Adeon Hawkwood

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  1. Quote:
    Originally Posted by Ironblade View Post
    Is this some kind of coded message telling us that Freitag and Zwillinger are the same person?
    I assumed it was a reference to Steelclaw's Zwillinger/Freitag slash fic.
  2. Quote:
    Originally Posted by Shadow Wail View Post
    Does the Memorized tab open for all the enhancements under tht badge or for all Memorized IO? If it is one entire subtab then I am ok...but if it is going to open a memorized tab for each set on enhancements that pertain to one badge, then no.
    It's for all memorized IOs.
  3. That is weird. I don't suppose any of you have logs of the trial? I'm sure Arcanaville would like to see them.

    If I had to guess, my theory would be that with 3 Illusionists the Phantom Armies were doing to much damage so none of you needed to activate enough powers to count as "participating.
  4. Quote:
    Originally Posted by bmbeeman View Post
    Just need some clarification on what exactly you recommend skipping and taking. I'm assuming one of those powers was meant to be "Offensive."
    Yeah, that was a typo. Take CT: Defensive, skip CT: Offensive.
  5. Adeon Hawkwood

    Level 44 respec

    Quote:
    Originally Posted by Mr_Vexx View Post
    Its been 5 years since I was last on but I think I ran the others. Its my tank Rocky'(Stone/Stone) that needs to run it so all i really need is some others to tag along and kill stuff.
    Actually the way it works you can get a maximum of 3 respecs (if you're level 44+) but you can get them from any trial. You can run each trial once or one trial 3 times. It's often easier to recruit for a lower level respec trial since you have a large range of available members.
  6. I haven't seen any but I can offer some general advice.

    The main decision you'll need to make is what attack powers to use. Since you mentioned this is a Huntsman Build I suspect you'll mostly want to stick with the basic Wolf Spider gun attacks. For AoE damage this is a good choice, the Bane AoE attacks are really weak (except for Crowd Control) so you aren't missing much.

    Single target attacks are where you might want to dip into the Bane powers. Taking a few heavy hitting mace attacks can be effective although the double redraw hurts there so I'd generally recommend going all one way or the other, either plan on making the mace your primary single target damage tool or don't bother.

    Secondary is a lot simpler. You'll want to take the Bane Spider Armor, all three Tactical Training powers, Combat Training Defensive and Mental Training no matter what. The others are more variable, you should almost certainly skip Wolf Spider Armor and Combat Training: Defensive but the others will depend on what you feel like.
  7. Adeon Hawkwood

    Crab Build

    Quote:
    Originally Posted by Two_Dollar_Bill View Post
    I'm not sure if you have used Summon Spiderlings, but I quit using them on my own Crab because they race into melee and get killed almost instantly, so they really do not contribute any useful amount of DPS.
    I use them a lot on mine and I find that solo at least they tend to last for a reasonably long time. Even on teams I tend to find that I've still got one or two alive by the time it's recharged.

    That being said I find the Disruptor Bots more useful so given the choice of one I'd probably take them over the Spiderlings.
  8. The problem with this is, based on the way range enhancements work in cones I strongly suspect that range enhancement and AoE radius enhancements would be the same thing so allowing for radius enhancements would require them to use the smae enhancement valeus as range enhancements (and for Targeted AoEs would boost both the range and the area).
  9. Adeon Hawkwood

    Volcanic badge

    My experience from getting this is that you really want two things: a team and an attack power that doesn't require a target.

    The Hollows spawn sizes are based on team size and unfortunately do not seem to scale with your difficulty. Having a team of four or more makes a LOT more bosses spawn (incidentally, the other team members don't even need to be in zone, they just need to be on the team).

    Having an attack of some sort that doesn't require a target (such as a patch power or a PBAoE power) allows you to attack them while they are undergroud without having to use Le Blanc's method of finding a lowbie.
  10. I tend to agree with this suggestion. Sure, it's not something many people will care about but similarly there is no real purpose to the temps having an expiry time on them. Chances are either you will complete the TF in time or you'll fail it for other reasons. The timer just causes problems for those few who, for whatever reason, don't want to do it all in a similar setting.

    I'll also point to the Khan TF as an example of a TF where the "better" option is applied. Each team member gets a Dimensional Grounding Ray with 10 charges despite the fact that you only need 1 charge, total, to complete the TF (baring the occasional bug).
  11. Adeon Hawkwood

    WST for June

    Quote:
    Originally Posted by Energizing_Ion View Post
    You say that like it's a bad thing.
    No, it was more on the order of an observation I'm not to fussed either way. TBH I'd prefer it if they alternated 50 and non-50 TFs week to week but given that last month was almost all non-50 TFs I guess they are alternating month to month instead.
  12. I was referring to a vendor who will buy any loot from you: enhancements, recipes and salvage.

    I'll also add that having to zone to access a service isn't the same as having it in zone which kinda breaks your point. Still the critical services for trial running are the inspiration vendor and someone to sell stuff to. If Pocket D had those it would definitely be a viable alternative to the RWZ although I suspect inertia would make people continue to use the RWZ.
  13. Adeon Hawkwood

    looking to solo

    Brutes and Scrappers are good out of the gate. Masterminds are also a strong choice but do require a bit more effort and have some rough spots (levels 18-25 are rough for a lot of MM combos). The various Epic ATs are also pretty good soloers to various degrees. Corruptors can be good soloers with specific powersets but tend to mature later than a Brute/Scrapper.
  14. Quote:
    Originally Posted by Residentx10 View Post
    Why the RWZ? What is unique about that zone? I keep hearing everyone mention this for a potential staging area.
    Short answer is that it has all useful services except for Wentworths in a relatively small area. The key ones are of course a "buy anything" vendor and an inspiration vendor but it's also got other useful things such as a base portal, a crafting station, a hospital and a difficulty adjuster.
  15. Adeon Hawkwood

    /Pain MM?

    Conduit of Pain does not work (obviously) and pets will not benefit from the recharge buff in Enforced Morale but other than that they work.
  16. Quote:
    Originally Posted by Steel_Shaman View Post
    And to be honest, I am actually glad they are providing an outlet for people that have wanted this type of play. I do not begrudge others their fun at all. My real quibble with the Incarnate system is not that it exists, but that it exists in a vacuum, so to speak. Ideally what I would prefer to see is multiple options for advancing a level 50 through the Incarnate system, including but not limited to:

    1) Raiding
    2) Soloing
    3) Small teams
    4) PvP

    I would actually prefer the Devs do ALL the above, not just one of them. That way the system would be broad enough to appeal to the biggest group of people possible.
    I agree and I think in a perfect world the devs would probably also like to do all four options. The problem is, as always, time. The devs presumably had a choice between doing one option well, doing a half-***** job on all four or doing a good job on multiple options but neglecting the rest of the game (i.e. releasing solo incarnate arcs in I20 instead of doing Sutter/Mortimer). I hope that in the future they'll branch out a bit and provide more options but at the same time I wouldn't be willing to bet on it. The devs have a limited amount of resources and it seems at the moment they are focusing on two things: end-game raids and non-end-game content.

    Actually, I think the I20.5 changes will help a bit with small team content since it will be possible to form an 8-man team to do Lambda and lock it to keep it at eight.
  17. What I would really like (but doubt we'll get) for Omega is a "build your own power" slot. Instead of the power being a simple "build this ability and it goes in the slot" system that the other powers have I'd like the Omega power itself to be a tree.

    Basically the way I envision it you craft a base Omega power which determines the basic power type and then you build "modifications" which are slotted into the power. Increasing the rarity of the core power would increase the number and variety of slots available to it.

    For example there might be three core power trees:
    PBAoE Toggle
    PBAoE Click
    Targeted AoE Click

    Within each tree the core/radial divide would be mostly based around the number of different types of slots. I can think of four slot types: buff "slots", damage/debuff "slots", "base attribute" slots and "universal" slots. In general Core would have more total slots but Radial would have a higher proportion of universal slots.

    The buff slots would take modifications that provide bonuses to yourself or teammates. Bonuses that only affect you would be stronger than ones that only affect teammates or for the click powers modifications that increase the duration of the buffs.

    The damage/debuff slots would take modifications that either damage or debuff the enemies (d'uh!).

    Base Attribute slots would do things like decrease the recharge or endurance costs of the power.

    Universal slots would take any modification.

    Now given how difficult this would be to implement (and how much of a load it would place on the server trying to calculate it) I doubt we'll get it but it would be nice.
  18. Quote:
    Originally Posted by ThatGuyThere View Post
    There also hasn't been an abundance of threads calling for, I dunno, an option to have characters perma-deleted upon "death". Does this mean we can presume this is a vast, untapped demand in the game?
    Since there exist a number of SGs that DO delete characters on death (for example this one) I think we can assume that there is a portion of the player base that enjoys playing that way and would welcome the option of a "hardcore" mode which enforced the "unplayable upon death" option but provided some benefit instead (such as custom titles, special "hardcore-only IOs", or an account wide badge for reaching certain level milestones on a hardcore character).

    As I mentioned in the rest of the post you quoted you generally do not see threads asking for changes when the lack of a feature is something that causes most players who want it to either devise a work around or quit the game.

    In the case of hardcore mode most advocates of it are perfectly happy to manually delete their characters when they die. They would no doubt welcome a "hardcore mode" but it's not something that is essential to their game play.

    The incarnate system as a whole is really made to appeal to a few different types of players (types that are, admittedly, closely related but do not have 100% overlap). It primarily appeals to those groups who want a challenge or want an end-game progression system. The reason you didn't see many threads asking for it is that the former group had found an alternative outlet (soloing team content) and the vocal members of the second group had mostly left.
  19. Adeon Hawkwood

    WST for June

    Quote:
    Originally Posted by Chaos Creator View Post
    50
    45-50
    45-50
    41+/35+
    Precisely. Three out of four WSTs are level 50 TFs. And before some pedant comes along and points out that two of them are level 45-50 I will point out that both of those TFs are set to spawn at level 50+ irregardless of team level which to me makes them level 50 TFs even though you can take along lower level characters.
  20. Adeon Hawkwood

    WST for June

    Well, apparently June is the "level 50 WST" month.
  21. Quote:
    Originally Posted by Neuronia View Post
    It is looking more and more that Reward Merits are done as an outlet to buy specific recipes and as nothing more than a random roll outlet or a conversion process to Alignment Merits.
    I think you're right. The only people I bother to stockpile Reward Merits on anymore are my Rogues/Vigilantes.
  22. Quote:
    Originally Posted by Steel_Shaman View Post
    I really do wonder where all these posts were screaming repeatedly for raid content over the years, because quite frankly I don't remember seeing them. Now what I do recall seeing was the occasional post by someone saying they were quitting and citing lack of endgame as one of the reasons. I completely agree that having no endgame has probably cost CoH a few players over the years. But a hotly requested feature? No, sorry, I'm just not seeing that.
    You are entirely correct. However a lack of threads about it doesn't necessarily mean it wasn't wanted by at least some portion of the population. There will always be a portion of the population that wants more and more challenge and power. The thing is that prior to the Incarnate system this desire expressed itself in other ways. There is a portion of the player base that has amused itself by engaging in self-made challenges such as soloing AVs, Pylons and task forces, or experimenting with AE challenge arcs. The reason you never really saw many threads requesting it is that the people who wanted it either found something else to amuse themselves with or moved onto other games. It's the same reason you see so few "fix PvP" threads nowadays, it isn't that nobody wants PvP fixed it's that the people who were vocal about it moved on. In general you tend not to see threads asking for major system changes (such as adding a raid system) simply because the people who are vocal about asking for it are unlikely to play a game that doesn't have it.

    Personally my view is that the Incarnate content is something new to do with my level 50s that doesn't involve exemplaring them down. I enjoy playing my 50s so more content for them is something I really like.
  23. I would love something like this. Particularly if it came with a couple of good hi-tech backpacks (nothing fancy, just packs with various flashing lights and a few antennas).

    Quote:
    Originally Posted by Ob1Shinobi View Post
    My own idea for a power may seem a little overpowered compared the to OP's but I was thinking of something like the power like the Backup Radio. Or better yet, what about something like "Call Air Strike"? Maybe a tad overpowered but it would be sweet!
    Actually, an Air Strike power would probably be ok if it was done like Self Destruction, powerful but on a VERY long timer (say 1-2 hours). It becomes a cool power you can use for fun but not really game changing.

    That being said I think the devs are trying to move away from powers with actual combat effects and towards utility/travel style inherent powers in the packs (which IMHO is not a bad idea from a power creep perspective). I can see a few options that would be thematic and fit within that limitation.

    The obvious one would be a permanent Raptor Pack. After all, the Sky Raiders are rogue military and they have them so that would fit. Another option would be an ally rez power along the line of the Resuscitator temp power but with a longer recharge (1 hour) and no charges.
  24. Quote:
    Originally Posted by Eva Destruction View Post
    Although lately it seems like the real minority is the "well I like raids, I understand that some people don't like them and I hope they get an alternative, but I personally like them" crowd.
    This is pretty much my attitude. I enjoy the raids. I think they are enough of a grind to prevent it from being trivial but not so much that they dominate all other content.

    I have no real objection to other methods being implemented as long as the rule is maintained that the more people required for a task the higher the reward:time ratio. Now I don't say this because I hate soloers and want to force people to run trials but because I feel it is something that should be incorporated into the reward system of any MMO. Running team content is logistically more problematic than running solo content and as such you tend to spend a larger portion of your time not running content than you do while soloing. I tend to feel that the rewards for group content should reflect that. In fact my primary concern about solo incarnate content is not it's effect on soloers but that it will become the preferred incarnate group content as well. I don't think this is an insurmountable problem but it's something that needs to be addressed.

    I will admit a certain level of frustration regarding the number of threads complaining about the incarnate system but for the most part I'm just ignoring it and simply enjoying the game.