Capa_Devans

Super-Powered
  • Posts

    870
  • Joined

  1. Quote:
    Originally Posted by Zamuel View Post
    Yes. Pity that it was deeply buried in I18's patch notes so that no one knows about it.
    Really?! Thank you for mentioning it because I read the patch notes and I honestly had not seen this.

    Much appreciated.
  2. Capa_Devans

    COP again...

    If I'm awake I'll join. I'd bring damage. As much as I want the badge I don't really want to bring Capa blueside.

    So:
    Maybe db/wp stalker
    Spines/fire scrapper
    INV/SS tank
    Fire/elec blaster

    Also:
    Ill/sonic troller
    mind/ff troller
    (currently 40 dark/dark def)

    Think I'm missing a few but that'll do.
  3. Capa_Devans

    Going Bye Bye

    Come back soon, py.

    Be well and best of luck until then.
  4. As for the amount of broken stuff in this patch ... AGAIN? Broken an AT's Patron Pool? Ruined costume pieces which were paid for?

    Come on will you guys please check stuff before sending it live?

    Quote:
    Originally Posted by PumBumbler View Post
    The nerf is probably in anticipation of Incarnate rewards being tied to it
    I really hope Incarnate has nothing to do with Cathedral of Pain. I never want to see that awful TF again.

    My mains are absolutely worth Incarnate but I will not run CoP after I get the badge.

    My last experience involved standing around for 90 minutes (at the point I joined only 4 people were required), a list of instructions longer than War and Peace, total failure to coordinate the obelisks at which point I lost the will to live and left. Apparently the teams didn't succeed so had I stayed, I'd have wasted over 2.5 hours rather than 105 minutes.

    Horrible TF.

    Only way I see it being done easily is by a large SG who runs together. I like my personal SGs and my globals for teaming thanks; I'm not joining a large SG with all the e-drama that goes with it for this - and I shouldn't have to.

    I really don't like the way the game is going right now. We aren't Raid-focused with gear being the be-all-and-end-all. That's another game by another company. If I wanted to play a world of whatever, I would.

    End-game content is one thing but stupidy-annoying-content (not just end game and I'm looking at you ambush-world) is a waste of everyone's time.

    Oh have you fixed the rewards on AE arcs with more than one destructable object, yet? That was promised for i17.
  5. Nice to see they finally worked out that you feeling like rubbish means there is a problem.

    Best of luck, hope you to see you fit, well and killing something soon.
  6. I have no idea what you're reading but I pick up most of my TFs through Guardian. Redside is a little more quiet but rogue alignment can help that.

    I'm not on US-time; I'm usually on my way to bed as you guys are getting home from work.

    It's not dead here. Get on a few teams, get on some globals and you'll find out about the TFs even before the few remaining spots are advertised in channels. There's quite a few TFs listed on this forum in advance too.
  7. Quote:
    Originally Posted by Ironblade View Post
    I don't think they need to change the power for everyone when anyone who has an issue with it can turn it off.

    /suppressclosefx - turns effect suppression on/off based on whether the camera is closer than the distance set in the next command
    /suppressclosefxdist - sets the distance for the previous command

    Try these.
    While very good, these don't hide ALL of the effects on your own character, some will still be visible.

    For example, you can still see the green quills shooting on a spine scrapper and the little floating balls from one of the fire or thermal shields.

    Interestingly until power customization was implemented the quills were hidden with /suppressclosefx. Now I only play my fire/spine scrapper in short doses.
  8. Quote:
    Originally Posted by StratoNexus View Post
    Based on my experiences in the trial, I think it is important to have each team's tank remain under each team's cube.
    I've been on trials that did this and I have to admit I hate it. You've got three people doing nothing to Rularuu. Not pulling aggro, not damaging, doing nothing. As a tank on one of the runs that did it, I don't join a TF to sit in a corner during most of it.

    I agree you need to get the cube mobs under control quickly but having a 'spotter' positioned in such a way behind Rularuu that they can view the room is a better plan, in my opinion. That and make sure everyone knows - and does - move their rears back to that cube when the spawn hits. The teams not moving back to the cubes seems to be the biggest problem that I've seen.

    Teams mark your cube on your minimap, read "cube spawn" and go to cube.
  9. Would do the Faathim. But remind me, you know what my memory/time zone issues are like.
  10. "Sticking to blue to get the numbers" is a fallacy. Yes, it is more quiet red side but the lack of numbers were down to the narrow specifications you laid down; very specific ATs which excluded not only a fair few red ATs but also all heroes who had gone red.

    Why would a doms, stalker or MM ask to join when you had already specifically excluded them?

    Faulty logic there.

    Open a red side run to ex heroes and other ATs. You'd get enough.
  11. Thank you. And you're welcome. Really appreciate the amount of effort in that.
  12. I don't want to spoil it for those that haven't ran it yet, but I did want to say that it's a really nice arc. I thoroughly enjoyed it.

    Detailed feedbck via PM.
  13. Quote:
    Originally Posted by Alpha-One View Post
    I think I may have spoken too harshly when I said if not enough people show up I won't run anymore. I'm just getting kinda frustrated because I feel like the old i7 LRSF when I couldn't get on a team because I was playing a stinking MM, and I DON'T want to do that to others.
    I was pretty sure that was frustration, otherwise I wouldn't have bothered trying to throw ideas out there for you. Think everyone is frustrated at this point.

    I know about the "don't like the AT" nonsense. I once got told I couldn't join an ITF (non-Mo) because "we have one stalker and we don't really want another one". I'll stick a flag up the day I see someone say that to a scrapper.

    I get what you're saying about a min/max team but I just feel that the number of runs required by replacing one member with a badger means people will be bored of it long before the badging is done which is why I said I don't like the idea. For me committing to getting up for this at 2.30am with no guarantee I'll ever get my badger on a future run isn't something I want to do.

    Quote:
    It takes 4 debuffers to bring Rularuu down to the regen floor.
    Thanks.
    Quote:
    Yes PGT does double duty, but it does require a very squishy toon get in melee range of Rularuu, not an optimal situation IMO.
    Fair point but quick dash in/out MIGHT be worth it/doable. A friend of mine used to do it a lot with a merc/trap. How do your pets hold up by the way?
    Quote:
    Kins are great and I love them, and can seriously enhance team DPS thru SB, Siphon Power and Fulcrum Shift. They just bring very little debuffs to the raid
    I disagree with this. Kins debuff.

    Syphon Speed: -rech 20% / duration 60s / recharge 23s (my non-heavily setted corr value from Mids)
    Syphon Power: -damage 20% / duration 60s / recharge 7s (same char)
    Transfusion: -regen 50% / recharge 3s
    Fulcrum shift: duration 45s / recharge 23s (same char)

    If I recall correctly Syphon Speed is unresistable; I've had GW down to a snail pace on STF with it. If it does work on Rularuu then those are quite tasty.

    Transfusion heals around the target - the kin can be way back - will help keep meleers up without an AoE heal having to get in range (EG rad/emp/thermal/dark).

    I know how FS works; I have five kins, I was talking about the undeniable benefit of FS at the Obelisks and Cubes. And if we move fast enough the FS from the Cubes should still be on when we kick over to Rularuu. Ok won't be there for the whole fight but that's a pretty nice start isn't it; like a Stalker's MASSIVE spike damage on a boss.

    Quote:
    Originally Posted by Wulfman View Post
    both brutes and tankers have a 90% resistance cap. It's just harder for brutes to reach the cap because the armors are in a secondary powerset. If you're going to have resistance buffers on the team they can reach the same resistance cap as tankers.
    Thanks for the clarification, Wulf. I know the caps are the same but partly I think if we overload on buffers, we're removing damage.

    Tank + damage v Brute + Buffer

    I like the former, guess othrers prefer latter (for this). I don't dislike brutes but I think of them more as hardy scrappers.

    Quote:
    You are correct that the HP is an issue, however, since the tanker cap is now significantly higher than a brutes, and it was already harder to get a brute near his HP cap anyway. But, as you mentioned, a cold corruptor or two can make a huge difference in that regard.
    *looks at my tanks 3.5k HP* *giggles*

    I'm just aware that a tanker role going down on this is likely a wipe/reset. So ... *clings and waves extra HP*. Just my personal preference; I doubt many agree with me.

    I will also admit that because brutes tend to play like scrappers, many don't have taunt. That is a major irritation to me. Sorry, hurl is not a replacement for taunting a mob off a squishy at range.

    *waits brute hate mail*

    Have a good run.

    EDIT:
    Note for me Virtue Guide
  14. A very belated "Thank you" from me.

    At one point I kept this open in the background and just copy/pasted the url whenever I saw a question about alignment switching. Explained things a lot better than anyone could in channels.

    Great work, thank you.
  15. Yep I'd never Hami'd before but this mornings raid was a lot of fun. Kudos to the organization and instructions; even clueless me wasn't lost.

    Thank you. *cuddles my first REAL HO*
  16. Sirken - I wish you the very very best. Take care and I hope to catch you in game again. Be well.
  17. Ok I was really trying not to spam your thread again - and feel free to PM with with "shut up" but ....

    Quote:
    Originally Posted by Alpha-One View Post
    I also doubt I'll get enough turnout to run it.
    Quote:
    What's the point of running it redside anyways if folks are just gonna move their badger heroes over to run it?
    Redside is more quiet than blue and I'm all for prioritize red but why not let ex-heroes in if there aren't enough villains? Plus I still prefer a tank to a brute.

    Quote:
    I don't believe this raid can be PUG'd
    I agree. If there was a core membership who ran it a lot, a few PuG members (say one or two a team) would go a long way to helping the coordination issues.

    Everyone knows setting up Raids is a pain; this one in particular. I applaud your efforts. The tactics you developed on the Obelisks and the Cathedral (prior to the AV) are working. The only bit that isn't is the AV and frankly if it's the Storm aspect that isn't your fault or the fault of the team set up; it's a bad design of the TF.

    As far as I can see no team make up is capable of taking the Storm. People who do this in 15 minutes with brawl are quitting that aspect.

    QUESTION: Do you know how many debuffers you NEED to get max debuff? To hit the -regen cap?

    If I read this right you had seven debuffers and hit the cap?. So then you need a minimum of 250 damage/sec to over come the remainder and preferably much more?

    I have half an idea I'd like to offer you for consideration but not quite there yet.

    What about saying "OK every Saturday for the next six weeks we will be running red CoP" (or blue weeks 1-3 and red 4-6) and get sign ups done. Then people could be certain the run will happen, change sides if required and if they can't get their badger on run one and two at least they know that their spot is saved on run three. That would go a long way to ensuring participation with a semi-specific team make-up. If you read within the lines of my posts last night you'll see part of the complaint was there is no guarantee there'll be another run where I CAN bring my badger.

    Quote:
    If not enough ppl show up, I'm not running any more.
    If not enough people show up, it's most likely down to not having the specific ATs you requested.

    Also a specified AT doesn't guarantee a capable player of that AT or an AT that is capable of running this TF. I have an Emp on Virtue. I tried to keep a team alive on a Sara Moore without a tank and two scrappers playing tag-team-tank; I wasn't horrible bad but I really wouldn't want to Emp this TF and I wouldn't Emp a Mo run either. I have the AT and I might break her out for a run but not on something like this. She isn't up to it and neither am I on that AT. Would you rather a player admitted that and bowed out or showed up regardless and waste everyone's time by being rubbish?

    Quote:
    Originally Posted by MrsAlphaOne View Post
    a team tighter than a nun


    Don't think your efforts aren't appreciated; they are. This is frustrating and if you decide never to utter the words CoP again, it would be perfectly understandable, although very regrettable.

    Again thank you for the efforts you have put in over the past few weeks.

    EDIT:
    I did get both my red and blue bases raid-capable if you wanted to do a round-robin SG/VG due to storm-aspect restart.

    EDIT 2:
    Ok here's something I knocked up while the servers were down.
    From the post I linked to above:

    -2000% regen seems to be a cap
    Still regening 200 hp/sec

    DPS/Pylon thread from the scrapper forums to give an idea of DPS.


    BROAD GROUPS

    Apologies to AT/powerset I've missed; not intentional.


    Buff: Emp/Pain/FF
    Damage/Buff: Kin
    Buff/Debuff: Rad/Thermal/Cold/Sonic
    Debuff: Dark/Storm/Traps
    Damage: Brutes/scrappers/stalkers/blasters
    Damage/buff: veats
    Damage soaks: Tanks (Ok SOME brutes but ideally 2 brutes on a team if that's the case. Remember if the damage soak goes down odds are the rest of the team will. That's a regroup which we can't affort at the Aspect.)


    (I don't have high level experience of HEATS)
    Am I reading Traps right; One poison trap is -1000% regen?! Because wow one of them is TWO Howling Twilights! In which case a debuff spot could go to damage!


    TEAM MAKE UP

    This is very close to a previous attempt. I shamelessly cribbed it. Aim is to get the bases covered while giving maximum opportunities to participate.

    Ideally each member will cover more than one spot. An Ill/Sonic troller covers buff/debuff and damage. A psy/mental blaster could be damage and debuff.


    TEAM ONE

    1) Damage soak with self heal - Rularuu bait.
    2) Damage soak support/buffer with rez:
    3) Kin buffer
    4) Buff/Debuff
    5) Debuffer:
    6) Damage:
    7) Damage:
    8) Damage:


    TEAM TWO

    1) Damage soak:
    2) Buff/Debuffer:
    3) Kin Buffer:
    4) Debuffer:
    5) Damage:
    6) Damage:
    7) Damage:
    8) Damage:


    TEAM THREE

    1) Damage Soak:
    2) Buff/Debuffer:
    3) Kin Buffer:
    4) Debuffer:
    5) Damage:
    6) Damage:
    7) Damage:
    8) Damage:


    TACTICS

    You already sorted that out. What you did for the Obelisks works. What you did for inside the Cubes worked. Where it's falling down is Rularuu.

    Again I'm going to suggest if it's Storm reset. See who in team 1 2 and 3 would join a new SG temporarily to join a reset. (I would with any char except my main.)

    Because of the reduced number of buffers I wonder if this would work:
    Each buffer buffs their own team.
    Then each buffer targets the tank of the other teams. That tank cycles through their team mates while the buffers buff.
    If it works each member should have as many ST buffs as there are buffers.

    Bit painful and someone will get missed but just a thought.

    Then summon pets (inc MM) and temps. Fire aura buffs.

    Kick at it as you've already organized.
  18. It's your raid and your choice but from where I sit I see "bring a brute or a veat or you aren't worth a slot". Probably not your intent but it's how I read it. Such a restriction means you probably won't get the participation required. It's not as though badge characters are hopeless, normally they're well set out and the player knows their capabilities VERY well.

    I would have thought it would have been possible to build a well-balanced team without making the restrictions quite so narrow. Not everyone brings their badger; I haven't on ANY run. Letting in one or two badgers per run in future? I honestly don't see that many redside runs; same as red Hami. This trial is a pita and I don't see people doing it more than a few times (once to get the badge and a couple of times to help out).

    Good luck with it but no, I'm not getting up early am on the off-chance at some point in the future there might be a run where I might be allowed to bring my main.

    YMMV. That's my 2p. Have a good run.
  19. I'm sorry but this is very disappointing.

    I've brought chars to other people's TFs for the badge on so many occasions (I had MoLG on four chars and six runs before I got it on my blue badger) but no way in hell am I turning up to this raid on anything (including my debuffers/veat) to help out if the specifications are as above.

    I'd set up my bases to help, I'd alt as needed after - hell I got up at 2am to help the last raid - but if it's "x AT or don't bother"; you got my answer.

    Need not have bothered getting shivs/heavy/nukes etc.

  20. Are you only buying IOs or are you buying recipies/salvage and crafting?
  21. For me it's not a fun TF. I'll do it for the character badge once and once I have that, I never want to see it again.

    I understand if there is an exploit in the TF which resulted in the decision to removes the nukes, however, the TF itself is a gigantic pain. With 24 people required odds are some of it will be PuG with the consequential additional cat herding that goes with that.

    Those who are completing it in 15 mins I salute you but for those of us who are struggling with it NOW, removal of nukes without making it more enjoyable and less painful is very frustrating. We want new content as much as anyone but content which is FUN with a good chance of completion.

    Even the 'we do it using brawl in 15 mins' groups are saying they reset if the Stormy aspect shows. So even the uber runners give up on one part of the TF. So what does that say about how difficult the rest of us are finding it?

    CoX was always able to be played at different levels. The recent push towards ramping up the difficulty has gone a little too far in some parts. EG Reichsman HP, redside ambushes in Baracuda TF, ambush city in Praetoria, orange conning mobs in missions set -1 x1 and the fact that this TF is so much work for so little reward even if you can complete it (and many can't).

    If you don't want nukes used - and I don't care why - fine. But change the TF so everyone - not just tight SGs with vent - have a good chance of successfully completing it. Otherwise you just wasted a load of time creating it. Same as AE.