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Quote:Here's the problem we MM's face. For all our pets, most of us do not deal enough damage to defeat an AV by waiting for him to come back. He'll be there all of 5 seconds taking pitiful little slivers of damage from my pets, then run away, and if I don't chase him, he'll come back fully healed. I could be there all day - literally 24 straight hours, and the battle won't have changed at all.
At one point, I actually got him down to about half health (much resummoning, and many inspirations), at which point he siphoned speed and zoomed away to regenerate. It was physically impossible for me to catch him, slow him or immobilize him. Tar Patch had no effect once he hit siphon speed.
If he would have stayed and fought, I would have eventually beaten him. As it was, I had to drop the mission entirely because he kept running away.
This IS a problem, and I think it's fairly serious.
Someone needs to tell the devs that tedium != Challenge. All tedium equals is tedium. All it can possibly accomplish is to make a person bored.
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Everyone here does realize that if you just have a little patience the running enemies will come back, right? Use the time to Rest or whatnot until they return. That's what I do. I'm not anxious to follow them to my imminent doom. I realize that I have more patience than most these days, but really, it doesn't take much.
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"...You must learn patience."
"Yeah, yeah, patience, how long does that take?"
That's all well and good, but, I'm not playing a game to sit back and do nothing. This would bother me less if they didn't come back, but you would eventually find them cowering in a corner or having joined another mob somewhere down the line.
As it stands, them running away is both idiotic and annoying. The other night when EVERY SINGLE MOB would have someone run off, and given that I was soloing a defender I could neither generate the damage to stop them, nor afford to have him come back while I was fighting another mob, I was ready to just log off.
If it hadn't been double XP weekend I'd have quit in disgust (the session, not the game). As it was, as soon as I finished the mission I changed toons.
Quote:Ok, I'm new, so take my opinion for what it's worth.
If you were snagging some old lady's purse...and Superman showed up and punched you in the face...would you turn and face him for a showdown or haul outta there?
To me it adds a bit of realism...it ain't easy to chase 'em down...but it seems to me to make sense.
This from a guy who is level 6 and has played 4 hours.Sooo...feel free to discount this post as you feel is appropriate.
Really, if you want enemies to run for the sake of realism, then they should run and not come back. Not only would that be more realistic, but it would solve the whole tediousness problem.
Most of the time in world history, real world military battles have not been full on attempts to kill or capture every member of the opposed force, just attempts to make them retreat. Consider the bloodiest battle of WW2: Stalingrad. What was the Russians' objective? Take Stalingrad back from the Germans. Does it really matter whether the Germans leave Stalingrad by way of being dead, or by way of retreat? No. Either way, the Russians have still accomplished their objective.
How often in a comic does the hero actually capture their nemesis, rather than just get them to run away?
edit: I think you can tell I was a bit frustrated when I posted this. I'm playing this thugz/ff mm, and not just every AV is running away from me. Pretty much every enemy, period. It's like I'm a child on recess and some mean kids are playing "keep away" with me, or something. I'm thinking I might have to shelf the toon, cause it's just not worth the frustration dealing the drama every single battle. At least it doesn't happen as much when I'm on teams. -
Quote:I think there's a good chance I was wrong about this. It seems on powers that affect both you and your teammates, the proc will only affect you. I keep seeing situations like this. Last night I added the Kismet +6% To Hit proc to my Thugz/FF MM's Dispersion Field, then opened my pets' combat statistics to see if it was being applied to them and .... alas.... it was not!!! In my own combat statistics it was applied to me, though. Seems I'm going to need a respec, and then maybe I'll try applying it to one of my teammate force fields.Another really sweet thing about group fly is if you get the stealth proc for flight, then you can toggle in on and off real quick and your teammates will love you for making them all invisible. (At least I'm pretty sure this will happen. Haven't tried it myself)
Just be careful not to have it turned on when it will get in their way.
So, I'm betting that if you put a stealth proc on Group Fly, probably you'll be the only one who gets any stealth out of it. Might as well put the proc on hover instead. -
Quote:Good point. There are two levels of justification aren't there? Even if you're magic, but not in a Ghost Widow/Mu sense, there is some thought involved. It would be overly limiting to have to build all of my toons around one of the 4 themes, so maybe it's just expected that we'll broaden our justifications?
If you can't find a way to seperate the powers from the pool, like the SS/INV brute above, then figure out why the character would join with that patron. Was it expressly to get the powers or some other 'non accumulation of power' based reason?
I'm a little confused about Ghost Widow too. Widows are considered natural origin, are they not? Come to think of it: All VEATS are natural origin, yet they are allowed to choose any of the 4 patrons. Arachnos Soldiers use a lot of tech, so why not mace? Maybe Ghost Widow's Darkness Stuff could be seen as an extension of Widow mind power training? Clearly the devs must have something in mind that allows the 4 origins to make sense on them. -
Well, at the very least I've got to try and tie it into the Patron Arc, and explain how my contact with that patron lead me to acquire my newfound abilities. I like Leo_G and Rebel_Scum's explanations. I could just tell myself that the Mu know quite a lot about electricity, and their knowledge would help a technician just as much as a mage because of their interesting insights into the way it flows.
I could see them helping Rebel_Scum tap into his character's inner powers to unleash electrical bolts in new and interesting ways. Maybe these patrons are just incredibly wise individuals in their areas of expertise, and they know how to help everybody achieve their maximum potential?
I just need to make sure that I'm good with the idea before I make a toon and level them all the way to level 41. I don't want to suddenly get tired of them at that point, after putting in so much effort. -
Like using Mu lightning for a tech origin character. Technically, Mu lightning is produced using magic, but it looks wicked awesome when a tech character uses it. How do I justify taking Scirrocco as my patron so I can get his electricity? Should I just use a mace instead?
Does anyone else run into conflicts over these kinds of things? Does it bother you to use a patron that isn't compatible with your specific character's personality or origin or powerset.... etc? Should your character not use mace if they're a magic origin? Mostly I just want suggestions on how people view this conflict, how they deal with it, and what courses of action are best to take in order to restore the balance. Right now, I'm just trying to plan my builds so they'll make coherent sense, and with sensible story lines.
Should I say that my tech electric/radiation corruptor began studying magic late in life? Should I say that they gleaned technical insights from the Mu's electrical spells, and translated that knowledge into better machinery? Should I just say that my character has learned to synthesize magic and technology into a single craft? What's a good story justification? -
Throwing mutagen at people feels an awful lot like a monkey throwing feces. Could we not get a different early level attack temp power? Something cool, like all the other origins have? Something heroic maybe? Something the X-men would be proud of?
Natural - throwing knife (could anything be more awesome?)
Science - Tranq Dart
Tech - Taser Dart
Magic - Magic orb thing
All of those are awesome. They make sense. They make your character seem even cooler than they already are. Surely there's some kind of ranged power that is more appropriate for Mutants than throwing Mutagen.
This is a suggestions forum, so I'll leave it to other posters to actually suggest ideas for what would be a good replacement power. (I don't actually have any suggestions in mind myself.) -
Quote:Another really sweet thing about group fly is if you get the stealth proc for flight, then you can toggle in on and off real quick and your teammates will love you for making them all invisible. (At least I'm pretty sure this will happen. Haven't tried it myself)
*edit*
A-hah! I know what I'm going to take instead of Repulsion Field! Group Flight!I'll never make up the to-hit penalty for that, not with slotting, not with Tactics, but I don't intend to use it for fighting anyway. I just want to have a way to turn my Bots' jet boots on. Cool, it had me wondering
Just be careful not to have it turned on when it will get in their way.
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*edit*
One more question!
Personal Forcefield: I don't know what has possessed me to do this, but I have in my plans an intended defence enhancement slotted into that thing. And I have to ask (ask myself, indeed) why? Even just on its base slot, Personal Forcefield caps my defences to everything it defends against, and by a fair bit. AND it stacks with Dispersion Bubble. What POSSIBLE reason could I have had to plan for this?
I never pass up personal force field on a MM build. It's nice to just waive to my henchmen real quick and say "Sorry boys. You're on your own from here on out." Then after they all die, maybe I'll come back with another summon. It's nice knowing I can take however many tries I need to finish a group off. -
Quote:I think you'll be happy either way. ;-)Why does it matter if the T3 Pet is Melee or not if your Poison? I'm new to MMs ha.
But i'll be trying either Demon/Poison or Demon/Pain
The reason why poison would rock with a melee T3 pet is because the Noxious Gas power has a stronger effect when used on your T3 pet rather than another pet, but it's effects only reach enemies that are within melee range of the pet you use it on. So, if the T3 pet is melee based, then you'll get a lot of mileage out of that power. -
Quote:What if you took the concealment pool power: Grant Invisibility? It seems logical to want to put invisibility on your Force Field generator at least. But, you know you could keep yourself pretty busy trying to keep invisibility on all of your pets too. It's kind of a joke, considering they get all of 2.25% additional defense out of it, but at least it's a task.Yeah, I have a 50 Thugs/Dark/Soul MM. This is actually why Bots/Traps feels so dull - with Dark Miasma, there's always something from the secondary ready to use, always something to do, and this something is guaranteed to be very useful and awesome because Dark Miasma is just like that. Maybe Dark Miasma being as uber and fun as it is has just spoiled me, I don't know.
The only quick-recharge ability in Traps is Web Grenade, which is one of the least visually impressive powers in the game, is single target, and which I mostly only use for catching runners, keeping AVs in place, or grounding flyers. Not much point in spamming it on anything but the AVs, as the duration is long enough. Everything else in Traps has a moderate to long recharge duration. In a team against normal enemies, this is much less of an issue, but against AVs - especially solo or in low-damage teams - I tend to fall asleep spamming webnades, waiting for them to die.
Also, I do have binds for pet micromanagement. It's just that most of the content in the game doesn't demand much of it past sending pets to stand close enough to use all their ranged attacks, or at an angle that hits an entire spawn with cones.
Maybe you could put your protector bots in a non-aggressive mode where they still heal and put bubbles on people too? -
It's not super fast, but I do wish more people would use it. 20 Merits will get you a randomly rolled recipe. As near as I have been able to determine (data mining Paragonwiki, mostly), there are two sweet spots in the random rolls, places where you have the highest probability of getting something that is worth the trouble. Those spots are 15-19 level, and 35-39 level. Those are the rolls with the least suck-age and the most wicked awesomeness.
Doing your two opening arcs in villains will easily get you your first 12 merits. Pick up a few other arcs on the way to level 20, and you can make a level 15-19 roll while you're still at a low level yourself. Everybody wants low level procs, and procs are what you're most likely to get. The last two times I did it, I got a proc that was worth 20 million, and another that was worth 5 million. (Mind you, I'm talking about villain side, where everything costs more)
I think it's a win-win situation for everybody. You get enough inf to do your basic IO sets at level 20, which you really want to do as early as you can so you can level faster with all that extra- powerful-ness. The market benefits as well, in a much needed way !!!!! Villain side, the supply shortages for things people want for their builds is just staggering. Ordinary recipes that just boost your attack and such are not too overpriced, but procs ...... procs are what has everybody wondering why they bother getting 2 billion inf in the first place.
It doesn't always work. Sometimes you get a total loser recipe that's barely worth the 500 inf you'll get selling it to a store, but I think your odds are not bad. The odds of getting a truly exceptional drop are only about 24% (I did a spreadsheet using paragonwiki data to determine that, and the calculation was limited by me only recognizing some recipes as being exceptional), but I think you're at least 50% likely to get something that doesn't totally suck. Risk=Profit.
I wouldn't do these rolls at higher level, or if you've got real access to Task Forces either. It's just a quick score to get you the power you need to get up to level 35 so you can start doing real SF's. -
I'm thinking I want to make one that is /pain, but I don't want to be doing the same thing as everyone else. There are just certain combinations that get done, and done, and ... redone...... I know that none of the combinations are unique by any means, but sometimes a combination just seems to eclipse all the others for common-ness.
Demons/FF would probably not be any fun (because I'm betting the demons don't have any defense to stack it with)
Demons/Storm might be interesting, because you have Hurricane in that set to massively debuff enemies' attack bonus at melee range (and the whips are basically melee range attacks), but it seems like a waste to have so many pets that need re-summoning. (Tornado, Lightning Storm, then Hell on Earth) ...... or..... actually that might be the strongest combination come to think of it............ -
I'm pretty sure your pets don't get them. Just you. It can make it very difficult to soft-cap them for defense or resistance.
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Lady Larceny - Thugs/- Several Different tries....
Punks: Jefferson, Hamilton, Jackson
Enforcers: Buchanan, Madison
Bruiser: "Boyfriend" - That way people know better than to hit on my toon. -
Quote:Good thing i-17 is around the corner then. There's almost always a free spec when they do issues, and i-18 won't be too much longer after it since it's supposed to coincide with the formal release of GR, so might as well put the one from i-17 to good use while it's there.P.S. DO NOT TAKE SERUM! It's just not worth it. Take it if you want but you'll be respeking out of it later that I can guarantee.
Cause, you know I've just got to try it, even if it sucks. I have to see it for myself. -
I don't want to copy Desdemona, so no Dark for me. I'm thinking pain or poison, but I am totally not sure yet. Earlier I was just certain I would do traps, but only if the demons blow up instantaneously.
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When Thermal became a secondary, I started seeing bots/therms all over the place. What do you think we'll see the most of with Demons?
Will it be:
Demons/Pain - for the dominatrix effect?
Demons/Thermal - For thematics?
Demons/TA - Just cause?
Demons/Traps - For the Force Field to protect the MM during melee?
I'm debating the virtues of a demon/poison. I think it depends on whether the tier 3 pet engages in melee or not. -
Quote:That, and on the GR site, the icon for Hell on Earth has 4 little pet figures, just like Gang War does. In fact, it's the exact same icon.Well, not everywhere - we'll have to wait for GR before the MMs are dancing under the Atlas globe
Well, of the four new power sets in GR, they've added Dual Pistols - a tech/natural based set - Demon Summoning - a magic based set - and Kinetic Melee and Eletric Control - both of which are pretty neutral regarding their source.
So I think that's an ok scale of new magic stuff being added to the game.
http://paragonwiki.com/wiki/File:Thu...dSummonMob.png
vs.
http://goingrogue.na.cityofheroes.co...summoning.html
Quote:Oh, I hadn't realized there were 2 other new power sets. That's good then. I still don't like the demon summoning stuff though. As one poster mentioned, the whole demon thing is over done. And, while I acknowledge there are SOME magic based comic books, I'll make my point again that the ratio is very low. I know most of us can name a dozen comic book heroes off the tops of our heads, with maybe 2 of them being magic based.
I'll learn to cope.But if one more person tries to read my tarot cards in game again, I'm gonna scream. :P
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As for defender sets, on the other hand, the def debuff in it's bottom tier attack means you can add it to the list of Assault Rifle and Radiation as great attack powers to pair with Dark Miasma and Kinetics. The rest of the powers are all just for show after that. It's not like defenders really deal a lot of damage either way.
I also might try it with Trick Arrow, just for the ability to ignite my own Oil Slick. -
I'm thinking very hard about trying this. Main trouble for me is keeping the MM from getting killed. I might try and work stealth into my build. I've been told the proc from Achilles Heel makes a lot of difference. (But looking on the BM, it also costs an insane fortune in INF).
Fire shields together with a proc can get the soldiers' smashing/lethal resistance up to just over 50%, but then you're at your limit. You can't really raise it any higher. So.... you're going to be doing a lot of healing. Everyone says not to do Serum, and I might take their advice. IDK.
So, if you have any success with this, please do tell. I'm still busy coming up with a name. -
I'll admit that I'm a little bit hesitant about building a DP blaster. They make great Defenders, and Corruptors, though. I like that the first power in the set has a def debuff, and then there's a good variety of side effects. I think the versatility is it's main selling point, and it has quite a lot of that.
But, you know: a blaster doesn't really get much benefit out of the side effects when they're weak effects overall. -
Quote:I've been trying this with mixed success. He sometimes starts with his sword, but he doesn't do double damage for some reason. I don't get why. Sometimes he opens up with a placate, which just makes me laugh (then he does double damage).Use to "go to" comand to tell them to get right up on the mobs. Once they are there then us the attack command. Most of the time they will unleash with the melee then. Some thing will still give you trouble, namely patrols and ambushes. Moving mobs and things that attack first will still trigger the crossbow of lame instead of the katana of doom.
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Quote:If you judge a set by how powerful it is, then unfortunately for you the devs will make it their mission to disappoint you. The whole philosophy of the game is that no set is meant to be any more powerful than the others, even new sets. They actually do a lot of data-mining just to make sure this is so.If it's the MM equivalent to Dual Pistols, I'll be very upset. You are one of the few that believes Dual Pistols to be impressive. Visually it's impressive, although sometimes overdone. But as far as gameplay is concerned, it's rather weak and underwhelming.
I hope Demon Summoning is not just a shiny, pretty set that isn't going to have much substance when it comes to numbers and playability.
There are certain situations where pistols really really shine, and others where they're just ordinary, or even seem underpowered. It's a very situational set. -
I've my ninjas MM up to Jounin, and she has Grant Invisibility, so her ninja has stealth, but no matter what I do, he always opens up with that crossbow. He's invisible!!! He could be doing a critical attack as his first move!!!!! But No. He seems to think the crossbow is the best first move. If not that, then he'll use caltrops.
Are there any macro type commands I can use to do this? -
These look like they would help:
Quote:From: http://paragonwiki.com/wiki/List_of_Slash_Commands
/inspexec_pet_name inspiration petname Gives an inspiration to the named pet
/inspexec_pet_target inspiration Gives an inspiration to the targeted pet
I went ahead and looked up the second one. It actually says "petname" is the variable you enter on the page I'm citing, but if you read the command's actual description, it tells you to supply the name of the inspiration, not the pet. -
Quote:That is weird. You say you're resummoning the enforcers after each change in their IO's? That was what solved my problems with it. I forgot that my current pets's stats were still based on the IO's they had when I first summoned them.Looking at their attributes, not mine. Also, the first time I noticed this I slotted them and then summoned them, then resummoned them to check, and checked all pets that should be affected by it; 8.43% defense from each (the base for the lvl 49 lieuts) every time. At the moment, I have removed all defense enhancements since they were not working, but I do have a Lysosome in there for kicks. Because of the way HO's work, this should affect both the -def values from their attacks and the +def buff from their maneuvers, but the latter is still not affected. The Lysosome actually should also affect their tactics for the same reason, but I haven't checked that yet...
Edit: Tactics aren't showing any change in value either. Interestingly, the stats from the "Detailed Info" in the enhancement screen are showing the expected enhancement to the lieuts' maneuvers, it's just the combat attributes window that still shows the 8.43%. (Their tactics value is showing the flat base 2.5% in both windows). Could just be a glitch in the combat attributes window, but it could also be that somehow the enhancement isn't actually applying as the game expects.
edit: Also I just confirmed this: Def debuff enhances show up in your enhancement screen as increasing the Enforcers' defense, but they don't. Only def buff enhances actually increase it. I just tried the two different kinds of enhancement on my level 13 thugs mm.
With nothing slotted, I re-summon the enforcer and get 7.21% defense bonus
With 2 generic def debuffs slotted, I re-summon and get 7.21% defense bonus
With 2 generic def bonus slotted, I re-summon and get 8.00% defense bonus.