Comicsluvr

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  1. Yeah I planned on doing my Alpha Slot for +Regen and as planned the build has over 600%.

    I took Tough and Weave and when fully slotted my S/L Resistance will be 70%.

    As for the 7 attacks, 5 of them carry Crushing Impact which gives me most of my +Rech (I can't afford 20 mill or more per LotG). Foot Stomp is a must-have power. I took Laser Eyes to have a ranged attack because, frankly, the teams I've been on lately have no or little use for a Tank. I dive in, start swinging/stomping, look around and the spawn is defeated. I may get a shot off with LB Eyes before we move on.

    Yes, more of a flavor/concept build than anything else. Still, I appreciate the input.
  2. Thanks Timeshadow. Now that I know it's not just me I don't feel so bad. I don't mind having to play smarter against tough opponents (anyone with -Regen is hard too). I just wanted to make sure it was the set and not a borked build or play style.
  3. I have a lvl 50 WP/SS Tank about half slotted with IO recipes. My build is for Tanking (I take the job seriously) but every time I run an ITF I get mauled. I seem to be able to handle just about everything else but the Romans keep defeating me.

    I don't plan on making this some over-the-top 2 Billion Inf build or anything but I would like to hold my own in a 0/0 ITF

    Suggestions?



    Hero Plan by Mids' Hero Designer 1.93
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Atom: Level 50 Science Tanker
    Primary Power Set: Willpower
    Secondary Power Set: Super Strength
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: High Pain Tolerance -- Heal-I(A), Heal-I(9), ResDam-I(31), ResDam-I(34)
    Level 1: Jab -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(7), C'ngImp-Acc/Dmg/Rchg(15), C'ngImp-Dmg/EndRdx/Rchg(36), Zinger-Dam%(50)
    Level 2: Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(7), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Dmg/EndRdx/Rchg(37), Zinger-Dam%(50)
    Level 4: Haymaker -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(5), C'ngImp-Dmg/Rchg(5), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Dmg/EndRdx/Rchg(37), Zinger-Dam%(50)
    Level 6: Indomitable Will -- EndRdx-I(A)
    Level 8: Rise to the Challenge -- EndRdx-I(A), Heal-I(9), Heal-I(21), Heal-I(31)
    Level 10: Air Superiority -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(11), C'ngImp-Dmg/Rchg(11), C'ngImp-Acc/Dmg/Rchg(15), C'ngImp-Dmg/EndRdx/Rchg(37)
    Level 12: Taunt -- Range-I(A)
    Level 14: Fly -- Flight-I(A)
    Level 16: Mind Over Body -- EndRdx-I(A), ResDam-I(17), ResDam-I(27), ResDam-I(34)
    Level 18: Quick Recovery -- EndMod-I(A), EndMod-I(19), P'Shift-End%(36)
    Level 20: Heightened Senses -- EndRdx-I(A), DefBuff-I(21), DefBuff-I(27)
    Level 22: Knockout Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(23), C'ngImp-Dmg/Rchg(23), C'ngImp-Acc/Dmg/Rchg(25), C'ngImp-Dmg/EndRdx/Rchg(34), Zinger-Dam%(40)
    Level 24: Fast Healing -- Heal-I(A), Heal-I(25), Heal-I(31)
    Level 26: Hasten -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(43)
    Level 28: Rage -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
    Level 30: Boxing -- Empty(A)
    Level 32: Tough -- EndRdx-I(A), ResDam-I(33), ResDam-I(33), ResDam-I(33)
    Level 35: Weave -- EndRdx-I(A), DefBuff-I(36)
    Level 38: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Zinger-Dam%(40)
    Level 41: Focused Accuracy -- EndRdx-I(A), EndRdx-I(42), EndRdx-I(42)
    Level 44: Laser Beam Eyes -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(45), Dev'n-Dmg/Rchg(45), Dev'n-Hold%(46), Achilles-ResDeb%(46), LdyGrey-%Dam(46)
    Level 47: Physical Perfection -- Heal-I(A), Heal-I(48), EndMod-I(48), P'Shift-End%(48)
    Level 49: Resurgence -- EndMod-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Gauntlet
    Level 4: Ninja Run
    Level 2: Swift -- Flight-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Heal-I(A), Heal-I(43), Heal-I(43)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(17), EndMod-I(19), P'Shift-End%(45)



    This is one of my favorite toons with lots of history, RP time and background. Any help would be appreciated.
  4. I have only two complaints: The first is that we now have Threads as well as Shards when I think Shards were good enough. But I'll let that slide because it's early.

    The other is that the Devs are scrambling to make new shiny and not spending much time fixing old problems.

    However, in the interest of fairness, I also like several things about I20:

    1) League system will rock for MS and Hami Raids.

    2) The new Trials are not just 'beat down bad guys.' I remember when Romi took strategy. Now it's just 'bring more damage.' I haven't finished the new ones yet but I appreciate the challenge.

    3) You get some progress even if you fail the Trial. One of my slots is a third done after 2-3 failed efforts as well as some salvage and Threads. So slow learners like me can still get it done it just takes longer.

    4) The new ISalvage has nothing to do with the regular Invention system. So I don't have to worry about uber-rich Incarnates buying Diamonds for 30 million and raising the price out of reach for my pre-incarnate toons.

    5) Incarnates is a system being put into place to open up yet more things. It's a doorway, not a red carpet. The second step in the journey that started with the Alpha Slot and ends (so they tell us) PAST the Omega Slot.

    It's just like the old arguement against raising the level cap from 50 to 60. You expect them to spend a year or more making 10 levels of content that many players will eat up in a month? It's SUPPOSED to take time people.

    Would I like to see some more attention on other things? Sure I would. But I'm willing to see what they've got in mind before I start yelling Doom.
  5. Quote:
    Originally Posted by Hania View Post
    I totally agree with this sentiment. I feel like the development team let one of their 6 year children run amok with colour crayons when asked to draw the chat window.

    Really, everything about the new chat window is so unprofessional in design and I cannot understand how this managed to get past quality assurance in their development process. They choose fluorescent colours for HP/End? Please, where else in the UI design do even get anywhere else near this?

    And, Classic should be classic, not a botched up version of it.

    Two words: Coke Classic. We all remember how well THAT worked out...

    I also want the 'classic' interface to look like the old one I'm used to. The glare alone is killing me.

    As for Quality Assurance...well I'm in that field and I've discovered that when the boss is baying at the door the phrase 'good enough' looms large.
  6. Quote:
    Originally Posted by Ironblade View Post
    Again, you misunderstand griefing. Intent is relevant. Which is why your mugging analogy is PURE FAIL. Whether the mugger got anything or not is irrelevant - a crime still occurred.

    Ok...for the record, nobody mugs someone accidentally. If you can explain how they can to me, go be a defense attorney and earn a fortune defending muggers.

    I've been in missions where I didn't know the objective because it wasn't explained for whatever reason. This meant that I was not always acting in the team's best interests. This is a mistake...NOT griefing.

    I've been on teams where someone else didn't understand. This is also a mistake...NOT griefing.

    You do not grief by accident...you make mistakes.

    You do not make mistakes on purpose...that's griefing.

    Griefing, as I understand it, is the deliberate and purposeful act of trying to sabotage another player's fun or goal. The key words are deliberate and purposeful. Anything else is a mistake.

    The fact that this has to be explained boggles me.
  7. Quote:
    Originally Posted by The_Static_Man View Post
    The reason why bases haven't gotton the attention they need is because we are but a tiny fraction of the community, smaller than PvP. Thinking from a developer standpoint, when you have a choice between introducing a new system which will directly affect every level 50 player with Going Rogue, as opposed to redesigning an existing system in which a fraction of the playerbase will every be able to use directly, it's quite obvious what they're going to choose.

    A point of order: Going Rogue does not affect every lvl 50. It affects everyone who bought Going Rogue. Not all players did just like not all players PvP, use Bases, join SGs, make alternate costumes or use the Market. Everything in the game, including doing missions, is completely optional (I have a friend who street-hunted to lvl 6 and now JUST works the Market. Never does missions EVER).

    I'm not sure if there are Dev tools in place to find out exactly how many SGs and Bases there are. If so then the Devs already know how many players want to utilize the system. If not then all we can hope is that they appoint someone to read these boards and judge for themselves how important Bases and Base building is to the playerbase.
  8. Quote:
    Originally Posted by Mega_Jamie View Post
    The whole of the "Wretched Man" arc I find very well written red-side and (although its infrequent now) I always try to cover it with a new villain.

    I actually started Redside and the Wretched Man arc was so well-written that I stayed there 6 months before going to Blueside. I've always liked Wretch and Ghost Widow and I wrote her into a piece of fiction I'm working on.

    This thread makes me want to go back through all these great missions...
  9. Firstly, anything that makes teaming easier I consider a win.

    Secondly, don't the servers already talk to each other due to permanent character transfer? Or is that a different animal with regards to communication?

    I forsee two problems with the idea of cross-server teaming:
    1) The Devs lose most of the funds generated by permanent transfers. Why pay to play when you can cross-server team?

    2) Everyone rushes to Virtue or Freedom during some big event and crashes the server.

    However the idea of cross-server teaming opens up huge new vistas for people to play which is always a good thing.

    If the Devs want to think long-term they may want to do this for their own benefit to simplify possible features down the line.
  10. Quote:
    Originally Posted by Photonstorm View Post
    Using Inf. will be speeding stuff becasue anyway at level 50, there will be no use for Inf. once your build is complete.

    In all the time I've played this game I've never seen a build 'complete'

    Having heard/read the descriptions of some of the higher tier Powers I think I can understand why the Devs have set the bar so high. My only complaint is the introduction of Threads. I would have preferred that they simply require a higher number of Shards to craft the higher-level components and be done with it. Water under the bridge now in any case.

    As for the time spent on Incarnate content I also have lots of 50s and more coming up all the time. However I basically want to get a handful into the content (I say into instead of through...I'm not in any hurry to finish anything) which should save me scads of time. After all, will my Fire/Fire/Fire Blaster REALLY behave so differently than my Nrg/Elec/Elec Blaster in the Incarnate levels? But that's my choice.

    My only real concern is that the Devs will spend so much time and energy on the new shiny that they will continue to neglect the old complaints like bugs and incomplete content (*cough* Bases *cough*). Yes, new stuff is generally always cool and the past couple of years have given us some really cool changes. But I still want the original stuff to work well too...
  11. Comicsluvr

    Blaster survival

    The fact that you're looking for help here is a good sign. I died so much on my first Blaster that I almost quit the game before reading the Forums.

    Learn how to Pull (attracting the attention of 1-2 bad guys away from the herd). If you can whittle down a larger herd of bad guys it makes it easier.

    Team with at least 1 other person. It's amazing how 1 other person, even another Blaster, makes life easier.

    Stress Accuracy, Recharge and Damage in your slots. With free Fitness End is not as much of a concern early on. As you get the bigger Powers you can begin slotting for it then.

    Bring friends to the game to team with or search for a Supergroup to join and team with. Many SGs have experienced players willing to help.

    Good luck and welcome to the nightmare!
  12. I liked it. For a first day in Paragon City it was pretty typical except for teaming with GG but you had to provide narrative somehow.

    If the comment about all the warehouses looking alike being because of the invasion was cannon, kudos for putting it in. If it was your idea I applaud your cleverness.

    Overall I thought it was well done.
  13. Quote:
    Originally Posted by Feign View Post
    The problem isn't that they can't add things, but that the current code is at it's limit. Adding just about anything needs a whole rewrite of the code. Add a polygon here, an item there, yep, whole rewrite.


    I read this in the recent post regarding the PAX: "Supergroup functionality -- especially bases -- is being looked at, albeit with no real timetable. The idea of having a personal base is a fantastic one, but the team realizes there are a lot of technical hurdles in place. "


    I've also read over the years about a lot of things the Devs said they couldn't do because it 'wasn't in the code' or because it was 'baked into the code.' Anyone else remember the days before we could color-shift Powers? Players asked for years and were told the colors were affixed to the code of each Power and to change them meant rewriting every Power. I went away for a while and look...colorable Powers!

    I also read about a lot of things the Devs said they wouldn't do like free Fitness for everyone. 'End issues are part of the game balance' and all of that. Or posting the actual numbers for Powers. Every time the top-deck administration changes we get new rules of what the Devs can't or won't do.

    Statesman left and we got color tintable Powers and Power Descriptions with real numbers and a whole slew of other nifty things. Now we have Incarnates for better or worse. With Castle gone what will happen to the next generation? Only time will tell.

    Personally I like Bases, Base building and design and many of the SG features available through Bases. CoH players can be a very creative bunch. The myriad of costumes proves that. I've played some wonderful AE content too...all written by players. Some of the screenshots of Bases stagger my mind.

    I don't agree with an all-Base issue any more than I agree with an all-Anything Else issue. I'm only one player, I don't PvP and if they had an all-PvP issue I'd be pretty salty. But we DO need and, I think, deserve some attention.
  14. One of the joys of recent years is having more than one build after lvl 20 or so. That being the case, make a team build and a solo one using SOs and common IOs to see what works before investing in the expensive stuff.

    The devices that really need set-up time come later (Trip Mine and Time Bomb) so most of your slots will go into Rad early on anyhow. Everything from Web Gren to Cloaking Device can make do with few slots at first.

    Most teams will love you because the constant -Def you'll be inflicting on the enemy will be great. Cosmic Burst also carries a nice Stun for everything short of Bosses.

    Once you get Trip Mine slot it well! Time Bomb too. With Cloaking Device and a Stealth IO in Combat Jumping you should be invisible to most things so you can lay the mine field, drop a Timebomb on the guy in the middle of the mob and then run for the hills. When the survivors come around the corner they run into the Gun Drone and piles of Rads.

    It might be a slow set solo until the Bombs and Mines but it'll be fun to team with.
  15. I agree...Fear might have been more accurate. But I don't know if the mechanics would have worked with the different kinds of rounds.
  16. I sometimes use it to bring single targets to my MM's pets. As a 200' range Taunt it works well. Otherwise...I agree with most of what was said above. Set it up so the base power affects Minions, 1 added slot of something (Intang. is as good as anything) for Lts and 2 added slots for Bosses. Otherwise...it's even more skippable than Jump Kick and that's saying something...
  17. Three words: NO MORE EMOTES!

    I want a list of the top 50 emotes. Now, add up all the time that went into coding all of the emotes beyond the best 50. Now explain to me how being able to turn into a pumpkin every few seconds is better than being able to make my SG base better.
  18. I ran up this build recently for an Invul/SM Tanker and I'm pretty happy with it. It's a bit expensive but I'm a patient player and none of the sets are purple.

    I didn't stress S/L defense as much as I did Resistance. He also has Dull Pain up almost all the time granting him an additional 60% Hit Points.

    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Tanker: Level 50 Mutation Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Stone Melee
    Power Pool: Flight
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Temp Invulnerability
    • (A) Impervium Armor - Resistance/Endurance
    • (15) Impervium Armor - Resistance
    • (34) Impervium Armor - Resistance/Endurance/Recharge
    • (34) Impervium Armor - Psionic Resistance
    Level 1: Stone Fist
    • (A) Crushing Impact - Accuracy/Damage
    • (3) Crushing Impact - Damage/Endurance
    • (11) Crushing Impact - Damage/Recharge
    • (17) Crushing Impact - Accuracy/Damage/Recharge
    • (31) Crushing Impact - Damage/Endurance/Recharge
    • (43) Perfect Zinger - Chance for Psi Damage
    Level 2: Dull Pain
    • (A) Numina's Convalescence - Heal/Recharge
    • (3) Numina's Convalescence - Heal/Endurance/Recharge
    • (11) Miracle - Heal/Recharge
    • (37) Miracle - Heal/Endurance/Recharge
    • (40) Harmonized Healing - Heal/Recharge
    • (43) Harmonized Healing - Heal/Endurance/Recharge
    Level 4: Stone Mallet
    • (A) Crushing Impact - Accuracy/Damage
    • (5) Crushing Impact - Damage/Endurance
    • (5) Crushing Impact - Damage/Recharge
    • (17) Crushing Impact - Accuracy/Damage/Recharge
    • (31) Crushing Impact - Damage/Endurance/Recharge
    Level 6: Heavy Mallet
    • (A) Crushing Impact - Accuracy/Damage
    • (7) Crushing Impact - Damage/Endurance
    • (7) Crushing Impact - Damage/Recharge
    • (15) Crushing Impact - Accuracy/Damage/Recharge
    • (27) Crushing Impact - Damage/Endurance/Recharge
    • (43) Perfect Zinger - Chance for Psi Damage
    Level 8: Unyielding
    • (A) Impervium Armor - Resistance/Endurance
    • (9) Impervium Armor - Resistance
    • (9) Impervium Armor - Resistance/Endurance/Recharge
    • (25) Impervium Armor - Psionic Resistance
    Level 10: Taunt
    • (A) Trimuphant Insult - Chance to Disorient
    • (46) Perfect Zinger - Chance for Psi Damage
    Level 12: Air Superiority
    • (A) Crushing Impact - Accuracy/Damage
    • (13) Crushing Impact - Damage/Endurance
    • (13) Crushing Impact - Damage/Recharge
    • (37) Crushing Impact - Accuracy/Damage/Recharge
    • (46) Crushing Impact - Damage/Endurance/Recharge
    Level 14: Fly
    • (A) Flight Speed IO
    Level 16: Resist Physical Damage
    • (A) Steadfast Protection - Resistance/+Def 3%
    • (25) Impervium Armor - Resistance
    • (37) Impervium Armor - Psionic Resistance
    Level 18: Invincibility
    • (A) Luck of the Gambler - Defense/Endurance
    • (21) Luck of the Gambler - Defense
    • (23) Luck of the Gambler - Defense/Endurance/Recharge
    • (34) Luck of the Gambler - Recharge Speed
    Level 20: Resist Elements
    • (A) Impervium Armor - Resistance
    • (21) Impervium Armor - Psionic Resistance
    Level 22: Resist Energies
    • (A) Impervium Armor - Resistance
    • (23) Impervium Armor - Psionic Resistance
    Level 24: Combat Jumping
    • (A) Kismet - Accuracy +6%
    • (40) Luck of the Gambler - Recharge Speed
    Level 26: Tough Hide
    • (A) Luck of the Gambler - Defense
    • (27) Luck of the Gambler - Recharge Speed
    • (31) Shield Wall - +Res (Teleportation), +3% Res (All)
    Level 28: Build Up
    • (A) Recharge Reduction IO
    • (29) Recharge Reduction IO
    • (29) Recharge Reduction IO
    Level 30: Boxing
    • (A) Empty
    Level 32: Tough
    • (A) Aegis - Resistance/Endurance
    • (33) Aegis - Resistance
    • (33) Titanium Coating - Resistance/Endurance
    • (33) Titanium Coating - Resistance
    Level 35: Weave
    • (A) Luck of the Gambler - Defense/Endurance
    • (36) Luck of the Gambler - Defense
    • (36) Luck of the Gambler - Defense/Endurance/Recharge
    • (36) Luck of the Gambler - Recharge Speed
    Level 38: Seismic Smash
    • (A) Crushing Impact - Accuracy/Damage
    • (39) Crushing Impact - Damage/Endurance
    • (39) Crushing Impact - Damage/Recharge
    • (39) Crushing Impact - Accuracy/Damage/Recharge
    • (40) Crushing Impact - Damage/Endurance/Recharge
    • (42) Perfect Zinger - Chance for Psi Damage
    Level 41: Focused Accuracy
    • (A) Endurance Reduction IO
    • (42) Endurance Reduction IO
    • (42) Endurance Reduction IO
    Level 44: Physical Perfection
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (45) Healing IO
    • (45) Endurance Modification IO
    • (45) Performance Shifter - Chance for +End
    Level 47: Tremor
    • (A) Perfect Zinger - Chance for Psi Damage
    • (48) Perfect Zinger - Accuracy/Recharge
    • (48) Perfect Zinger - Taunt/Recharge
    • (48) Perfect Zinger - Taunt
    Level 49: Hasten
    • (A) Recharge Reduction IO
    • (50) Recharge Reduction IO
    • (50) Recharge Reduction IO
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Gauntlet
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 4: Ninja Run
    Level 2: Swift
    • (A) Empty
    Level 2: Health
    • (A) Regenerative Tissue - +Regeneration
    • (46) Miracle - +Recovery
    Level 2: Hurdle
    • (A) Empty
    Level 2: Stamina
    • (A) Endurance Modification IO
    • (19) Endurance Modification IO
    • (19) Endurance Modification IO
    • (50) Performance Shifter - Chance for +End
  19. Dark Miasma balance issues:

    The fact that the radius of Twilight's Grasp is so small and many pets scatter all over the board when attacking (some melee, some ranged) makes this Power much less effective. Pets should have a simple Command toggle that can be set to Ranged, Melee or All. This will prevent Black Knights from spamming their ranged attacks while the Zombies close to range and so on.

    On the topic of commands: As was mentioned before Stay should mean STAY.

    The pet's response to virtually any form of location damage like Caltrops or Burn is insane. I believe tha degree of Fear caused by such attacks should be proportional to their damage. A maxed-out Burn patch can kill a pet so they SHOULD run but one layer of Caltrops should not cause them to try to flee despite being attacked.

    In the ITF pets running around outside might run far outside of Supremacy range and then promptly die. Pets should NEVER leave Supremacy range unless told to do so by the MM or told to Stay and the MM moves away.

    Give us some form of Radiation even if it means removing AM.

    Considering how much time a typical MM spends in melee range of the enemy one or more Melee Secondaries might be considered.

    Re-applying defenses from Force Field or Thermal can be very tedious. An MM with 6 pets might not want to buff the team he's on after buffing 6 Pets. Perhaps a mechanic like what is used on the Pet Empowerment powers could be used. What I mean is, buffing the team would have to be done individually as always but buffing the pets could be done once. Maybe with an AoE so stray pets are left out.
  20. I've started a DB/SR Brute and I like the numbers on Mid's (soft-capped defenses without Elude or crazy-mad 'spensive IO Sets) however I have some questions for those more learned than myself:

    1) I'm not that experienced with DB (one other Brute, lvl 32). For a good attack chain without too much juggling of the combination attacks what should I focus on?

    2) I have only one other SR toon (Scrapper lvl 12) so no experience there to speak of. Same as above...what should I be focusing on for max survivability?

    3) With Quickness and healthy but not insane IO sets (no purple plans yet) will I need Hasten?

    4) Is a combination of Ninja Run, Quickness, Sprint and CJ a viable movement power? I don't like SS because it makes me move TOO fast in certain circumstances and my reflexes are not what they used to be...

    5) If I get him to Incarnate which path will make me the most useful for the ever-growing Incarnate content?

    Lots to ask I know but I want to see if I can make him viable without piling on tons of purple sets and jumping through hoops. Thanks in advance...
  21. Quote:
    Originally Posted by all_hell View Post
    I cringe when I team with an unknown MM.

    Good MMs are great.
    But lots of other MMs...

    I used to run an all-MM event called Mastermind Mondays. We'd get together and play for 2-3 hours and then most would log. I'd stay on and offer remedial MM 101 classes for anyone who was left. I did this because there was nobody to help me with my MM until I discovered the Forums. I was trying to promote better gameplay so I'd have a larger pool of players to team with.

    If you wind up with a bad MM or anything else...try offer some advice rather than just going "Lol you suk kthnxbye"
  22. Comicsluvr

    Trapdoor

    Quote:
    Originally Posted by Kyria_Shirako View Post
    But I can tell you that one reason Trapdoor gets more complaints than the Honoree/Holtz fight is that the Honoree/Holtz fight can be autocompleted, something I often do just for expediency's sake.
    I wish I had known this before I tried the mission solo with my Emp Defender lol
  23. I've played on 3 of these, all failures. The first one I thought was total BS and swore I'd never do another one. I was on a Blaster and we never even got BM down the first time.

    Tried it again on a BS/Shield Scrapper after cooling off for a few days. Failed again but we defeated BM in good order the first time and had her down close the second time. I chalk this one up to player fatigue...it was late.

    Tried it one last time on yet another character (Ice/Storm Troller) and again we failed. It was similar to the first time where we never even got close. Through all of this I managed to puzzle out several things:

    Hover is great. Go high enough to avoid Swords but not high enough to cause Spears to drop on teammate's heads (they hate that...).

    Combat Jumping is good too. In, hit, out was the techniqe for my Scrapper. Even though we failed I had a great time. Que ONE attack, jump in range, strike and jump out.

    Kill the Champions. We failed to do this and they clustered near the door while we fought BM. Anyone coming through the door got shot down fast.

    Click debuffs are better than toggles because they work after you've moved out of range.

    Any sort of -Regen is good. Rad is great as is Poison from MMs.

    My only complaint after running (and failing) three times on three different characters is having Spears dropping near the door. I think it's unfair to have a character zone in and get bashed by a BSoD they couldn't see. There ought to be a no-fall zone for like 10' near the door or something. Other than that I like it.

    Btw if anyone who has finished this thing would like to run a team through it I WOULD like to complete it someday. I don't need to hit Master level or anything...just finish it. I'm @Model Nine on Virtue, Triumph and Champion.
  24. To play I like Rad. -Regen and -Def are always useful. I have a Rad/Rad Defender who solos well and teams just love him for the AM, Mutation and Fallout he brings.

    To play alongside it depends on what I'm running. My Tanks love Sonic for the shields, -Resist and Disruption Field. Brutes are the same but then I prefer Therm and Forge. Blasters love anything like Clarity or Clear Mind and -Def or -Resist on the enemy. My Controllers and Doms like the same thing as the Blasters but soft controls like Stuns are always good too.

    Some of it is mood. Bubbles are nice but seeing them ALL THE TIME gets old. Variety is the spice of battle...
  25. Busting the AE is easier with a spec-built team like you propose but if the PLAYERS cooperate it's also much easier. For example:

    Everyone waits for the debuffs to get laid down. For a team without Brutes, Scrappers and Tanks this is easier.

    The AoE team buffs (both RAs, MA etc) are well-slotted and the players give everyone a few seconds to gather for them.

    Everyone runs some form of Leadership, even the non-buff types. I was on a team with 8 Blasters, all with 3/4 Leadership and we rolled over most things.

    Mix and match the debuffs. Sonic for -Resist, Rad for -Regen, Dark for -Def and so on. That way foes durable against one thing can be taken down by something else.

    One of the few times you might want to consider Team Fly to keep the group together and avoid Caltrops later on. Same goes for Team Teleport.

    I prefer click debuffs to toggle ones since one good AoE Stun drops the toggles and the team loses a big chunk of protection. But 4 stacked -To Hit makes for a very safe team.

    It might be useful (and fun) to have one insane player (like the Fire/Rad Troller with all the trimmings) who likes to rush ahead. Just have all the ST buffs aimed at him and let him go. With the team behind him he'll draw the aggro while everyone else does their thing.

    If you decide to form one of these PM me...it sounds like fun.