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Okay need some advice on this defensive widow build. The current build I have is pretty good in pvp (and godly in pve), but is missing about 4-5% in terms of defense in each area. This NEW one makes up for it.
So my question is, is there anything I can do to increase the amount of defense I have in the new build listed below?
I would prefer not to give up any more recharge, but am open to it.
Keep in mind I also have the tier 3 defensive Destiny and the defensive accolade (who's name I don't remember). So again, with even all that is there anything I can do to increase this build's overall defense?
EDIT: Money is no object and I'm open to even pvp IOs.
Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/
Darq Widow Fortune: Level 50 Natural Arachnos Widow
Primary Power Set: Night Widow Training
Secondary Power Set: Widow Teamwork
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Villain Profile:
------------
Level 1: Mental Blast
(A) Decimation - Accuracy/Damage: Level 40
(3) Decimation - Damage/Endurance: Level 39
(3) Decimation - Damage/Recharge: Level 34
(5) Decimation - Accuracy/Endurance/Recharge: Level 30
(5) Decimation - Accuracy/Damage/Recharge: Level 40
(7) Devastation - Chance of Hold: Level 32
Level 1: Combat Training: Defensive
(A) Defense Buff IO: Level 50
(7) Defense Buff IO: Level 50
Level 2: Combat Training: Offensive
(A) Accuracy IO: Level 50
Level 4: Tactical Training: Maneuvers
(A) Luck of the Gambler - Recharge Speed: Level 38
(9) Red Fortune - Endurance/Recharge: Level 50
(9) Red Fortune - Endurance: Level 50
(11) Red Fortune - Defense/Recharge: Level 50
(11) Red Fortune - Defense/Endurance: Level 50
(13) Red Fortune - Defense/Endurance/Recharge: Level 50
Level 6: Hasten
(A) Recharge Reduction IO: Level 50
(13) Recharge Reduction IO: Level 50
(15) Recharge Reduction IO: Level 40
Level 8: Follow Up
(A) Kinetic Combat - Accuracy/Damage: Level 35
(15) Kinetic Combat - Damage/Endurance: Level 35
(17) Kinetic Combat - Damage/Recharge: Level 35
(17) Kinetic Combat - Damage/Endurance/Recharge: Level 35
(19) Crushing Impact - Accuracy/Damage: Level 50
(19) Touch of Death - Accuracy/Damage: Level 36
Level 10: Indomitable Will
(A) Impervium Armor - Resistance/Endurance: Level 40
(21) Impervium Armor - Resistance/Endurance/Recharge: Level 40
Level 12: Kick
(A) Mako's Bite - Accuracy/Damage: Level 50
Level 14: Maneuvers
(A) Defense Buff IO: Level 50
Level 16: Spin
(A) Armageddon - Damage: Level 50
(21) Armageddon - Damage/Recharge: Level 50
(23) Armageddon - Accuracy/Damage/Recharge: Level 50
(23) Armageddon - Accuracy/Recharge: Level 50
(25) Armageddon - Damage/Endurance: Level 50
(25) Scirocco's Dervish - Accuracy/Damage: Level 39
Level 18: Slash
(A) Kinetic Combat - Accuracy/Damage: Level 35
(27) Kinetic Combat - Damage/Endurance: Level 35
(27) Kinetic Combat - Damage/Recharge: Level 35
(29) Kinetic Combat - Damage/Endurance/Recharge: Level 35
(29) Mako's Bite - Accuracy/Endurance/Recharge: Level 50
(31) Mako's Bite - Accuracy/Damage: Level 50
Level 20: Tough
(A) Impervious Skin - Endurance/Recharge: Level 30
(31) Impervious Skin - Resistance/Endurance/Recharge: Level 25
(31) Impervious Skin - Resistance/Endurance: Level 30
(33) Impervious Skin - Resistance/Recharge: Level 30
(33) Impervious Skin - Status Resistance: Level 30
Level 22: Tactics
(A) Endurance Reduction IO: Level 50
Level 24: Vengeance
(A) Empty
Level 26: Mind Link
(A) Red Fortune - Defense/Endurance/Recharge: Level 42
(36) Red Fortune - Defense: Level 50
(36) Red Fortune - Defense/Endurance: Level 50
(37) Red Fortune - Defense/Recharge: Level 50
(37) Red Fortune - Endurance/Recharge: Level 50
(37) Red Fortune - Endurance: Level 50
Level 28: Mask Presence
(A) Luck of the Gambler - Recharge Speed: Level 43
(39) Gift of the Ancients - Defense/Endurance: Level 32
(39) Red Fortune - Defense: Level 50
(39) Red Fortune - Defense/Endurance: Level 50
(40) Red Fortune - Endurance: Level 50
(40) Red Fortune - Defense/Endurance/Recharge: Level 50
Level 30: Placate
(A) Recharge Reduction IO: Level 50
(40) Recharge Reduction IO: Level 50
(42) Recharge Reduction IO: Level 50
Level 32: Combat Jumping
(A) Luck of the Gambler - Recharge Speed: Level 48
Level 35: Weave
(A) Luck of the Gambler - Recharge Speed: Level 50
(42) Serendipity - Defense/Recharge: Level 40
(42) Serendipity - Defense: Level 40
(43) Serendipity - Endurance: Level 40
(43) Serendipity - Defense/Endurance: Level 40
(43) Gift of the Ancients - Defense/Endurance: Level 30
Level 38: Super Speed
(A) Celerity - +Stealth: Level 47
Level 41: Psychic Scream
(A) Ragnarok - Damage: Level 50
(45) Ragnarok - Damage/Recharge: Level 50
(45) Ragnarok - Accuracy/Damage/Recharge: Level 50
(45) Ragnarok - Accuracy/Recharge: Level 50
(46) Ragnarok - Chance for Knockdown: Level 50
(46) Detonation - Accuracy/Damage: Level 50
Level 44: Elude
(A) Luck of the Gambler - Recharge Speed: Level 50
(46) Recharge Reduction IO: Level 50
(48) Gift of the Ancients - Defense/Recharge: Level 25
(48) Gift of the Ancients - Endurance/Recharge: Level 39
Level 47: Mental Training
(A) Run Speed IO: Level 50
(48) Run Speed IO: Level 50
Level 49: Eviscerate
(A) Scirocco's Dervish - Damage/Recharge: Level 50
(50) Scirocco's Dervish - Accuracy/Damage/Endurance: Level 50
(50) Scirocco's Dervish - Accuracy/Damage: Level 50
(50) Scirocco's Dervish - Accuracy/Recharge: Level 49
------------
Level 1: Brawl
(A) Accuracy IO: Level 40
Level 1: Sprint
(A) Run Speed IO: Level 50
Level 2: Rest
(A) Recharge Reduction IO: Level 40
Level 1: Conditioning
Level 4: Ninja Run
Level 2: Swift
(A) Run Speed IO: Level 50
Level 2: Health
(A) Numina's Convalescence - +Regeneration/+Recovery: Level 50
Level 2: Hurdle
(A) Jumping IO: Level 50
Level 2: Stamina
(A) Efficacy Adaptor - EndMod: Level 50
(33) Efficacy Adaptor - EndMod/Recharge: Level 50
(34) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 50
(34) Efficacy Adaptor - Accuracy/Recharge: Level 50
(34) Efficacy Adaptor - EndMod/Endurance: Level 50
(36) Efficacy Adaptor - EndMod/Accuracy: Level 50
------------
------------
Set Bonus Totals:
8.5% DamageBuff(Smashing)
8.5% DamageBuff(Lethal)
8.5% DamageBuff(Fire)
8.5% DamageBuff(Cold)
8.5% DamageBuff(Energy)
8.5% DamageBuff(Negative)
8.5% DamageBuff(Toxic)
8.5% DamageBuff(Psionic)
7.5% Defense(Smashing)
7.5% Defense(Lethal)
1.25% Defense(Energy)
1.25% Defense(Negative)
3.75% Defense(Melee)
2.5% Defense(Ranged)
2.25% Max End
42% Enhancement(Accuracy)
83.8% Enhancement(RechargeTime)
80.3 HP (7.5%) HitPoints
MezResist(Confused) 7.5%
MezResist(Held) 7.5%
MezResist(Immobilize) 25.7%
MezResist(Sleep) 9.7%
MezResist(Stun) 7.5%
MezResist(Terrorized) 7.5%
14% (0.25 End/sec) Recovery
24% (1.29 HP/sec) Regeneration
8.82% Resistance(Fire)
8.82% Resistance(Cold)
3.13% Resistance(Negative)
2% XPDebtProtection
------------
Set Bonuses:
Decimation
(Mental Blast)
MezResist(Immobilize) 2.75%
12 HP (1.12%) HitPoints
2.25% Max End
6.25% Enhancement(RechargeTime)
Luck of the Gambler
(Tactical Training: Maneuvers)
7.5% Enhancement(RechargeTime)
Red Fortune
(Tactical Training: Maneuvers)
MezResist(Immobilize) 2.2%
1.26% Resistance(Fire,Cold)
2% DamageBuff(All)
5% Enhancement(RechargeTime)
Kinetic Combat
(Follow Up)
MezResist(Immobilize) 2.75%
16.1 HP (1.5%) HitPoints
3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Impervium Armor
(Indomitable Will)
2.5% (0.04 End/sec) Recovery
Armageddon
(Spin)
4% (0.07 End/sec) Recovery
2.52% Resistance(Fire,Cold)
15% Enhancement(Accuracy)
10% Enhancement(RechargeTime)
Kinetic Combat
(Slash)
MezResist(Immobilize) 2.75%
16.1 HP (1.5%) HitPoints
3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Mako's Bite
(Slash)
MezResist(Immobilize) 3.3%
Impervious Skin
(Tough)
MezResist(Sleep) 2.2%
16.1 HP (1.5%) HitPoints
2% XPDebtProtection
5% Enhancement(RechargeTime)
Status Resistance 7.5%
Red Fortune
(Mind Link)
MezResist(Immobilize) 2.2%
1.26% Resistance(Fire,Cold)
2% DamageBuff(All)
5% Enhancement(RechargeTime)
2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
Luck of the Gambler
(Mask Presence)
7.5% Enhancement(RechargeTime)
Red Fortune
(Mask Presence)
MezResist(Immobilize) 2.2%
1.26% Resistance(Fire,Cold)
2% DamageBuff(All)
Luck of the Gambler
(Combat Jumping)
7.5% Enhancement(RechargeTime)
Luck of the Gambler
(Weave)
7.5% Enhancement(RechargeTime)
Serendipity
(Weave)
4% (0.21 HP/sec) Regeneration
8.03 HP (0.75%) HitPoints
3% Enhancement(Accuracy)
Ragnarok
(Psychic Scream)
4% (0.07 End/sec) Recovery
2.52% Resistance(Fire,Cold)
15% Enhancement(Accuracy)
10% Enhancement(RechargeTime)
Luck of the Gambler
(Elude)
7.5% Enhancement(RechargeTime)
Gift of the Ancients
(Elude)
2% (0.04 End/sec) Recovery
Scirocco's Dervish
(Eviscerate)
10% (0.54 HP/sec) Regeneration
3.13% Resistance(Negative)
9% Enhancement(Accuracy)
Efficacy Adaptor
(Stamina)
12 HP (1.12%) HitPoints
1.5% (0.03 End/sec) Recovery
10% (0.54 HP/sec) Regeneration
2.5% DamageBuff(All)
5% Enhancement(RechargeTime)
| Copy & Paste this data into Mids' Hero Designer to view the build |
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Quote:You mean how they do for the trainers currently?
Or in another example, minor ambient annoyances, such as not being able to get to an NPC easily because of other players crowding around the area or being distracted by them spamming powers, break immersion.
Right. -
Quote:Agreed. I never thought the trainers were immersive in the first place. I"m being trained by one person standing completely still and talking to 50+ other people AT THE SAME FREAKING TIME.QFT.
I seldom change costumes at all, but I know there's plenty of players for whom that's their favorite part of the game. For them, there's an extra line of print buried in the trainer's dialog tree that gives them access to their favorite part of the game. Good for them!
For me, there's an extra line of print buried in the trainer's dialog tree that does nothing to impact my experience of the game. I don't read any of the trainer dialogue any more and this change does nothing to harm my game.
So I'm wholeheartedly in favor of this change. It makes the game much better for some players and does no harm elsewise.
Yeahhhh real immersive there. Not seeing the issue here. -
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Quote:When you put it this way its even a more horrible, terribad suggestion than I thought intially.Wow. I'm really glad you don't run the game because the sheer stupidity of what you posted ranks just under je_saist's "every tanker gets Resist Energies" post.
Let's do the math here, shall we? It's very simple.
3 Trials (Keyes, BAF, Lambda)
7 Days in a Week
If the rewards were reset weekly, as you propose, players would be screwed out of rewards four days out of the week if (emphasis on if) they decided to do one full-reward trial per day. This means that people who enjoy snagging 3 Empyreans a day by doing all 3 available trials would be screwed out of full rewards 6 days out of the week.
You honestly think this is a GOOD idea? If anything it would just cause players to A) dismiss the Incarnate system entirely; B) quit the game because a decision that bad foreshadows further bad decisions.
Just no. We do not need ANY examples or gameplay models taken from WoW, we do not need diminishing returns and we sure as hell don't need diminishing returns that reset weekly.
The system that needs mass users to be functional (seeing as how you can't run one with 8) should after launching months ago switch to a system that makes it harder for a mass audience to actually use said system? One phrase comes to mind:
LOLWUT? -
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Quote:Until they actually have more incarnate content than I can count on one hand, this would be a stupid decision.That's the solution right there. Diminishing returns. Couple it with a cap.
Like how in World of Warcraft they've got a weekly cap on the number of item-redeeming token points you can earn per week (It caps at roughly running 7 to 10 'heroics' - max level 5-person mission instances that take about 30-60 minutes each).
The diminishing return for CoH could be simple: 100% rewards first time, 80% second, and on down 20% each run. Reset -Weekly-
There's a -LOT- of content in this game, and that would create the incentive to 'spread the love' a bit.
The cap could be: can't run the same one of this things more than once per day for a character, and can't run it total account wide more than 1/3rd your number of characters high enough to enter it (without getting side kicked in where appropriate). -
Quote:It's challenging and unlike Keyes actually fun.Farmers are gonna farm...
In all seriousness, I may be in the minority, but I love running Keyes! And that was before I respec'd my Bane Spider into Aid Self.
I will admit, the first few runs were tough, and I despised Keyes, but I realized, this is what it boils down to. You have to be able to accept death. A lot of BAF Babies don't like that.
And I'm not dissing BAF at all either, I'm dissing the people that only run that ever. I haven't had a chance to run Underground yet, but from what I hear, it's long. Really long. But with level shifted enemies, it sounds like a challenge. -
Never going to happen.
They tried it with an PWNZ section for Pvp and promptly killed it. -
Quote:Except no you're not. You're trying to get them to put in something that unbalances it.I'm not arguing. You've already agreed with me, so there is no argument apparently. I guess we've been saying the same thing all along.
I'm requesting something that enhances how it is already working as intended.
I say like others, that no change AT ALL is needed to the system. There is no need to enhance anything cause the system is working as is. -
I can't believe the OP is actually shocked that something as badly designed as Keyes is avoided. The Underground trails is 100 times better designed than the dreck that is Keyes.
I see folks doing BAF, LAM, and UG regularly. I don't seem them touching Keyes any more often after Issue 21.
Players don't like insta death mechanics, hard to see attackes due to a UI needed help, and relying on having constant healing you say? SHOCKING!
/sarcasm
It has nothing to do with being dumb, as someone alluded to earlier.
Finding something unfun is just that. It's unfun.
And before anyone comes and tries to say it, it has nothing to do with learning the mechanics. By now on the handful of Keyes I've been on I'd say at least 3/4ths of the League knew the trail. And all except one succeeded. Want to know the common theme from everyone on it? VARIOUS comments stating that that trail is UNFUN. Yeah, folks who succeeded at it and still got good rewards in some cases STILL said it was UNFUN.
I'm glad Keyes is there for those who like it. I'm NOT shocked that those folks don't get to run it that often.
When compared to the next advanced trial in open beta (which a ton of people are PRAISING even though its LONGER than Keyes), Keyes is an epic fail of trial design. Hope the devs took notes.
EDIT: Also you'd think after Hamidon it would have been learned that folks don't like repeating the same content in a row, in trials.
EDIT2: So in summary and direct response to the OP: NO, they should keep pushing the awesome button. Keyes just is in no way shape or form part of that button.
Now the upcoming Underground Trial, yeaaaahh that's part of the Awesome Paradigm. -
Quote:This.I disagree. IMO, you should be able to pick a travel power at character creation. I always thought this from the first moment I started playing this game many years ago and it is one of the things I dislike about the game.
Now with it being available at level 4 soon, it won't be quite so bad (I was so glad to get the vet reward to pick a travel power at level 6 instead of level 14). -
Quote:Which just got thrown out the window with your COMBAT trainer also being your tailor.Not really - of all the various lore things used to explain game mechanics, the idea of a tailor devoted to creating outfits for superheroes, based on the way superheroes are portrayed in the game, is actually pretty sensible.
Honestly, I couldn't care less. Anything and everything they want to add that creates convenience is fine by me.
And the lowered travel powers to level 4 makes perfect sense in the face of the other two supero games. Once of which STARTS you out with having a travel power. -
HI-LARIOUS tangets. That is all.
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I just hope this means they are skipping the regular downtime on Thursday.
Having it do down AGAIN for the 3rd time this week would be rather lame. -
Time manipulation to me is more impressive than Beam Rifle or Street Justice.
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The server status still says UNKNOWN for the servers. Hopefully when they are full up the patch will force issue.
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Just got this problem on LIVE. What's the solution.
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I'm SHOCKED SHOCKED by that post from the Arbiter.
/sarcasm -
Seeing as how they think letting pulsar be better and not having the human flare attack not cause scatter is somehow earth shattering, I think they've pretty much stated what they think is or isn't overpowered.
With that said we're just arguing in circles, so I'll step out of this discussion.
Lastly, I'll state finally that the changes they need to make START with adjusting pulsar and changing the human flare attack from KB to KD. -
Quote:It is wrong if they go ahead and make the buffs then later on down the line NERF it.
The devs can worry about meeting cries for buffs and years and years of advocating rebalancing with the needs of the overall game. As an advocate of an underperforming AT, there's no shame in wanting your class to perform at low, middle, and high ends of the 'kitted out' spectrum that's comparable to the more powerful sets out there. The devs have the entire game to worry about, and as has been evidenced by the past several years, if there's a cog that's underperforming but it's not disrupting the rest of the game *that much*, they have other things to focus on. There's nothing wrong with arguing for the best and lowering your expectations *after* the devs meet you part of the way; that's just good negotiating.
I'd rather they get it right the first time.
Trying to base anything on +4/x8 is NOT getting it right the first time. -
Quote:If you are trying to convince the devs for buffs +4/x8 will get you no where in discussions with them. In their eyes the far fewer powersets and ATs that can do that the better.I didn't say every set should be top tier. All I've specifically advocated for Peacebringers is for them to be made mediocre. And I've even said outright that I think this set of changes probably accomplishes what I've wanted for PBs (yes, they really had that far to go, and yes, primarily res-based survivability has been deprecated because of the numerous buffs given to and secondary benefits derived from defense-based mitigation as opposed to resist-based mitigation for characters who haven't got debuff resistances).
But my response to Smiling_Joe was that if he wants PBs to have a truly balanced 'tri form' option, then I think we need new ideas beyond 'make nova do more damage' and 'make dwarf tougher' because 'doing damage' and 'being tough' are also the function of the vast majority of the human form's powers too. If the forms (especially nova form) are good enough to want to use under the current model, then the human form's not nearly as useful in comparison. Notably, if nova did that much more damage with the current changes on beta, why would you ever leave it except to reactivate clickbuffs like essence boost, hasten, and light form? I probably wouldn't even bother reactivating the buildup except when I had something else to click before I shifted back, in fact.
Heck as it stands where human and nova are doing 'comparable' damage, I can see a strong argument for being a nova-centric PB since you do serious damage at long range and with flight. Throw in essence boost and being res capped and having a degree of status protection, and you've got a serious mitigation advantage over most other ranged combatants (with the major exception of range-built VEATs).
You just won't do the damage that would put you up there with warshades or crab spiders. So you're not 'top tier' you're 'mediocre' - in the middle. Edit - and even with their damage advantages I'd put blasters mostly in the middle, in 'mediocre' too - they don't have the survivability, at least not without IO builds. They only go up to 'good' when you IO them into a softcapped, high damage ranged attacker.
What I'm saying is that a measuring stick has two ends, and a middile, and that a lot of posters seem to discount deny or disparage the existence of the top end and simply try to claim balance falls between the low end and the middle rather than putting the middle between low and high where it belongs.
In short, my measuring stick is fine. I'm just looking at the whole stick, not just the bottom half of it. And I think people who aren't are doing themselves, and the discussion, a disservice by not doing the same with theirs. Or by using sticks that are too small.
There's nothing wrong with an AT being mediocre. But there's also nothing wrong with it being mediocre on "SO's" and then having room to grow into being truly awesome with IOs, too. Instead of just being stuck with "mediocre, no matter what you do to your build." Sorta like the opposite of if you couldn't use IOs to softcap your blaster; he'd do damage, sure, but not survive well. Now the PB will survive well, but even with being IO'd out the PB's damage can't go up too much farther. Wanting IOs to improve a character isn't some kind of "crime against balance."
EDIT: You're talking to people who think that buffing pulsar and turning one power's KB into KD will somehow overpower an AT.
I think you need to lower your expectations. -
EDIT: Misunderstood your post. As others have pointed out there might be some issues with this idea.
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Quote:Right.A common term in the big Gorilla of the MMO world is to have raid content on 'farm' status. . It's used when the guild have basically nailed down the entire encounter OR have outgeared it completely, it's used primarily to gear up peoples alts.
Both the original iTrials are currently 'farm' status, enough people know how those two iTrials work that its easy enough to simply blow through them, which is why every new trial thats introduced in the current bracket (Lore, Destiny etc.) is going to have to compete with them and why Keyes isn't very popular and why (I predict) the Underground iTrial won't be very popular.
Why run those two when in the same amount of time you could probably run 2 of each of the Originals. the Undeground iTrial is especially long when compared to the originals, it takes 20 minutes (or atleast that's what it feels like) of slogging through ambushes just to get to the first boss. Compare that to the originals where you're already on the Siege fight or Marauder fight at that time.
I'd also argue that 2 EMPs that it gives WILL NOT be a big enough incentive for folks to abandon the "on farm status" ones. Now if the U Trial is able to be speed (which from what I've seen and read so far, there are already strategies that could make it speedable) then that's a different story.
If I had my way Keyes would give 2 Emps, and the U Trial would give 4.