGirl View Post
    That's the only F2P business model we've seen for an MMO that's transitioned to a F2P (or at least that I'm aware of.)

    I'm sure there's alternate methods to sustaining a game on F2P that we haven't thought of, or considered, and it shouldn't be assumed that the way it was done (and as some would argued, failed) is the only way to do it. You're assuming that an established MMO would have to eliminate its monthly subscriptions entirely to go to F2P - what if it didn't?
    To me, the best transition scenario is where some content is purchased with points, and points are either purchased via micro transactions, and/or accrued over time through varying levels of subscription... let's say $5, 10, and 15 dollar recurring subs (I think this roughly how a certain audio-book company operates, and probably a MMO or two).

    I think having a flexible subscription model combined with micro-transactions helps to get the best of both worlds. I also think that having different tiers of subscriptions would help to get subs from people who are put-off by both MTs and $15/month subs.
  5. Quote:
    Originally Posted by Golden Girl View Post
    What a very male approach
    ...so you'd kill 100 to save 99? Or would you refuse to act, killing 199 people?
  6. Quote:
    Originally Posted by Doc_Reverend View Post
    There's villainy, which is basically what everyone said, and then there's supervillainy. The difference is performance. I enjoy the latter a lot more.
    This is sig-worthy.

    And it immediately made me think of my favorite super villain of all time:

  7. Hi Tunnel Rat,

    I know it's more fun to make new stuff, but could you pleeeeeeeeeeeease re-work the dark armor/blast powers? Specifically, many of those powers use a horribly low-res, muddy pixelated sprite.

    The warshade powers and the Void judgment are a much better representation of what Dark powers should look like (at least in terms of quality/fidelity).
  8. In addition to having a new game engine, there are some things that have always bothered me with the CoH game design:

    CoH is one of the only MMORPGs I've played where a character gets noticeably weaker as they increase in level, relative to enemy scaling, during the early game period (1-12). Then there is a power bump with DOs (or low-level IOs, whatever you use), which proceeds to wear down -again- until you reach the coveted SO tier. At this point, or shortly thereafter in early 30's, character performance just kind of plateaus.

    The entire enhancement system needs cleaning. It's a hodgepodge of legacy stuff that reflects how the original team envisioned the game would play out, even when it became clear that it wasn't necessarily good design. With an ~8% bonus, TOs are almost universally disregarded/sold because their tiny bonuses are too ineffectual on powers in the early game.

    It's only at the DO range that you can start to see noticeable improvement in powers, and even then I must question whether there is even a need to restrict enhancement power to 16% during this period of a character. The character is young and their powers are still starving for slots. Allowing players to slot 33% enhancements from day one would make it easier to create a smoother power scaling and experience.

    The current system is a big reason why, for example, Tankers don't live up to their archetype until they hit the 20's. Until that point, they are essentially scrappers with weaker attacks for all the good their un-slotted, under-enhanced armors do.

    Of course none of this is a big deal to people who PL through the early game (sewer groups, anyone?), but then I'd argue that the PL'ing is the result of people looking to avoid dealing with the early-game doldrums. There's just no excuse for "well sure it sucks now, and will continue to suck for a while, but trust me it gets better!" approach to game design.
  9. Quote:
    Originally Posted by Samuel_Tow View Post
    The one thing that sinks City of Heroes more than any other game is the graphics infrastructure and engine. This game looks worse and runs worse than almost any contemporary game that I can think of, and not just Unreal engine and Source engine games. The in-house Crytpic engine was old even back in 2004 when the game launched, some two years after it was originally intended, and it has fallen progressively behind despite all the graphics tweaks.

    If we're looking at a City of Heroes 2, this would need to be remade from scratch in something far more solid, possibly the amazingly stable and smooth Unreal 3 engine, while simultaneously carrying over all costume items and at least the majority of locations, if not at Launch, then soon thereafter.

    I have a headache, so I'll cut my post short and avoid stepping into controversial territory.
    I feel that CoH has aged fairly well (although mostly it's the animations and power FX that are holding up), but yeah I agree. A new engine would be a must, and ditch the zone loading.

    I would also like to see more work put into designing interesting (and not annoying) mission map environments, -varied- encounters and -varied- rewards. I've always disliked how CoH gives the same XP/Inf reward for each mission, regardless of how long, short, frustrating, easy, entertaining, loathsome the mission is. The same goes for enemy mobs, with a few exceptions. If I was actually rewarded properly for hunting down 10 easy-to-miss glowies in a lengthy Orenbega map, I'd be more likely to go through it instead of abandoning/auto-completing out of sheer disgust.
  10. I was on a BAF today, on Virtue, with a full 24 league, and the lag was worse than a Mothership raid, as it has been since the last patch.

    However, at some point one of our players dropped, leaving us with 23 players, and the lag diminished considerably. Unfortunately I don't recall what AT/power sets the missing player had, but the fact that removing a single player from the map coincided with a substantial gain in performance makes me wonder if the issue could be related to particular powers.

    I recall an issue at the launch of i19 that caused people to crash when Alpha-slotted characters summoned certain types of pets.. perhaps a similar thing going on here?

    In any case, this needs fixing ASAP.
  11. _Toxa_

    i20 black screen

    I downloaded the Test app (from the link provided in this thread), it is CoH v1.0.2098. The launcher won't even start.

    However, I already had a copy of Test installed, CoH v1.0.3069. After modifying the line in the plist file, it runs, launches, and connects to the live servers. I'm in-game.

    Again, this is on a MacPro 1,1 with OSX 10.6.7 and Radeon HD 5770
  12. _Toxa_

    i20 black screen

    Quote:
    Originally Posted by CuppaManga View Post
    P.S. Those of you with the black screen - can you switch to windowed mode with Cmd-Enter while you're looking at the black screen with the cursor?
    Yes, Cmd-Enter is working.
  13. _Toxa_

    i20 black screen

    I also let it simmer for an hour with no results. I suppose I can just let it go all night and see what happens. We can just think of it as a queue!

    Just don't stare to long into the black screen, or it might stare back...
  14. _Toxa_

    i20 black screen

    Quote:
    Originally Posted by Arbiter Oates View Post
    When you get the black screen, is your UI still available? Meaning, can you see the chat window, power tray, etc., but not the game world?
    After clicking "I Agree" in the launcher, I get a completely black screen. There is no UI or sound. I do have a cursor. I tried launching in Safe Mode but with the same results.

    I have to use Alt-Command-Esc to get out of it.
  15. _Toxa_

    i20 black screen

    The new Blackscreen™ technology is enabled on:
    Mac Pro 1,1
    OSX 10.6.7
    ATI Radeon HD 5770
    CoH Version 4462

    ...but I am not getting Blackscreen™ on my:
    iMac
    OSX 10.6.7
    ATI RadeonHD 2600
    CoH Version 4462
  16. A friend and I were helping another VG-game unlock the Alpha slot. Two of us were level-shifted, and we all mapserved during the fight with the Honoree. Twice. Specifically, we mapserved when he reached about 1/6 health both times. We didn't bother going for a third round since each time the mission was reset.
  17. Quote:
    Originally Posted by ultrawatt View Post
    Ive got a scrap thats at 20 something. Quick strike will sometimes do KB to even con critters.


    Anyway, my Foot Stomp is still doing knockdown to even con critters even after the lvl shift.
    Some enemies like Clockwork are more sensitive to KB than others. That might account for what you're seeing. Or a KB enhancement. I haven't checked, but maybe the KB values are different between the scrapper and tank version?

    I am confident that the Tank Quick Strike does not KB even-con enemies unless they are vulnerable to it. I tested this repeatedly today because I was worried it would happen when the next tier of alpha boosts came around, and sure enough..
  18. On my Tank, I can confirm that Quick Strike is now doing KB to even-con enemies. Burst, which is only slightly less magnitude, still does KD.
  19. I just started a TA/DP character yesterday. I'm up to level 18, and soloing hasn't been very bad. So far the only enemy that has given me pause are the Lost Anathema. It would probably help if I had Ice Arrow (which I do plan to get and stack with Suppression Fire), but I still think they're ridiculous with their Dominate and Sleep chain. You either have a have break-free handy, Ice Arrow, or you GTFO. Redraw hasn't been a problem - I found that if I queue a pistol attack during a TA animation, the pistol attack will go off almost immediately without having to redraw.

    My thoughts on TA:

    I like this better as a Defender. Maybe I'm just allergic to Corruptors, but I when it comes to debuff sets, I strongly prefer the higher Defender values over Corruptors. And since the changes to Vigilance, the damage advantage of Corruptors just isn't as enticing as it once was.

    Also, I found the weak offerings at start of TA are much more problematic on a Corruptor. TA doesn't bring a lot to the table in the early game, and TA Corruptors will be bringing a whole lot of nothing for quite some time compared to Defenders. That is the main reason that I started as a Corruptor, but around level 12 I re-rolled as a Defender. It's not fun when the only thing you can offer a team is a single target immobilize, a targeted AoE slow, and a silly, ineffective light-show. At least not when other Corruptors are throwing around things like Radiation Infection.

    I think TA could still take some developer love, but for me only real problems with the set are Flash Arrow and the order of power progression. TA just needs some solid low-level AoE mitigation. I'd go for swapping Flash Arrow and Oil Slick, then buffing Flash Arrow to make it less laughable and worthy of a higher-tier power (actually it needs a buff just to make it less laughable as a low-tier power). Having Oil Slick early on would make TA pretty desirable for lower-level teams, offering good AoE mitigation and damage.

    On the brighter side, I -really- like not being chained down with toggles. I'm a long-time vet of the original debuff sets (Rad, Dark, Storm), and it's feels pretty liberating to not worry about anchors and detoggling. It also feels pretty light on the blue bar which is a welcome change of pace.
  20. I'm getting a "clean" crash to the desktop where the program (usually) just disappears. Most of the time there is no message, although I rarely get an "assertion failure" popup, or the screen goes black and I have to reboot.. For a while now I've been using /reloadgfx with the belief that it could postpone the crash indefinitely, but not really understanding what it was doing, or if it was doing anything at all. After reading this thread, I decided to run activity monitor with CoH in windowed mode. Sure enough my free memory would gradually drain away, and using the /reloadgfx command would free it all up again.

    As for my system:

    Mac Pro 1,1
    4G Memory
    ATI Radeon HD 5770
    Snow Leopard 10.6.6

    Running CoH v1.0.4462
  21. Quote:
    Originally Posted by Redlynne View Post
    For my money ... the problem with Peacebringers is that they have lousy synergies amongst their own powers. Setting aside enhancement slotting for the moment ... it's really really hard to get Peacebringer powers to STACK with each other to do anything beyond Damage, Defense Debuff and Knockback. There is, in fact, very little that can be done to get what powers Peacebringers *do* have to even Self Stack so as to be able to affect more than just Minions (yawn...) and Lieutenants (yawn...).

    Best example of this PB vs WS quandry is the fact that the WS has multiple powers which Stun in Human Form, which can be stacked with little difficulty to Stun Bosses. PBs get a single AoE click power that is a Mag 2 Stun ... and that's it for any meaningful Crowd Control ability for Peacebringers.

    WS has Gravimetric Snare, which in addition to being a fast recharging ranged attack is also an Immobilize and easy to use in a 1-2-1-2-1-2-etc. ranged attack chain with Ebon Eye. PB gets Radiant Strike, a slow recharging melee attack that does KnockBACK and is hard to build a repeatable ranged attack chain around.

    Eclipse is a click which buffs Human, Nova and Dwarf Forms.
    Light Form is a click which locks you out of Nova and Dwarf Forms.

    ... and so on ...

    Warshade powers synergize with each other very well.
    Peacebringer powers are "all over the map" and seem to have been designed to achieve as few power combo synergies as possible (ie. Limit --> 0 ... for those who know calculus).

    With Warshades, you can get all kinds of "emergent behaviors" from simply slotting powers differently, or using those powers in different combinations to create synergistic effects. With Warshades, the sum is greater than the component parts.

    With Peacebringers, there's hardly ANY combos of powers you can build which will create "emergent behaviors" offering new and novel synergistic effects. Peacebringers do Damage (sorta), Defense Debuff (only slightly relevant at all because of the Achillies' Heel Proc) and Knockback (which is a double edged sword that cuts both ways). With Peacebringers, I feel greater frustration with what I *CAN'T DO* due to the (imnsho) ridiculous limitations unnecessarily placed on the Archetype than pride in what I *can* do with my builds.

    Example: Solar Flare.
    Can only be used when NOT flying or hovering.
    On an Archetype who can fly at Level 1 and hover at Level 10.
    Brilliant.

    Example: White Dwarf Flare.
    Can only be used when NOT flying or hovering.
    White Dwarf Step causes your Peacebringer to Hover for 4 seconds, locking OUT use of White Dwarf Flare until the Hover effect of White Dwarf Step ends.
    Warshades don't have this problem/limitation/stupid restriction with Black Dwarf Step and Black Dwarf Mire. Warshades can Step+Mire as fast as the powers can animate with no limitations. White Dwarfs have to stop floating after they teleport before they can AoE Flare, thereby surrendering the intiative of a surprise attack after teleport.
    D-U-M-B.

    Warshades synergize their powers well.
    Peacebringers are specifically forbidden to synergize their powers by Poor Design Choices which gimp them compared to Warshades ... or any other Archetype for that matter.



    Want To Buy Peacebringer Powers allowed to synergize by Good Design, please.
    ^^^ This. A million times this.

    To that list I would add Pulsar, a power that I tried to use to good effect but found that it's slow activation often made it nearly suicidal to use as an opener since many enemies love to use their most annoying attack first. I had similar issues with Incandescent Strike which, as I was often told while leveling my PB, would solve all of my problems and fill my bank account with money. So then I tried Solar Flare, only to find that the knockback put enemies out of range of the abilities that I needed to use (I'm still amazed that knockback powers still find their way into melee-oriented powersets, but that's a QQ for another thread).

    The PB just feels like an awkward mess of powers with little or no thought behind how the powers work together practically, as a whole.

    My level 50 PB remains the only level 50 character I have ever deleted.
  22. I ran the Apex TF with two different ATs and had two wildly different experiences.

    The first time was with my WP/KM Tank. Although we failed at Battlemaiden and gave up after about 40 minutes (couldn't out-DPS her regen), I thought the fight was fun and very simple. I couldn't understand why my teammates were nearly foaming at the mouth in rage at the encounter. However the second time was with my Rad/Rad defender. Although we succeeded, I was nearly to point of pulling out my hair - it was stressful and aggravating. For the record, I've been playing this game for nearly six years, I don't qualify as "casual", and I learned how to "joust" before there was even a popular term to describe it.

    Looking back, I think the difference is pretty simple. All my tank had to do was taunt, punch, and watch out for the blue patches. My defender, on the other hand, had to keep debuffs/buffs up, contribute the DPS, rez/heal teammates who are scattered everywhere and on the move and being attacked by added mobs, and keep myself alive. And all of this while avoiding blue patches.

    On top of everything else, I found that it was pretty much impossible have any communication with my teammates (a PUG, btw) because everyone was so tied up with the AV, avoiding blue patches, and dealing with adds.

    It's irritating to see people say "all you have to do is not queue-up a power when a blue patch is about to appear" because it's just not that simple, at least not for anyone who has to do more than fire off attacks. I found, playing my defender, that there was just too much happening at once, and a few times it just felt like my ability to process all information was about to shut down... ie., Lingering Radiation is ready to go again...but wait the Blaster is taking damage, I need to help him...but wait, a bunch of swords just started beating on me, now I need to use some powers to save myself...but wait, a blue patch just appeared on me....and so on. It just seemed inevitable that I would end up in a blue patch and die. Again and again.

    I like the new approach and I'm glad to see the Devs trying to do something more interesting with their game engine than simply giving us increasingly more dense punching bags to beat. But I feel like the overall pace of the battle could be cut back a little to make it less frantic for some. Specifically, I think if they simply reduced the adds it would help out a lot. If people were given more room to focus on the "mini-game", and less on dealing with the adds, I think the encounter would be significantly less frustrating while still requiring a method other than tank & spank.
  23. Leslie is gone, and it hurts. Sure, not as much as jumping on a bike with the seat missing, but it still hurts. :'(

    I <3 Leslie Nielsen. I need to drown my sorrow in a sea of Police Squad.
  24. ***update***

    Mission: Accomplished. Invader Badge: Acquired.

    ***********

    Hi, I'm looking for any villains with the Talos (30-34), Brickstown(35-39), or Founder's Falls(40-44) mayhem missions. I need the exploration badges from each, and I will pay 10m per badge to anyone who can help. I only need to grab the badge itself, so it will only take a moment of your time if you have any of those three missions on any of your characters.

    Shoot me a message @Toxa if you can help!

    Thanks!
  25. Quote:
    Originally Posted by Red Valkyrja View Post
    When I see salvage where there is 10k in stock, yet people are still paying 1k, 5k, 10k inf or more, my first thought is 'idiots'. Impatient people pay inflated prices.
    This statement is just irritating.

    The reason that I will pay 1k-200k on salvage is not because I am some feeble-minded twit, it's because playing the "creep my bids" game is tiring when a single recipe might call for 4 or 5 different pieces of salvage, multiplied up to six times. Or you're down to purchasing that final piece of common salvage to create that last IO in your set and it just happens that someone has bought them all up to flip. Currency is such a joke in this game that I really don't care anymore if I have to cough up 100k for an Alchemical Silver to appease the flippers.

    I value my _time_ more than virtual bits of monopoly money. Yes I want to create that IO "nao" because my SG is looking to do a TF and I'd like to have that extra bit of defense, recharge, regeneration, etc. Or it's just because I'm a completionist and finishing up that set is my goal for the night. So I'll look at whatever the recent selling bids, and place a bid that is considerably higher to make sure that it is purchased right away. If I'm really in a hurry, I'll just put in 50-100k for -anything- and -everything-, just because I don't feel like going through the tedium of customizing bids for each purchase of salvage needed for a set of 6 enhancers. I consider the extra money spent to be a generous tip to the sellers for keeping WW stocked. And if it means the flipper wins at the end of the day? Whatever. I'm not paying $14 a month to sit at WW and play hardball with market flippers to ensure no bit of Inf goes to waste.

    And above all other things, I really don't consider multiple days of -real time- to purchase a virtual doodad to be acceptable in a pretendy funtime video game. When I see the recipe I need to complete my set going for an average of 30 mil, and my bid for 60 mil sits there for weeks, pretendy funtime has officially stopped.