Aquila_NA

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  1. Quote:
    Originally Posted by Memphis_Bill View Post
    Yes, it's a PVP zone. You're warned when you come in you may be engaged by another player. If you don't want to "make yourself vulnerable," don't enter the zone.
    Exactly. You want the shiny? You have to agree to be PvP'd for it.

    Quote:
    Originally Posted by firespray View Post
    First off, badges, shivans, nukes, and heavies are not needed. At all. Period. You can play the entire game without ever going into a PvP zone if you don't want to.
    Said this. Read.

    Quote:
    Originally Posted by Sharker_Quint View Post
    the PvP'ers are not there to stop you from getting the rewards. they are they to, dare i say it, PvP. if the devs took those rewards and moved them to PvE they wouldn't be anywhere near as good as they are. that is part of the risk vs reward aspect of the game. if you do not like the risk, then do without the reward.
    As I said, I do. I gave up on them years ago.

    People who think there is no presence in PvP zones who's expressed purpose is to deny access to shivans and nukes are lucky to not play on a server with a VG who's very motto is denial of such benefits to heroes.
  2. Quote:
    Originally Posted by Lemur Lad View Post
    No, only people who can't avoid PvP are subjected to it. Except for the badges for PvP kills or Wins, there are no shinys that require you to PvP, and anyone with an ounce or two of common sense can easily avoid PvP at the same time they're getting these things. The only way someone can be forced into it repeatedly is if there are multiple attackers making a concerted coordinated effort to get you.

    They're big zones. The number of places you can be without engaging in PvP far outnumber the number of places a PvPer can be looking for you at once.
    The meteors don't move nor do the firebases. Never seen one camped huh?
    Neither do the exits from the Web, the Lab Technician Bunkers or the Launch Computers. Escorting Technicians is just waiting for someone to come along and take your code.

    Sure, they're big zones. If all I wanted to do was hide. If you want to accomplish something you have to make yourself vulnerable to getting no gain for a lot of time wasted.

    BTW, all you people who were just told that you don't have an ounce of common sense: How does that make you feel? Like you were AS'd? Chain-held? Ganked?
  3. Quote:
    Originally Posted by Sharker_Quint View Post
    name one thing that absolutely can not be done without them.



    absolute falacy. no one is saying that. and PvP'ers are not the only ones that can have those goodies.
    NEVER did I say that there was anything that CAN NOT be done without them. That does NOT mean that they do not have a place in PvE.

    If one can not have them without subjecting themselves to PvP, then only PvPers can have them. That is the PvPers' entire rationale for why it is perfectly acceptable to kill people trying for these things. The fact that they AGREE TO PvP as soon as they enter the zone. What is fallacious about that?
  4. And Freaks are still only worth 90%XP, right? Considering they WERE worth 120% of base are they really still 30% easier than they were "thought" to be for 5 years? Or has this been reset?
  5. Quote:
    Originally Posted by Selina_H View Post
    You could argue that the devs should never have put such tasty treats in a PvP zone, but it's a bit late for that.
    Did. Years ago.

    To a great extent I believe that it comes down to non-PvPers' perception that PvPers can have something that they cannot. Badges, I couldn't care much less about. Shivans and nukes, however have a very real place in PvE. Why is it that only PvPers can have these goodies? PvPers will say that anyone can have them but what they really just said is that anyone can play the game their way (become a PvPer).

    Why ARE these restricted to PvP zones? To "encourage" us to PvP, that's why? PvP is self-renewing "content" for us to waste time on. Like AE...

    I wrote off all of those goodies years ago because it was simply not possible for me to get them with anything APPROACHING surety. The only thing sure about them is that they WILL eat up your time, mostly to no benefit thanks to PvP.
  6. An old SG-mate of mine used to tell a story about interacting with NPCs. Seems he had just gotten his very first extra costume on his first level 20 character. When an NPC complimented him on his new costume he proceeded to have an entire (though one-sided) conversation with him, thanking him and explaining what it was he was trying to do with it, how he thought it turned out, etc. All in Local and under Atlas, no less.
  7. Quote:
    Originally Posted by Rainbow Avenger View Post
    Rescue Crey Scientists:

    My mission settings are +0x4 no boss, no AV. I've run this a half dozen times now and I always get boss-level Greater Devoured in this mission, usually four to six of them including the named boss at the end. About 33% of the time they will be level 51s rather than 50s. As has been suggested above, I suspect the problem may be that the mission coding specifies GREATER Devoured and there is no lieutenant version of this spawn.

    Boss spawning is a little whacky in "Save the Debutantes" as well. Even at x4, multiple spawns with two Master Illusionists or an MI and Ring Mistress should not be happening. Even as downgraded lieutenants, dual MIs are a PITA.
    I've been complaining about them for a while, now.
  8. I think the difficulty settings are broken. At the same time, I think that they are WAI. How can this be?

    I think that spawn sizes/Bosses, etc. are working exactly the way they are programmed to work, and I think that they were programmed to work exactly the way they wanted them to.

    How they're broken is that apparently the mechanic used to determine the actual mob behavior in any given mission, with any given enemy, at any given "real" team size is so convoluted, so arcane that "none" of us know how the hell its supposed to be working.

    Add to that the fact that for any of the enemies, missions, ambushes, etc. the difficulty system can be overridden to produce whatever experience the developers WANT to see occur and we're down to a few individuals who through luck of the AT/Powerset or just their 1337 skillz telling us that its our fault and that we need to lrn2ply and stop whining.

    I think that a much more comprehensive evaluation of the spawn mechanics is in order. "Teach to the lowest common denominator?" Yes, please.
  9. That mission has been like that for 5 years. Is it too much? Maybe. I've been on teams what wiped right there in that cave and on others that plowed through it.

    I do agree that the new difficulty settings are "bad" and that many ambushes are excessive. I dropped a tip mission last night because of the Malta ambushes. BUT what I didn't think about at the time is that I was set to +0/X4.
  10. Quote:
    Originally Posted by Zybron1 View Post
    This. Except the AE keeps 50% of the INF. Then make sure that AE experience is equivalent to normal missions - I wouldn't even mind end of mission bonus xp at that point. Make it as attractive as possible to maximize the INF sink. There's too much INF being generated and not nearly enough outlets to remove it from the system. This could certainly help accomplish that.
    Not bad.
  11. You know what? Never mind.
    Yeah, my numbers were off by a few percent.
    You combine apples with oranges and call it apples.
  12. Quote:
    Originally Posted by Warkupo View Post
    Yes for the team, you can.

    Would you care to elaborate why you think otherwise, or shall I just ignore your odd comment?
    You can add 20% Defense to team mates while they are within a 15 ft radius of you.
    You can provide 17% Defense Debuff and Recharge Debuff. No resistance to damage.
    You CAN debuff enemy tohit by 17% with Darkest Night and their Damage by 31% when combining Darkest Night and Against All Odds.
    Some MIGHT consider those to be increasing the team's Defense and Resistance but as Grant Cover has a very small radius its less effective than the numbers imply. Darkest Night also requires a living anchor, which we all know will NEVER be the first enemy to fall... right...

    I'm not saying that you don't contribute greatly to the team's survivability, just not in the way that you want to make it sound.
  13. Quote:
    Originally Posted by Warkupo View Post
    I really like the "Defender" potential that Shield has. With Grant Cover, Maneuvers, and the Epic Power Darkest Night from the Soul Mastery Pool you can grant your team a total "Defense" of 33.61%, and "Resistance" of 21%.
    Not for the team, you can't.
  14. Dark Control/ - /Dark Miasma -/Dark Assault
    Radiation Armor
    Radiation Melee
    Spines for Tanks and Brutes
    Dark Blast for Blasters
  15. Quote:
    Originally Posted by all_hell View Post
    The "You have unlocked an Epic AT" message is a cruel hoax.

    Only toons redside and blueside unlock epic ATs at the moment.
    This.
  16. Almost makes me wish I had high level toons on Virtue.
  17. Aquila_NA

    Red Tomax

    Thank you SO much!
  18. Aquila_NA

    Red Tomax

    Anyone know what's up with Red Tomax and City of Data? Admittedly its been a month or more since I've been there but is it now belly up? I notice a lot of ads for pay guide/rmt sites when I go there now. Has he been hacked?
  19. Heya! Welcome!

    Firstly I'd say that if you are respeccing at 24 then you had might as well shoot for lvl25 SOs instead of DOs.

    Secondly, I'm a big fan of hitting, so as a general rule I'd say slot attacks/siphons, etc. first for ACC, then everything else.

    Go ahead and use Deceive when you feel like its needed until you get PA slotted up for as much recharge as you can get (stacking Siphon Speed can help here) and later Spectral Terror.

    Unless it is REALLY important to your character conception, consider saving slots by taking a travel power other than Teleport. You REALLY don't need to recall Phantasm that often, usually easier to re-summon him.

    Really try to not use Sup Invis while TPing...

    Sup Invis does give a decent defense bonus but you'd really rather not fight in it until you can slot better. Took Sup Invis late because you really do want your other powers "on-time" (unless you give up Deceive).

    Your build included the enhancement slots you would receive at 25 so I removed them. Go ahead and put one in Hasten and one in Sup Invis when you do get them.

    Just my 2.5 cents. Others' mileage will vary.

    GL and have fun!

    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Ill/Kin 24 respec: Level 25 Natural Controller
    Primary Power Set: Illusion Control
    Secondary Power Set: Kinetics
    Power Pool: Fitness
    Power Pool: Teleportation
    Power Pool: Speed

    Hero Profile:
    Level 1: Blind -- Acc(A), RechRdx(3), EndRdx(7), Dmg(9), Dmg(13)
    Level 1: Transfusion -- Acc(A), Heal(5), Heal(11), Heal(13)
    Level 2: Spectral Wounds -- Acc(A), Dmg(3), Dmg(7), Dmg(9), EndRdx(11)
    Level 4: Deceive -- Acc(A), RechRdx(5)
    Level 6: Siphon Power -- Acc(A), EndRdx(15)
    Level 8: Hurdle -- Jump(A)
    Level 10: Siphon Speed -- Acc(A), RechRdx(17)
    Level 12: Recall Friend -- Range(A)
    Level 14: Teleport -- EndRdx(A), EndRdx(15), EndRdx(17)
    Level 16: Health -- Heal(A)
    Level 18: Phantom Army -- Acc(A), RechRdx(19), RechRdx(19), RechRdx(23)
    Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
    Level 22: Hasten -- RechRdx(A), RechRdx(23)
    Level 24: Superior Invisibility -- EndRdx(A)
    Level 26: [Empty]
    Level 28: [Empty]
    Level 30: [Empty]
    Level 32: [Empty]
    Level 35: [Empty]
    Level 38: [Empty]
    Level 41: [Empty]
    Level 44: [Empty]
    Level 47: [Empty]
    Level 49: [Empty]
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment
    Level 2: Ninja Run
  20. At least he's not another son of Lucifer born of the 666th angel that he *aped... :/
  21. Electric Armor is my "new" favorite. For someone in your position I would usually have said Dark Armor coupled with something else "controlly" like War Mace or Ice Melee.

    Willpower may be the easiest to play but its taunt aura is weak. Electric has all the tools you'll need, IMHO. I'd still stick with WM or Ice for secondary for your situation but they all have their place (except for Energy Melee).
  22. Aquila_NA

    Ill/FF bad?

    Ill/FF is a great set combo, though (fairly) rare. If you can stand it you are absolutely a super asset for just about any team. MY problem, when playing my own is that for me its terribly boring. Illusion doesn't really have much to do in a running battle/battles, especially before Ancillaries. Not that what it CAN do isn't awesome, just that once those are thrown we're down to Blind->Spectral Wounds->Spectral Wounds->Blind->etc. The fact that Phantasm is the only AoE in your arsenal, and you have no control over how he uses can be another issue. If you want lots of numbers you may feel like, and may seem to not be contributing to the fight. Once you pick up Repulsion Bomb and one or more Ancillary attacks you can fill in the "wait" times with more "impressive" numbers and feel more involved.

    Having said that, bubbles are everybody's friend (except for toons who are already soft-capped or maybe well-built Tanks and Scrappers, I guess...) and unless there is a significant advantage to be had from it, kicking a Bubbler from most any team is just foolishness.
  23. Now, I could be wrong but has it not been the assessment of most F/K farmers that imps only accounted for a small percentage of overall damage? In which case I believe that most farmers found boosting their imps to be a bit of a waste of time. (one could already be in the next spawn killing before the imps were even buffed)