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Posts
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Joined
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Where would I last log out... probably where everything truly started for me in City of Heroes. Paladin Park in Kings Row. My first encounter with a Giant Monster and showed me this game had challanges to offer, and as it was my first Giant Monster I have encountered, the Paladin shall also be my last encounter for Summoner Delmain.
A good 6 years I had with everyone in Triumph... and since I consider myself a GM slayer, I'll go out the way I believe any GM slayer should: Teaching Giant Monsters that size doesn't matter through a good ol' fashion fight. I will miss City of Heroes, and most definately the people in Triumph (the one exception being that rock armor tank that couldn't tank to save at least one person's life in a 6 man team!!!) -
I do love to take on Hamidon. Almost as much as taking on a tough Giant Monster solo. I'll definately join! Hope you like demons!
Now time to go deal with some DE monsters (hope I can get a tank, hate it when they run).
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Quote:If they used similar or the same spawn coding in the Nemesis Invasion, then the spawning does ignore stealth, though the mobs won't see you stealthed... unless its a drone. The increased perception is just evilFor years the Devs have been saying the Rikti Invasion spawning code ignores stealth*. So is it lies or them knowing less about how invasions work than you do?
*Although it's not like there is an enemy type that ignores stealth**, so how could they possibly make the invasion code do it?
**Because actually there are multiple critter types that do so. i wonder why they didn't think to use it for the invasions?.
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Don't those have ranged attacks? Your Bruiser probably isn't attacking that door correctly (only throwing rocks) unless he is right by the door nor are your grave knights or zombies.
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This has also happened to me. However, I have managed to use the aoe's and beat the mission. The only times I did crash were when I killed too many enemies in a short amount of time (the targeted AoE crashed me on the second use right after it recharged, the nuke crashed if I defeated too many at once). Also, I used the aoe's sparingly, probably the reason why I avoided crashing for a fourth time.
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Believe it or not, iirc, Bots also display this bug. It is not that they can't attack, the ai just do not know how to get to the door (place bots out of sight of the door and tell them to attack, they will just stand there thinking error, error). I had a bots mastermind once, and I always needed to them to have line of sight and in range to attack vault doors.
Also, you are right. You don't need the GoTo command to attack the doors, as long as the henchmen are close enough they will attack it. GoTo is just more convenient, sometimes. -
To get melee oriented henchmen to attack vault doors, tell them to Go near the vault door, then tell them to attack. Believe it or not... this bug has been around for quite a while, never knew why it hasn't been fixed yet.
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Quote:And while said Medic is trying to heal within the enemy's melee range, that Longbow Warden Empathy/Psionic Blast over there is staying at a range from its enemies, healing its allies and blasting said Medic. Sooooo why can't we have a Medic that acts like the Longbow Warden???One notable exception is the Medic from Mercs. The Medic has an AI quirk which makes him think his heal is melee-ranged, causing him to approach his target to use it. The problem is that "his target" is the enemy the Medic is shooting at, so he'll approach enemies to heal allies from range. Have you noticed how despite having a melee range of 7 feet, critters will still run into within 5 feet of you to melee, even if they're already within melee ranged? That's kind of the same thing - where the henchman thinks he needs to be to use a power and where the power requires him to be don't always match.
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Hello! While I cannot help you with the super group bit, I can help you with most of your Giant Monster questions, including the main dangers (or what I believe to be the main dangers) of each of them. Also, if you happen to see someone with Delmain in the name, don't be afraid to ask to join or to ask to invite me.
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Quote:Makes sense, but now the pet ai is no longer WAI. Pets running into the the thick of things? Not what I'm talking about.The problem is Masterminds were balanced for years around the 'bug' both before the Dev's even realized the code was messed up and the whole time after up until GR.
So it isn't that they won't fix MM pet ai, it's that the can't.
As far as the Dev's are concerned, pet ai is WAI.
It would be far to costly to re-balance over 5 years of balance passes by totally removing the messed up ai and giving MM's the true control we were always meant to have. So they have no choice but to change the internal stance from "It's a bug we're dilegently working on" to "Here's how you do that properly."
I wasn't just blowing smoke or making stuff up in the other threads. I was one of the biggest supporters for 100% MM control years back. Until I used reasoning and logic to realize what happend, (When Demons were in Beta, everything became clear.) Suffice it to say, I had to man up and roll with it at that point.
The reason why I've been so adamant about pointing this out in all the recent threads about it, as I knew they were coming, isn't because I like that the pet ai is considered WAI, but rather because I want the community to be going at this the right way, to avoid wasted energy and creativity on our part.
If we can finally realize that the Dev's no longer consider this a problem needing to be fixed, we can start to mobilize options for reversing that stance first, then move on to solutions...
*Head desk* I hope someone gets this finally. Be my guest, PM any and all Red's you want asking for clarification that pet ai is bugged. It will never come. Pet ai is WAI...
Lets figure out how to change that viewpoint first please.
I am talking about the fact that pets and henchmen are now charging in to attack recently spawned enemies. Not just in Itrials. My Mastermind is near useless in the TPN trial because my henchmen desire to kill all the telepaths and citizens (unless in passive). They go after any of wade's freshly spawned minions. They also charge Siege despite him being too far away, as in my henchmen teleport back to me because they get too far away. If the devs try to pull this off as WAI, they will probably lose a whole lot of mm players until they actually decide to fix that little bit. -
I believe you are confusing recharge reduction with endurance reduction. End reduction put intio a pet power reduces the cost of summoning the pet and the end cost of the pet's powers. Using sets though will only affect certain powers within a pet (slow sets will only affect powers that cause slow the pet has), but it still reduces the end cost of some of the powers.
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TPN is nothing more than troublesome for my mastermind now. Did one last night, and I was seeing my henchmen having a very strong desire to run outside of the buildings whenever they are in aggressive or defensive. Not to mention the BAF I did as well. They wanted to be the first to hit nightstar and siege whenever they spawned, once again in aggressive and defensive. To add to this list of problems, when I started a Giant Monster league, my henchmen decided to go and attack the Kraken right after I spotted him, though that might be coincidental. My henchmen seem to have a very strong desire to attack anything that spawns. That or fight over the same spot. From what I hear, a similar bug that was fixed occured in the tutorial. Anyone able to confirm?
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Is soulbound Allegience worth it? Well to answer that question, really depends. I found it worthwhile, and a lot of other people may call me an idiot for it. Your second question, lets put it this way. With just the purple set, the damage increase for the lvl 50 io's goes a bit over 100% iirc. Three Damage IO's only approach the 100% range, so you get only a small gain, and a periodic build up to the henchman given the Purple Proc. This set will give any henchman (probably assault bot) a little end management, more accuracy than you currently have, and a slight damage increase compared to 3 lvl 50 Damage IO's, with a sudden boost in damage periodically.
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for a defensive play style or you holding aggro, yeaaaah, youll be mezzed, no questions asked. I've played a demon/thermal, and love it, take on gm's all the time with it. And you stated exactly what you need to do to play a /thermal effectively. Instead of wanting aggro on you, you want aggro on your pets or other players. Maybe not the best with beast mastery in this case, but its far from unplayable.
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Quote:Very true, minus the unlikely to handle GMs very well part. After you get the debuffs, you have the damage and defenses for your pets to take on a GM. Summoner Delmain (my lvl 50 demon/thermal) takes em on solo all the time. The only times I don't are when im facing 3 Paladins, the Lusca, Cabel (no flight, go figure), Arachnos Flier, Seed of Hamidon, U'Kon Gr'ai, Kronos, and Deathsurge (mostly because my henchies lose too much end against him)Demons/Thermal is also nasty, since it basically turns the pets into mini-tanks and heals them quickly. The downside is that they will still get hit often, so enemies with heavy debuffs can be a problem. You will also get hit often if you take aggro, so you can't really Tankermind well... on the bright side, you can protect your pets from mezzes and make them tough enough to survive AV aggro themselves (at least to a point). I doubt Demons/Thermal would handle GMs very well though, simply because even Thermal shielded pets will go down pretty quick to that kind of damage. My personal favorite thing about Demons/Thermal is that when you come up against Scrapyarders or Destroyers and they start throwing their Burn Patches of Pet Melting Doom, you can just ignore the patches entirely and watch your demons tear the mobs apart. Between your shields and the Ember Demon's shield your pets are going to be at near Fire Tanker level fire resists... burn patches barely tickle them.
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While I am not through the entire posts, I might as well speak up about a couple of my scrapperlock moments.
Playing my lvl 13 db/wp brute, I was teaming with a pug with a couple of people at the house in it. We were doing the Metronome mission which as an army of bosses at then, and we roll through it until we encounter the army of bosses. Regardless to say, the team splat. The team was an elec/? dom, a cold/kin cor, another brute, and 2 others. So we regroup and try again, once again splatting. Mostly because i was bored, I wanted everyone to regroup so i could say something. The team leader says "oh for a pep talk?". My response, "yeaa, something like that". After we all regrouped from the hospital, all i said was this "all right guys". Everyone listening. "Lets do this LEEEROOOOY JEEEENKINS" and jump in and aggro the entire boss mob of metronomes right after popping a bunch of lucks. They were stunned for a second before jumping in afterwards and face planting again. I never noticed until i needed to pop some lucks, I glance to the left, half the team was dead. Keeping up those lucks I planned on taking out all the Metronomes. Unfortunately, i only took out 3-5 of em. Best part though, the team wasn't mad. They were laughing about the stunt instead. I found out that the corruptor face planted first trying to keep me alive. I was very lucky not to get kicked. Guess the random factor saved my butt there. -
Quote:If you read a bit more, supposedly you still need to take 2 powers to get tier 4. So you still need kick or boxing if you want weave with that tough.How did I manage to miss this bit.
That's pretty awesome.. Bright side, you get tier 3s (like tough) earlier.
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Quote:This, sir, fail. He never said once that -Resistance isn't needed. (not that it IS needed, its just very usefulFor saying things like "-Resistance isn't needed" and "Thermal is a healing set" and other such blatantly bad and wrong pieces of individual advice.
You're fired..) He said that the Demon Summoning power set provides -resistance to counter the whole tar patch provides -resistance for the team.
Also, Kalashnikow, triple forge + melt armor does surpasses tar patch. Look at my previous post, if the demons and prince did simply 2/3rd's of your damage, thermal comes out on top, and those 3 demons do more than that.
Not to mention since hellfire gargoyle has a damage aura, it makes tar patch even more useless against avs solo, simply because the avs try to run away then. When i solo'ed Hequat, she would not stand still, neither would Silver Mantis unless the Hellfire Gargoyle was running away or dead.
To answer the OP, i'd recommend thermal. The +resistance on top of what demons have makes them that much stronger, and the heals are always there, not as strong, but you dont have to worry about missing either. And the two debuffs you get will give -dmg, -regen, -max end, -rec, -def, and -res through Heat Exaustion and Melt Armor. -
Quote:Sorry I came off that way, been thinking of rerolling my claw/regen scrapper as a claw/?? and figured why not leave my options open and check out claws for brutes. I've been reading this from the beginning and know how ElA came into the discussion. Just saying this OP was about which was better, Scrapper Claws or Brute Claws, not which is better with what secondary. Obviousily ElA would be better for a brute due to higher res cap, health, and taunt. I'll admit i prefer playing scrappers, but I do enjoy playing a brute from time to time. Just a pet peeve when things go off topic for too long without really addressing what something is about, in this case, Claws on both Archtypes. That previous post was more to point out those things, but I let my anger get the better of meSeriously though, reading more than the OP and the last post before posting a reply can help understanding why a discussion went from point A to point B.
... uh ignore the pun. But besides the point, the same post also addressed certain advantages of a scrapper, due to lower end and recharge, a scrapper can slot for more damage and accuracy while leveling up. But since most secondarys tend to go better with a brute, you'll be more survivable as a brute, and (eventually) deal more damage than a scrapper on average... and according to a previous post, in AoE terms in particular. Single target appearntly goes to the scrapper. (do correct me if i'm wrong about that last bit.)
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Okay, I just have to say this. When did it become a matter of pairing claws with ElA? (Noone should answer that question, its a thought). This is about ONE powerset on two different AT's: Scrapper claws and Brute claws. So what if there WAS no damage aura? Hmm? Last time i checked Claws doesn't have a Damage Aura, so why bring that up to begin with? So a lot of this bickering is about what the secondary is, not about Claws. Brutes get off your high horses about how great claws is compared to the Scrapper claws. I can see WHY you say that, once you get fury up, you will be winning in damage, but right at the start, scrappers are superior in damage. Sounds more like a prefrence of playstyle. Also, stop looking at one power in general! One power does NOT whatsoever make a powerset. I wouldn't even be using Spin on a single target in the first place. There will be situations where scrappers are BETTER than brutes and situations where brutes are BETTER than scrappers, even claws follow this rule. The way i see it, a scrapper can focus less on end and recharge enhancement and slot more for damage and accuracy, giving them an even greater head start compared to a brute. *before io sets obviousily, and even that could be different*.
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Quote:All right, lets say you did enhance for 95% damage for all your henchmen and you cycle it on for 3 pets. Not being a major number cruncher myself, we will also say that those 3 pets deal 2/3rds your total damage, so thats 215% damage increase with the 3 forges. Throw in Melt Armor for 254.8% damage *IIRC melt armor gives -22.5% res* versus 253.5% with 195% and a -30% res debuff, and it is very likely those 3 pets that are buffed are dealing more than 2/3rds of your damage before the buff. On a team, youll be rolling those 3 forges on the strongest characters buffing their damage, and the total damage of everyone by 22.5% for each target hit by Melt Armor. Ill admit i'd rather rely on the -30% debuff on teams, since enemies will most likely stay in the debuff, which is also autohit-res debuff gives you more damage than a +damage debuff. +damage modifies your target's base damage -res increases your total damage. If your pet is enhanced to 95% damage from enhancements you'd need a +60% damage buff to equal the increased damage a -30% -resistance debuff gives.
. I prefer Melt Armor solo however, since if it does hit, i dont have to worry about the enemies escaping the debuff, in particular av's and gm's, who will most likely try to escape Hellfire Gargoyle's damage Aura.
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I had a lvl 50 bots/ff *remaking one now since i wont have to take forever buffing them anymore* and let me assure you that Group Fly does have -acc, but its still useful for when your Force Bubble cant keep the enemies back. Besides, an army of flying robots is cool
. Also, Fly doesnt have -acc.