Call Me Awesome

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  1. Quote:
    Originally Posted by seebs View Post
    Was thinking of getting a BotZ KB IO for fly, since I have hover/fly, and not much else I would want to slot fly for. (Hover has my Kismet proc.) Character is a fairy, and thus must fly so his adorable little insect wings flicker.

    Spirit Tree is indeed pretty situational, but my experience with traps has been that if you drop a massive +regen bonus the moment something Starts To Go Wrong, it can often prevent a wipe.
    The BotZ KB is MUCH more expensive though, that's why I put either the Karma or Steadfast KB into Steamy. If price is no object then sure, but you'll pay many times the inf for the BotZ.
  2. Quote:
    Originally Posted by seebs View Post
    Disclaimer: I can't skip Hurricane, even if you think I should. The character concept is such that his idea of high-brow entertainment is to "git tore up", go to the sewers in Atlas Park, go into a group of Hellions, pop Hurricane, and laugh until he pukes.

    But apart from that, I'm pretty much open to suggestions. My usual habit on trollers is to skip the single-target immobilize at least for a long time, possibly never taking it. I am inclined to like Spirit Tree, not because it's an amazingly awesome power all the time, but because I grew to love having Triage Beacon as backup on a traps/ defender. Also, it can block doors. Obviously, Seeds is the reason to play a plants/ troller to begin with. Gale's unskippable by design, though not very popular.

    Everything else at least looks good to me on paper...
    In my opinion, based on my mid-40's plant/storm I skipped the following:

    Entangle - I don't see a need for single target immob on a set with a nice AOE immob.
    Spore Burst - This is something that wouldn't be bad to have but I couldn't find room and it IS pretty situational. I may pick it up for issue 19 when I get three more power choices.
    Spirit Tree - I've never been that sold on an immobile regen buff pet; with the exception of AV fights I'm rarely on a team that would stay in it's range for long enough to be worth the cast time.
    Thunder Clap - without anything to stack with it a MAG 2 PBAOE stun seems of limited utility.

    The must have ASAP powers would be Strangler, Roots, Seeds, Freezing Rain and Carrion Creepers. Toey (fly trap) is kind of meh, but at worst he has mobs shooting him instead of you and he does contribute a bit of damage. Steamy Mist is highly useful as a stealth and exotic damage resist power... it also holds either of the KB IO's.

    Tornado is nice, but situational. I find tossing Roots out first keeps his chaos under control... just be sure to toss Roots every 12 seconds or the KB protection expires and mobs go flying. Lightning Storm USED to be great when you could enhance it's recharge; now it shoots slowly enough to be much less useful. Still, it's nice to have for a really tough battle or AV.

    The other powers all have their uses. Hurricane is as you know situational but frequently useful to round up stragglers and shove them to the tank. Just be sure you don't push mobs AWAY from the tanker with it! It's also nice to pin mobs into a corner if the geometry of the room you're fighting in allows. O2 boost is a typical "aid other" power with limited mez protection and end drain resistance... this is very useful against Malta and Carnies!
  3. Quote:
    Originally Posted by AzureHaze View Post
    It takes a lot of money to make a shield/fire just a "notch or two" lower from invuln. Found myself wanting higher resistances so I rolled a DM/Invuln Brute.

    That being said shield soft-capped will make you pretty darn tough unless you want to solo higher level +8 maps. Be careful soloing at high levels, bosses will take forever to kill if you don't have good single target damage
    Not really, I've something approaching 100 million in mine at today's prices and lots of that isn't really durability focused. Soft capped (considerably over actually) to all positions and the most expensive item is the Steadfast 3% def unique. You can get most of the way there on SO's if you build for it; on my tanker I mainly used Multi Strike in the AOE's for some def on the very cheap.

    While OwtS is up I'm at 90% S/L resist, ~50% to all the rest but Psi. With OwtS down I'm at 45% S/L resist, ~25% to all the rest. I have ~50% defense to all positions so I've a comfortable margin for debuffs and near-capped debuff resistance when AD is overlapped... or roughly 40% of the time.

    It's plenty tanky... not quite up with Invuln but not far below.
  4. Call Me Awesome

    Max scrapper dps

    Does anyone still have the list of top dps results? A quick search seems to find way too many results... you might think Scrappers were obsessed over damage or something
  5. Quote:
    Originally Posted by Obitus View Post
    Just a couple of nitpicks, in support of the general theme:



    All else being equal, a Scrapper's damage is 50% higher than a Tanker's (1.125 * 1.075 / 0.8 = ~1.5). There are obviously exceptions going both ways, but IO investment generally doesn't change that fundamental relationship; if anything, a spare-no-expense Tanker build will tend to have a comparative advantage because he has to use fewer resources on supplementing his defenses.
    True but you also have the fact that scrapper attacks generally recharge faster. I was looking at the DPS results that top end scrappers are showing in the scrapper forum compared to top end DPS of tankers. A few edge case scrappers are managing ~300 dps; I don't offhand know of any tanker builds that can top ~150 dps. That's what I was basing my statement on top end scrapper/tanker damage. Do you know of any tanker builds that can top 150 dps? The best I can come up with, Shield/Fire, comes in somewhere in the 130's with a ton of recharge.

    On the other hand if we compare average scrapper vs average tanker damage then you're probably pretty close to right in overall dps comparison. I think that the Scrapper forum's only come up with a very few combinations capable of turning in much over 200 dps.

    Quote:
    Tankers have 40% more base HP than Scrappers do (1874 / 1339 = 1.399), which is analogous to (but not quite equivalent to) ~29% resistance. Obviously, extra HP doesn't stack with bona-fide resistance in the same way that resistance stacks with itself.
    Doh! Yes, you're right; I did screw up my numbers a bit going from memory. Still, I was understating the advantage if anything.
  6. Once Shield starts to mature it gets pretty danged good. With my Shield/Fire I found that I was really squishy until the mid-20's or so when my defenses climbed to around 30%. From that point on it felt pretty solid, now at 50 it's just a notch or two down from my Invuln in durability and has MUCH better damage output.

    I don't think your Shield/Elec will disappoint you on the road to 50.
  7. I'm still working up my i19 build but here's my Shield/Fire as it currently sits on live... I'm really starting to like that Titan Sentinel program to export directly to Mid's.

    As you'll see it's a fairly inexpensive build too, excluding the Membrane HO's from base storage... I've had those from the old school Hami raids of issue 4-8.

    <edit>
    Ah, I just noticed I'd slotted a few LotG recharges into it... that does kind of knock "inexpensive" in the butt doesn't it?
    </edit>

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  8. Quote:
    Originally Posted by InUse View Post
    CMA I have a lot of respect for you and don't want to say anything that will put me in a bad light with you but
    I have this major issue and that is I always have to know why.

    "First, no Scrapper or Brute is going to match the durability and aggro management ability of a true tanker"

    Shield and invul have awesome taunt aura
    Plus with the aoes and the higher damage I would assume that draw quite a alot of attention to themselves

    45% defense is 45 defense that means 5% chance to hit.
    some mobs can debuff your defense so you may need to add a few more percentages which will be easier for a tanker

    My 38 stone tanker can not pull agro back from an electric/shield scrapper after he has wiped out the entire spawn.
    My 40 SD/SS tanker can not pull agro back of a Katana/Invul on an AV unless I use taunt
    Both Shield and Invuln are good aggro magnets; and it's true that scrapper versions of the taunt auras have the tanker numbers for taunt duration and mag. What a scrapper completely lacks is the "Gauntlet" taunt effect that's part of every tanker attack, and a scrapper's Confront power is a weaker, single target version of a tanker's Taunt power.

    Your problem with getting aggro from a shield scrapper has to do with the mechanics of how aggro works. In order to gain aggro from another character you have to generate DOUBLE the threat of that other character; this is what leads to the typical "first in has aggro" effect you're seeing. Aggro is generated by many things, damage, debuffs and taunt effects. Who actually has aggro is the result of a very complex interaction of damage dealt, taunt effects, remaining duration of taunt effects and several other things. The power "Taunt" actually applies a HUGE multiplier to the user's threat (I forget exactly but I recall it's a factor of several thousand) thus virtually guaranteeing keeping aggro away from blasters and other squishies. Of course this same effect in a weaker form is also baked into taunt auras; thus your difficulty generating double the threat of that shield scrapper.

    AV's are a special case. Taunt auras are autohit against all PvE mobs... except for AV's and GM's. Because of this you can't rely on your aura to hold an AV's aggro, but Taunt is a guarantee absent another player also taunting. Remember what I mentioned about needing double the threat of a character with aggro to steal it? If you aren't taunting an AV then a scrapper with a strong aura attacking full tilt is likely simply outdoing your aggro aura. Taunt is the leveler here.

    Quote:
    41 is a far as I have made it with my tankers. because I always get discouraged when a brute or Scrapper come in
    the group and show me up and yes this happens.

    I die every now and again and several people get scared. Then the scrapper or brute step up and tank the rest of the mob
    while the rest of the group whittles them away.

    yes it makes me very upset. Why am I sacrificing so much damage when another AT can tank as well as me or better.
    Actually they can't, as I mentioned you have better tools for the job. It sounds like what you're running into are massively expensive builds coupled with the vagaries of the random number generator. I've had times where my BS/Shield scrapper (total build value over 1.5 billion and not complete yet) gets squished like a bug because the mobs get lucky and land 2-3 heavy hits in a row through my defenses leading to a quick examination of the floor. My Shield/Fire tanker has more hit points and better resistance to give me a better chance of surviving those instances where the RNG decides it hates me.

    Quote:
    I have not been able to do the 50 TFs yet so I don't know how this works.

    I agree the tanker has more of everything you mentioned but does the % of tanking match the % of damage you give up?

    That is what I am trying to calculate.

    "my Shield/Fire tank puts out immense damage for a tanker but still falls short of a scrapper's damage. Not very far short of average scrapper"

    "damage although top level scrappers will leave him in the dust damage wise."

    I don't care about the average scrappers I want to know top level tank VS. TL scrapper and TL brute % in differences.

    Trust me sir I have been following your SD/Fire like a hawk on its prey. I even started one based on your comments about the massive damage
    the problem is I look at the numbers and say to myself I could start a brute and have the same defense along with better damage.
    Top level scrapper damage would be close to double top level tanker damage, and top level scrapper durability would be about half top level (Stone Armor Granite) tanker durability. At the peak of scrapper durability you're probably about in the average range of tanker durability. And you're spending probably 100/1 in inf to get it, possibly considerably more. (100 inf on the scrapper vs 1 inf on the tanker)

    Quote:
    If the defense cap was 55 and I had to work my **** off as a tank to get there and no other AT could beat me there then I would be satisfied.
    The issue is 3 or more other ATs can be the same as me while maintaining their choke hold on damage.

    for that matter most other ATs that work at it can get to the 45% soft cap.

    So now I am left with 90 resist cap

    which off the top of my head a brute and scrapper can get to 75.

    1000 Damage Tanker would take 100 brute and scrapper would take 250

    I can understand that the tanker will take less damage as far as resist goes but how does this compare to the amount of
    damage being dished out?

    does the 75 VS. 90 amount to the disparity between the dps of the melee classes.
    Oh heck yes. By your own example the scrapper at resist cap is taking TWO AND A HALF TIMES the damage that a tanker at the resist cap does; and that tanker has 25% more base HP. Additional HP can be looked at as resistance to all damage types as well.

    Let's take a simple case of a scrapper vs tanker HP. We'll assume that neither has any defense or resistance... the tanker survives 25% more damage due to his higher HP. You could look at that as the tanker has 25% resistance while the scrapper has 0% if you like and the numbers still come out the same.

    On average a tanker will survive double the punishment of a scrapper thanks to a combination of 25% greater effectiveness in his armors and 25% more hit points.

    Quote:
    I am going to keep bruise out of the situation because even from a N00b it is clear 99.9% of this game that I have seen is AOE based.

    That is why my question refers to issue 19. In the end all end is it more of the same or does a true tanker have a real role?

    Again sir, I don't know enough about the mechanics of recharge and what the others "really" sacrifice to get to that

    45 D 75 R.

    "Yes he's main tanked the ITF without much problem *scrapper*"

    So is there anything in the game that is harder than that? will I19 bring the tanker to the forefront or will the status qua remain the same?

    "What you need to do is decide what you want out of the character. A really good scrapper build can do amazing things but it takes more work to "

    "get to that point for a scrapper while that level of durability isn't far off of the base performance of a tank."


    I want the BEST tank in the game that can maximize 100% of his damage. I want to be able to tank the hardest content in the game and I want to
    be able to pump out the most damage I can while tanking the hardest content in the game.

    If this is a stone/strawberry tank then that's what it is. I just want to know what that is.

    Ultima Online ruined me for life.

    Anyhow I really do admire all the work you guys put into the tanker and I apologize for being ignorant on how the class really works.
    What you're really asking for doesn't exist in the game... by design. The absolute best tanker at survival is unquestionably a Stone tanker in Granite+Rooted but you pay for that durability with a 30% damage debuff, 30% recharge debuff and a huge mobility penalty.

    I've played several high level scrappers and by far the most durable is my BS/Shield. I have to admit though that he's not up to the durability of any of my high level tankers. I currently have 4 tankers at level 50 on live and 3 more level bumped tankers on test loaded with SO enhancements.

    I played around a bit on the issue 16 closed beta with a level 50 Electric armor/Super Strength tanker with SO enhancements. I ran torture tests with that BASE LEVEL enhanced tanker and with my billion inf BS/Shield scrapper... I found that looking strictly on a durability standpoint that tanker was about even with the scrapper. An extreme build on one of the most powerful scrapper secondaries just equaled the durability of a base performance tanker. The same tests with a SO enhanced version of CMA, my Inv/Stone tanker, showed a marked superiority on the part of the Invuln tank.

    I was testing solo with a variety of mob types on radio missions set to +2 level/x8 players on the difficulty settings to simulate a typical team. The only mobs where the Shield scrapper had an advantage over the base level Invuln (remember both tankers were SO only builds) was Malta thanks to the problem of Sappers. In every other situation - Council, COT, Nemesis and Carnies the tankers were superior.

    If you have large amounts of inf to throw at it a Scrapper can approach a tanker's base level of durability and tanking ability. Of course the Scrapper will deal considerably better damage; after all damage is a scrapper's primary purpose while its a tanker's secondary purpose.

    Quote:
    Originally Posted by Talen Lee View Post
    Nope.

    Invulnerablity scrappers have good taunt auras. But Shields sure as hell don't, and neither does Willpower. The paucity of Shield and Willpower tanks, on the other hand, they might make a teammate's taunt aura seem better than it is.

    But shield's taunt aura is just meh for aggro management. Honestly, it just sounds like you've made your mind up and want people to agree with you.
    Um. Well, have you looked at Shield's aura, Against All Odds? Same duration, mag and tic rate as Invincibility coupled with a damage buff and small debuff. Trust me, Shield's every bit as good an aggro magnet as Invuln, and scrappers get the tanker numbers for taunt duration and mag as well.

    Willpower does have a pathetic taunt aura... it's quite good at buffing the tanker's survivability but terrible at holding aggro. Shield doesn't have that problem.
  9. I'll wish you luck on this, I think you probably have a better than even chance of pulling it off as a normal run. I'm a bit skeptical about a solo master run but it might be possible with a lot of luck.

    When I've soloed AV's and one or two easy GM's with my Ill/Rad I've had two issues crop up, first the fact that since Phanty loves melee now he's always dead instead of using his decoy to cover the gap while PA is resummoned and second the problem of keeping endurance up. With 206% recharge it's a challenge having enough recovery/endred/endurance to keep pace with the output and I usually have to take a time out every couple or three PA cycles to recover endurance.

    I think your strategy should be sound with the potential trouble spots you've already identified. You know, for the computer you could use Flash/EMP on the final wave and kill them. Your problem here is Illusion's damage type; robots resist Psi rather heavily so you'll be leveraging your APP blasts.

    Hey, I just had a thought. Why not grab Requiem before the computer, confuse him and let him help take it out? Or will he stand there and ignore it like other pets do? Has anyone tried this out?
  10. Quote:
    Originally Posted by KayJMM View Post
    I use the note rating system a lot. I follow this pattern:

    1 star - Stay away from him. If you have a gun, shot him in the head. If you find his family, shot then in the head. The world will thank you for this. The human race will thank you for stopping that gene pool.
    2 stars - Not a bad person/player. Not a good one too. Something on him/her annoys me (and in the note I explain what).
    3 stars - Played with him/her once. No special behavior noted.
    4 stars - I like this guy/girl. Good player, good manners.
    5 stars - I love/worship this guy/girl. Very good player, a good and loyal friend, very good chance of having a fun run.

    Most of people is 3-4 stars. I have a lot 5 stars too. The 2 stars are rare. There is only one 1 star. And it was a tanker that acted exactly like what you described.
    We stopped a Manticore TF because of him. The whole team quit. We formed a new team in seconds. Without him.
    He was so obsessed in controlling that he actually went running before going into the room, and saying:
    Now Troller X will stay here (run to the place)
    Now Troller Y will stay here (run to the place)
    Now Troller Z will stay here (run to the place)
    Now Blaster will stay here (run to the place).
    Now Defender X will stay here (run to the place).
    And so he was going, before each mob. And always saying "You should do what the tank tells, for the tank leads, and I AM THE TANK".

    It makes me feel like crying just remembering it...
    I think I may have seen that tanker... was it about 2 years ago? An Invuln with an absolutely TERRIBLE build?

    The guy I'm thinking of was convinced he was the greatest thing ever and don't tell him about powers, he knows it all. As I recall he was around 40 at the time and had 3 powers from his primary... his mez shield wasn't among them... and most of his secondary along with the entire leadership pool. I don't remember much else about him, it's funny the way the mind blocks out bad memories.
  11. First, no Scrapper or Brute is going to match the durability and aggro management ability of a true tanker; even at the soft cap a tanker just has more hit points, more resistance and better aggro tools. On the other hand scrappers will deal considerably more damage than even the best tanker... my Shield/Fire tank puts out immense damage for a tanker but still falls short of a scrapper's damage. Not very far short of average scrapper damage although top level scrappers will leave him in the dust damage wise.

    Yes, there are scrappers who are tough enough to tank; I have one myself in my soft capped Broadsword/Shield scrapper. Yes he's main tanked the ITF without much problem. Was he as good at it as, say, my Shield/Fire tanker? No, because the tanker is better at aggro control. Was he "good enough" to get by? Yes, because I understand tanking, aggro control and was working my butt off at aggro to the detriment of my damage output.

    What you need to do is decide what you want out of the character. A really good scrapper build can do amazing things but it takes more work to get to that point for a scrapper while that level of durability isn't far off of the base performance of a tank. As an example my BS/Shield scrapper is highly durable but I have over 200 million in +defense IO bonuses in him. My Shield/Fire tanker is much more durable and his build is less than 20 million in +defense bonuses. (These figures don't include the entire build, just the sets to build the defenses... comparing complete level 50 builds the Scrapper's around 1.5 billion while the Tanker's around 300 million)

    Tankers and Scrappers are different and have different purposes. A tanker's purpose is to put himself between the enemy and the team... he's the bodyguard. A scrapper's purpose is to run in and punch the bad guy's face in. Both are capable to an extent of filling the others' purpose but they aren't as good at it.

    Scrappers and Brutes both have the same purpose, run in and smash the other guy's face in, but they have different mechanics in the way they work. Both have the same numbers on defense (although Brutes have higher caps) while a Scrapper has more base damage and a Brute has a higher damage cap along with Fury to boost their damage. The figures I've seen show it tends to be a dead heat in damage output overall between the two. Both do the same job, and overall both do it equally well.
  12. I just finished taking a SD/Fire tanker to 50 and it's a lot of fun. Massive AOE and ST damage output in a package not a lot less durable than Invuln... and considerably tougher than Fire Armor. (Well, I'm sure Severe will disagree but considering the amount of inf he's put into his Fire tanker I think it's still a valid consideration)

    Soft capping was easy and cheap... with the right power selections you can get just 3% short of the 45% soft cap with SO's. With a realistic build you'd need to find around 6-7% defense to Melee/Range/AOE to soft cap; a fairly cheap and trivial thing to do with IO bonuses. The ease of soft capping allows you to devote more attention to other bonuses instead of having to focus on defense.

    All in all this tanker approaches the damage output of my SO/HO'd Spine/Regen scrapper (older character without IO bonuses) and is just below the durability of my soft capped Inv/Stone tank. It's a long ways from my BS/Shield scrapper's damage output but then it's a TANKER, not a scrapper... it isn't supposed to have that kind of damage.

    As was mentioned you may also enjoy playing Stone/Fire; I have one of those at 50 as well. It's pretty squishy in the early going but once you get 32 it's the next best thing to unkillable like all stone tanks. You will need to keep in mind the basic mobility problems of a stone tanker but if you're up for that challenge the character can be extremely good.

    In raw survivability there's nothing else in the game that equals a Granite armor tanker so if you want to give it a try Stone/Fire is probably about the best combination to pair with it. Unrivaled durability coupled with top end damage... even with Granite's damage penalty it's still quite respectable. When the Statesman's TF first entered the game in issue 9 I found that even on SO enhancements a Granite/Rooted tanker could tank a tower buffed Lord recluse without assistance.

    Anyway, having played both of the above combinations I'd say both are a lot of fun. The Shield/Fire is just pure carnage; it's really a heavy duty scrapper instead of a tanker although there's nothing at all amiss with it's tanking abilities. Stone/Fire can be frustrating with the limited mobility but if you can adapt to that and want supreme durability then that's your pick.
  13. Wow, tough question there. I've 5 50's that I play pretty regularly and 16 (as of two nights ago) total.

    I'll narrow things down to my favorite 50 of each AT; this would cut my decision down to:

    Tanker - CMA, Inv/Stone
    Controller - Nameless Phantom, Ill/Rad
    Blaster - Delta Farce, Fire/EM
    Scrapper - Sword of Damocleve, BS/Shield
    Defender - Dusk till Dawn, Dark/Dark

    That only cuts things down to 5 choices though... cutting it further really depends on what my buddies decide to do. Local Man's going with his Ill/Rad, another will undoubtedly pick one of his umpteen scrappers and I haven't a clue what the others will do. Realistically I'm probably looking at either CMA or Nameless Phantom with some possibility of Damocleve. Since I seem to be known for tanking that probably means CMA would be most likely.
  14. Call Me Awesome

    Email mixup

    I discovered that if the global you send the email to doesn't exist then it bounces back to the sender's inbox. I was sending a welcome email to a new player and my message bounced directly to my inbox.
  15. Quote:
    Originally Posted by Ironblade View Post
    Join the club. Every system I've built, I was genuinely surprised when everything worked on the first try.
    Like the LED leads plugged in backwards? I've built several machines where the proper alignment was... a bit ambiguous.
  16. Quote:
    Originally Posted by New Dawn View Post
    Tanks can't help but herd. Now someone may have the idea that it is a case of go getting and bringing back but that's not how it is all the time and sure as hell don't have to be like that all the time. I wouldn't consider that efficient in every case.
    I think we're getting into definitions now; in my opinion we have two basic strategies.

    "Gathering" or "Bunching" would be the tanker grabbing a spawn and getting them to gather in close to him, but not bringing them to another location.

    "Herding" on the other hand would be the tanker running into a room, snagging the aggro cap and then bringing the mobs out into the hall or to another area for the team to take down.

    Both techniques have merit depending on the circumstance but in general "Gathering" is more efficient since it's much faster. I see herding as a safety issue; if a room is too crowded then you'll have more mobs in aggro range than a tanker can control leading to all the extra mobs going after the rest of the team. This is typified by the infamous "Room of Death", the multi level lab room with the platform in the middle surrounded by an elevated catwalk. In this case it's much safer to have the team wait outside in the corridor while the tank grabs aggro and brings them back. One or two cycles of this should thin things out enough to go back to more conventional gathering techniques.
  17. Quote:
    Originally Posted by Brodir View Post
    Tina MacIntyre and Maria Jenkins missions-
    Are they that different from the originals?

    Thanks.
    These arcs have been completely redone with new mobs... they now use lots of the new Praetorian mobs. Be aware that they're considerably more difficult now. It's a welcome change in my opinion even though the new clockwork are a huge pain in the butt. They've gone from wimps to nearly Malta level threats now.

    Pretty much forget about what these used to be; there's some similarity of course but for all intents and purposes they're brand new arcs. You can still do the original ones through Oro though.
  18. Quote:
    Originally Posted by Anhster View Post
    Thanks for your time and consideration but this sounded kinda dumb of me to ask but where and how can I update it?
    A quick search shows this page on Intel's website for updating drivers for that model video card.
  19. Call Me Awesome

    Advice on a gift

    Quote:
    Originally Posted by Hero Prime View Post
    With a Radeon HD 4250, it'll run CoH at low to low-middle settings, but not a whole lot better. You could do worse, of course.

    Also, if you don't mind giving him a refurbished machine, you could go to Toshiba Direct and get him this laptop, with similar specs (though a mildly slower processor)... and save almost a hundred bucks. (The system, new, costs about the same as the one you're looking at. I'm not a big fan of HP and have had good luck with Toshiba - we bought a refurb for each of our kids this past spring - but your mileage may vary.)

    If an extra couple hundred isn't as much of an issue, and you really want a system that's going to pack more of a gaming punch for your son, you could try and find a Acer Aspire AS5740G-6979, which has a Radeon HD 5650 Mobile graphics processor. It should run Ultra-Mode graphics at medium to mid-high quality. It's a discontinued model, however, and was about $700 when it went off the shelves. Amazon.com has a similar model here with an nVidia GeForce 430M, which should do a bit better than the 4250 in that HP. Granted, I'm not a huge fan of Acer, either...

    EDIT: Looks like the updated version of the Aspire AS5740G-6979 is the Aspire AS7551G-6477. It's $680 at Newegg.com. For that extra hundred and eighty dollars, you get a triple-core processor (rather than the double in the HP), 4GB RAM (rather than 3GB), a 500GB hard drive (instead of 320GB), a Radeon HD 5650 with 1GB dedicated RAM (over the HP's Radeon HD 4250 with 1GB shared RAM), a 17.3 inch screen (an upgrade over the 15.6 inch on the HP), and Gigabit Ethernet (replacing the HP's 10/100BaseT). It's a pretty serious upgrade for a relatively reasonable price.

    Hope that helps.
    I'd second this advice; the only downside is that the larger machine will naturally be heavier and less portable, you didn't mention if that was a concern however.

    I wasn't a huge fan of Acer myself thanks to their really poor quality in the late '90's but apparently they're a different breed of cat now; I've a buddy who bought one for his young son a couple of years ago. After seeing what that kid put the laptop through without so much as a hiccup I have to say I'm impressed with the durability.
  20. Quote:
    Video Device Name: Mobile Intel(R) 965 Express Chipset Family
    Manufacturer / Chip: Intel Corporation / Mobile Intel(R) 965 Express Chipset Family
    Video Memory: 358 MB
    Driver Version: 7.14.0010.1295
    Driver Date: 9/19/2007 7:04:28 PM
    Driver Language: English
    Here's the culprit right here. There are some general issues with Intel integrated graphics in the game but most people are reporting success with newer drivers. The drivers for your card are very old (2007) so you need to update them.
  21. Quote:
    Originally Posted by seebs View Post
    It depends. There seems to be a mix of "herding" a single spawn (hitting it, then running back to a specific location) and "jumping into a spawn" (hitting it, then waiting for it to condense a bit). In both cases, the consistent thing is that the tank says not to attack, goes and interacts with the spawn for a bit, then tells people to attack, at which point they come and attack. Until that point they've been staying away. For a pull-to-here, that means that once the spawn gets there, they can attack, for "jumping in", it means they have to run in to attack at that point.

    I know a couple of people in one particular SG on virtue (ironically, a well-known SG) who are advocates of this tanking style, and they might be able to explain it better, or give demos so people could see how it's done.
    My preferred method for most situations is to jump in, cluster the group for AOE's and then on to the next. Most mobs only take a very few seconds to cluster so it's something you can do very quickly. The only times I'd use anything like old school herding is if the room is too crowded and standard tactics would result in mobs over my aggro cap going for the rest of the team. In that situation I'll have the team wait outside the door while I run in, aggro a bunch and run back out. By the time the mobs I aggro'd are gone (and the adds who come as slots on my aggro list open up) the room is usually thinned out enough to take with more conventional means.

    In today's game that kind of herding is a safety issue, not necessarily a speed one. Of course dead teammates do tend to slow things down so there's some correlation there.
  22. Quote:
    Originally Posted by seebs View Post
    I am open to suggestions for a better mission choice. One of the people I was talking to has a "no AE" policy, so we can't just do a custom one. And you're right, we should add death counts. (But, ETA: The person specifically told me it was faster to herd.)
    It used to be, now for the most part it isn't.

    A good tanker should be able to condense a spawn in just a few seconds though so all you need is for the team to wait a second or my preferred method for the tanker to snag the next spawn once 80-90% of the previous spawn is down (barring anything dangerous in the previous spawn that is). A good team will watch for the group to condense then immobilize and bring on the hurt.

    Your experiment will need to have different mobs too; some are REALLY easy to gather tight (wolves are a classic example) while others are harder (ranged mobs primarily). This tips the balance considerably. A spawn of wolves will clump almost immediately while others are notorious for staying away (Nemesis come to mind here) and require a little more finesse and maybe a couple seconds more.
  23. Quote:
    Originally Posted by Redempti0n View Post
    Yeah haha I think I'll be safe too. Thanks a lot for the money you sent that is really gonna help me. I'm buying a bunch of SO's right now . Its only like 12:40 am here :P. I don't have to worry about attack ones too much since I only have 3 useful attack powers since i am a mastermind and those are my 3 levels of minions. I did send you a global friend invite, and hopefully we can game together since I havent had too much "Multiplayer" in "MMORPG"
    Well, my usual buddies and I play most nights from 9-11PM EST on Guardian. We do have characters on Pinnacle and Infinity as well and we're nearly always playing heroside. While we have a few bad guys they aren't our focus. If you're on one of those servers we'll be happy to run some missions with you. Also, check out the forums for the Mentor Project; it's an effort on the part of lots of veterans to show new players the ropes.

    The best part of the game is finding a group of friends and playing together. Having a bunch of friends is a large part of what keeps me playing after almost 6 years now.

    Egads, what am I doing still up??? I've gotta work tomorrow.
  24. Quote:
    Originally Posted by Redempti0n View Post
    Yeah I removed it. It says using chat handle @Demonion2.
    I just sent you a welcome email and I'm glad to see you edited out your login. The last thing you want is to have one of the gold farmers hack your account.

    I imagine you've edited your post fast enough and it's late enough at night (and what the heck am I doing up at 2:30AM??) not to worry about your account. Even if an unsavory type saw it they'd still have to get your password. I haven't personally known anyone to get their account hacked but it does happen on occasion. There's no point walking around with a wad of cash hanging out of your pocket after all so don't make it easy for the ill-intentioned.
  25. Quote:
    Originally Posted by Redempti0n View Post
    Thanks so much for that. This is my first character and things can be overwhelming :P. My global name I assume is the username that I log into correct? If so it's <snipped>. Again thanks alot the wiki articles are a little hard to understand at sometimes.
    No, and your login is something you shouldn't share. When you log in you'll see in the chat window "using global chat handle @____________", by default this is the name of your first character. My global is @call me awesome, is your first character's name Redempti0n? If so your global is probably @redempti0n (it isn't case sensitive).

    If what you gave IS your username for your login I suggest you change it; you don't want to help someone to steal your account. Your login information is something that should NEVER be shared with anyone.

    I recommend you edit your post to delete your login information.


    Edit
    Checking ingame I see that Redempti0n is NOT your global.