Blind_Minotaur

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  1. Anyone know what would happen if you had both Hover and a KB protection IO? Would you still do the spin, im guessing you wouldn't but it would be nice to know.
  2. [ QUOTE ]
    The less dramatic answer is hover or flight, but...that's a desperate man's solution. You know, because it doesn't REALLY give you protection...it just makes the effect far less negative. Then again, Hover is what makes ruin mages no longer that scary.
    And on a brute, I'm sure the retardedly slow hover speed would be an issue for someone wanting to keep fury up.
    -jared
    "who really prefers MasterZ's answer, but had to chime in"

    [/ QUOTE ]

    Hover isn't actually as bad as people seem to think. I have a Fire/Fire Brute who Hovers all the time (mostly for concept and also for the psuedo KB protection).

    Once slotted with SOs, I have three in Hover and also three in Swift, the speed is actually more than respectable. I can easily keep up with the "runners". To put it into perspective, it is fast enough that sometimes I forget that I haven't switched to fly and start Hovering towards the next mission.
  3. What sort of time are you thinking of having a bash at this Bru?

    From reading the US boards I found the following strategy for I9 Hami, unfortunately it's for heroes, I don't think a villain one has surfaced yet. Certainly some useful stuff here I think (you can read the thread here ):

    First, a few general facts about the new Hami.

    Hami now only has 18 mitos now, 6 yellows, 6 blues & 6 greens. The mitos now have far fewer HP than before, roughly 7,600 each.

    The yellow mitos now attack with an AOE instead of a single target, it does do less damage than before but it packs a moderate magnitude stun. Standard melee mez shields can handle it, but 3 or more attacking you WILL drop your shields. In addition they also have an aura that is also a minor stun, but it it won't break a melee character's mez protection. The yellows have very high defense to RANGED attacks, and very low defense to MELEE attacks.

    The blue mitos now have two attacks, one is a hold (stun?) attack of roughly the same mag as the yellows, one or two of them cannot break mez shielding. The second attack is a FEAR attack... very few characters have any protection from fear. Fortunately the fear is very short duration and they don't use it very often (once every 20 seconds? 2-4 second duration?) They're surrounded by a large stun/end drain aura. The blues have very high defense to MELEE attacks, and very low defense to RANGED attacks.

    The green mitos have 2 functions now, first they have both an AOE heal and a ranged heal that they will use on any mito that takes damage, the healing these things put out is incredible. They gained a new attack with this issue, it does minor toxic damage, but it makes it impossible for the character hit by it to be healed by ANY MEANS. One hit and heals drop to 25%, two hits and you CANNOT BE HEALED. They have a personal force field that renders them invulnerable to damage... however they CAN be held; at which point the force field drops and they can be killed. In the test raid the mito team was able to hold and kill one green mito in roughly 45 seconds.

    Hamidon has also had some tweaks, his AOE attack now does less damage than before, but he also has a secondary SINGLE TARGET attack now that does 850 damage over time in 85 point ticks. A secondary affect of the single target attack is a -heal, after roughly 10 hits from it the taunt tanker can't be healed.

    Hamidon will now "bloom" instead of popping, and when he reaches 75% HP he will summon a brand new set of mitos. He will do this 3 times, once at 75%, once at 50% and once at 25%. It's important to note that he will ONLY do this once at each mark.

    Both Hami and the yellow mitos can now KILL PHANTOM ARMY!!!! In testing PA would be dead within 2-3 SECONDS after dropping them.

    Devouring Earth Monsters in the Hive and on Monster Island in Perigrine Island now drop a special inspiration, Essence of Earth, or EoE. This inspiration completely prevents any damage from Hamidon or the Yellow mitos, and it lasts for 60 seconds.

    Finally, the Hive has a maximum capacity now of 50 people.



    With all this in mind, we have to come up with a very different strategy than we've used in the past. Therefore we must adapt and improvise a new strategy.

    First problem, the yellow mitos.
    We've found that the yellows can be "tanked" by a regen scrapper with a little healing support, therefore we need 6 regen scrappers and 6 healers, who will each take one yellow and attack it. Their purpose isn't to kill it, but to distract it at this point. One scrapper pounds on each yellow while one healer keeps him alive. I found that I could handle one yellow solo on my regen scrapper for quite a while between instant healing, dull pain and reconstruction. Add a bit of external healing and they should be good to go. All 6 scrappers must move in at the same time to lock up the yellow aggro.

    Second problem, the Greens

    The green mitos simply put out so much healing that it's nearly impossible to kill any of the other mitos while they're up, so they must die first. To do that, they must be held first, once their force field drops from being held they are easily killed. Therefore we need a traditional flying "Mito Team" to follow the Main Assist from green to green and take them out one at a time. The greens are first held to drop their force field, then taken out. In the test raid the greens were killed in roughly 30 - 45 seconds each.

    Third problem, Hamidon himself

    Hami is the wild card here, so he must be taunted by a taunt tank to prevent him from wiping out the mito teams. The problem is that the greens will also attack the taunt tank, making it impossible to heal him. The solution is the Essense of Earth inspirations the Monster DE drop, the tanker eats an EoE and runs in and taunts Hami. The EoE prevents Hami from doing any damage, but the greens will also go for him and will both prevent any healing as well as hitting with toxic damage. Because of this, you need two tankers to rotate taunting Hami. Once the greens are gone you can fall back on traditional methods of taunting Hami with the healers healing the taunt tank. You do not need EoE once the greens are gone, you do need to have two taunters however, as Hami's attacks will slowly wear down the taunter's ability to be healed. The good news is that the -heal will only last a few seconds, so by the time one tank is in danger of becoming unhealable the other one is back to normal.

    The strategy

    The Raid Leader will have someone give a one minute countdown once all teams are ready to move in. It's VITALLY important that everyone move in on time, therefore we have the countdown.

    At 30 seconds everyone buffs up, and the first taunter will need to have CM or ID on him to prevent mez.

    At 10 seconds the first taunter will eat an EoE and enter the jelly right on top of Hamidon and start taunting. At the same time the scrappers will each move in and attack their yellow mito with the emps backing them up.

    At the zero mark the Mito team following the MA (main assist) enter the goo and hold & kill the first green mito. It's best to have everyone flying, Group fly is used for non-flying characters. At this point, all the aggro except for the blues should be tied up, one bubbler running Dispersion in the Mito team should protect the team from them. AOE heals will still be spammed as normal in the Mito team.

    Once the Mito team has killed the greens they move on to the blues, staying outside their aura and attacking with ranged attacks. At this time the Scrappers will start being able to damage their yellows, they should have all yellows dead at around the same time the Mito team gets the blues down.

    Once all Greens are gone the taunt tanker switches with the backup and the emps come in and start healing the taunter. We do not use EoE at this point. When the -heal from Hami's attack drops the heals on the taunter to a dangerous level the other tank takes back over taunting. We simply swap taunt tanks back and forth while the emps heal.

    After all mitos are gone, the taunter moves back away from Hami to clear the splash and everyone else attacks Hami. Since Hami can no longer be held there is no hold phase.

    It's important to know that when Hami reaches 75% health he will "bloom" or summon a whole new set of mitos, so everyone will need to be prepared to QUICKLY evacuate the jello! It's recommended to have one person with recall friend on each team, and that person be out of the jello before the bloom. It appears that we have roughly 3-4 seconds after the bloom before the mitos begin shooting, so timing is critical, we must be ready to run!

    Hmm, an alternative occurs to me, if we leave the regen scrappers by where the yellows will re-appear can we go straight back to our step one? The taunt tank pops an EoE and the Mito group immediately goes back to holding & killing greens? Can we prevent the mass wipe of the mito team that way?

    Anyway, after the bloom at 75% we simply repeat the same steps to clear the mitos again, and then attack Hami. This time he will bloom at 50% HP; so we clear that set of mitos in the same manner and attack Hami once again. The last bloom happens at 25%, and again it's simply a matter of repeating the same steps we used to clear each of the previous blooms.

    The good news about Hami himself is that he takes damage far faster than he used to, on the Test raid after the final bloom we took him down in about 3 minutes or so.

    That's the overview of the strategy, now I'll discuss the Taunt team.

    The method we used on Test, which worked really well was as follows:
    The team was composed of two taunt tankers (we used Stone for the toxic resists), one Empath with Recall Friend and one Kinetic. When the countdown started the emp would start stacking CM on the lead tank, and at the 10 second mark the Kin would SB the tank, the tank ate an EoE and TP'd into Hami and started taunting. The CM's were needed to prevent mez, as on initial entry the tank would get hit by all the mitos and that would break mez shields. As the toxic damage started to mount up, typically after about 2 minutes, the backup tank would TP in and take over taunt. Once the backup had Hami aggro the emp would TP the lead tank out of the jello and BEHIND A ROCK OUT OF LINE OF SIGHT. This cycle would continue until all the greens were gone. Each tank would burn thru about 2-3 EoE's in this time. I see no real reason that Invuln or Ice tankers couldn't serve this purpose also, they would need to hit dull pain before going in for maximum HP. Remember, the greens hit with a minor toxic attack, and the tanker will NOT be able to recover HP while under attack.

    At that time, the Emp and Kin entered the jello and set up to heal the taunter, and the fresh tank moved in and took over Hami aggro, being healed by the healer and the Kin via transfusion. We were NOT using EoE at this time. When the heals dropped to roughly 50% effectiveness the other tank started to taunt to build mag, and the current taunter stopped taunting. This way Hami aggro was never lost, because the current taunter does not stop taunt until the next one has begun. Once Hami switches targets the healers switch to the tank who has the aggro while the other tank recovers. It usually took 15 seconds or so for the -heal to wear off, so each tank was easily able to take back over before either dropped dangerously.

    The tricky part of the whole thing was swapping tankers without loosing Hami aggro, but by the final wave on Test we had the timing down pretty good, that last wave only took 15 minutes to finish the mitos AND take down Hami.
  4. Blind_Minotaur

    Villainous Hami!

    Just wanted to get a feeling of how many union villains there are that would like to try the new Villanous Hami Raid shortly after I9 goes live.

    It has been suggested in the past that villains will struggle to get enough people together to take down Hami in the EU. Time to prove those doubters wrong.

    I wouldn't mind trying it out on the May Bank Holiday (May 7th if you didn't know). But rather than set a date in stone I'd just like to gauge general interest for the raid.

    So, if you have a villain on Union that would like to try the Hami raid in the near future reply to this thread.

    Any SG leaders reading this that would be able to drum up interest in their SGs?

    Lastly, if we have some villains who are experienced Hami Raiders shout, as I'm sure we will need leaders. I know it is completly different to the old CoH Hami but some experience is better than no experience, right?
  5. I actually had one. It was a voodoo stalker (think Baron Sameday), had a big white top hat! He looked cool but I couldn't get on with him so ended up deleting the toon.
  6. Just realised that my toon is actually lvl 45. Is it still ok for me to join?
  7. I'd like to try this; never done the SSTF's. If you need me I can bring a Scrapper that falls into the level range (he is 44).

    Edit - Toon name is Yunchang @Blind Minotaur
  8. [ QUOTE ]
    As you said, there are usually better methods for "round two" and to self-buff for PvP like this... Well, let´s say it´s similar to not leaving the base without your lvl38 armour as scrapper/stalker/brute. It´s definitely safer, but it smells a little bit cheesy.

    [/ QUOTE ]

    Agreed
  9. I can only really think of two possible uses for this tactic. One would be if I'd just been defeated by a tough boss/EB and I wanted to have domination ready for round two. Although it would probably be more efficient to kill some mobs outside the mission. The other use would be to build domination for zonal PvP within the safe confines of the base.
  10. Some good advice here, thanks a lot (I had no idea PFF didn't protect against Sleep).

    It is only for a bit of fun, and of course highly situational, but I thought that it would add another string to my bow so to speak.
  11. I recently created an FF/Archery defender mainly for concept/fun. Really enjoying it at the moment, once I have bubbled my team mates I can start firing my arrows arround.

    I would like to have another trick up my sleve with this toon and want to know if you think I've lost my marbles. I want to get Provoke (the AoE Taunt) from the presence pool.

    My reasoning is that I want to be able to take the alpha strike when I'm playing in a squishy team. Hit the taunt, fire up personal force field and then allow the aggro to spread around the team before joining the fight myself.

    I also feel that it will allow me to defend squishy team mates in trouble once the fight has started by using the same tactic, taunt followed by PFF. I know that the aggro wont stay on me long but should give my team mates a few precious seconds. As a side note is it worth putting recharge reductions in PFF?

    So, am I bonkers???
  12. Blind_Minotaur

    RSF easter

    What time are you looking to start? I'll be available for this from late afternoon onwards.
  13. [ QUOTE ]
    I had the ultimate vision of jumping on the LRSF last mission and confusing them all lol.

    [/ QUOTE ]

    As far as I'm aware this isn't possible. If I remeber correctly the AVs (Heros) in the RSF can be confused but even if they are confused successfully they will not attack each other and just stand there till the confusion ends. I could be wrong (as I haven't got a toon high enough level to test it), but I seem to remember that change happening shortly after the RSF was released.
  14. Blind_Minotaur

    Phase Shift

    Just wanted to chip in (even though it's not really relevant to Phase Shift). When slotting Intangibilty Duration enhancements in Wormhole you don't actually increase the duration, it increases the magnitude of the power. Not sure if the same goes for Black Hole or not as I dont have any experience with this power.
  15. [ QUOTE ]
    [ QUOTE ]
    Found this little story of what can happen if you take your Roleplaying too seriously:

    [/ QUOTE ]

    No, mate, you found a story about what happens if a sick person is given enough rope. The article says he was being councilled, and the psychiatrist needs to be lynched. Simple as that.

    [/ QUOTE ]


    I know, my sentance was written very much tongue in cheek. I'm not a huge fan of smiley's though.

    It is an amusing little story though and a nice one to share (as well as allowing me to have a little dig at roleplayers ). *smiley probably needed there*
  16. Found this little story of what can happen if you take your Roleplaying too seriously:

    Clicky

    Have you ever "blurred that line between reality and fantasy"?
  17. Blind_Minotaur

    Firey question

    My Fire/Fire Brute is my only Hovering Melee toon and I find it works suprisingly well. Once I got some flight speed enhancements in both hover and swift I found that I could out "run" the toons on foot. Hover gives you pseudo KB protection (you spin in the air), certainly good enough for PvE in my opinion. Not only that but the Fire animations look so cool in Hover.
  18. [ QUOTE ]
    And EA has end drain.

    [/ QUOTE ]

    Not just an end drain but also Conserve Power and also Overload (which has a conserve power effect). That's three awesome end management powers. Built correctly and you never run out of endurance with an EA brute.
  19. [ QUOTE ]
    [ QUOTE ]
    You can easily despawn the AVs whether or not the 20 people actively PVP..

    [/ QUOTE ]

    If I was running a team of 20 to badgerate the zone, unless there's a concerted effort from another team, the other side shouldn't even get out of the doors, or make it past the spotters by each turret. In the hypothetical 20-1 case you mentioned, I genuinely can't see how it would happen unless the '1' is very gifted, or the 20 need to get themselves sorted.

    [/ QUOTE ]

    In the "hypothetical" 20-1 case that I experienced there wasn't any effort to defend turrets, to be perfectly honest I didn't know what was happening (by that I mean a team farming AVs) for quite a while as I don't pay much attention to chat normally when I'm pvping.

    However, "very gifted" works for me
  20. [ QUOTE ]
    do u think i should save my respec till L8r then or do it now ?

    [/ QUOTE ]

    Definately save it. You won't be getting enough inf from the respec to be able to buy much in the way of SOs anyway as you said that you only have mostly training enhancements slotted.
  21. Can I ask a question? Do you play mostly solo or in a team?

    A tactic that I use when soloing my necro/dark is to have all my pets set to BG mode. I run into the middle of the group of enemies that I want to fight and use one of my powers (usually Darkest Night) - my pets then follow me into melee range before the enemy have managed to react, as soon as they get their first hits off my pets then all go into melee and wipe the floor with the enemy.

    You can't always use this tactic though, if the enemy have AoE attacks then it really isn't a good idea to do this. In those situations the Goto command is very handy for positioning pets.
  22. Hi, I have a SS/EA Brute but I didn't go with Ghost Widow so I'm probably not the best person to give advice. I chose Mako and was very underwhelmed with the pet he gives, the recharge is very long and the pet itself didn't last long (because he dies not expires).

    One thing I can say is that you will get granted a respec for completing your patron story arc, so you can try out the patron powers and the respec if you decide you don't like them.
  23. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    it's Hammerfall's choice.

    [/ QUOTE ]

    Uh huh... ok. we know it's his choice. I just dont see how it makes sense. Its like me saying I'm going to quit pvp cos i dont really like warburg. If he needs a break from pvp, I understand that cos, as I said, you can get frustrated.

    [/ QUOTE ]

    My point was, it doesn't matter if it makes sense or not. It's a personal choice, of course you're not likely to be able to understand it.

    [/ QUOTE ]

    Neither do we have to like it *mutters something about Gank Puppies ruining our lowbie PvP*
  24. I'd like to see more cross overs of powersets in general. Cold and Thermal defenders in CoH, I don't see why either of these sets are particularly villainous (or would be "game-breaking" for that matter). TA and Storm for villains would also get my vote, TA already exists for MMs, so it is available in CoV in one shape already, and Storm would be fine for villains too (given that some NPC villains already use it).

    Whilst I'm at it can we have Plant Trollers and Earth Doms as well please.
  25. [ QUOTE ]
    The reason I got infuriated futher and kept this thread going was some peoples responses. Not the heavies. For that reason you can count me out of PVP until further notice. No more test server night, lowbie battle royale , sirens call, RV or arena fights from me from now on. Thanks Weasel for at least attempting to behave civil and backing me.

    [/ QUOTE ]

    Even if we promise not to bring any Cold corruptors next time?