Dromio

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  1. Saw in the dev chat thread in the General forums that they mentioned looking at Kheldians and other sets. Hopefully Poison will be one of them!
  2. I've got a 50 Steampunk Claws/SR Brute that I love (Amelia Gearheart). I like the costumes I've come up with for her, but this stuff is just amazing! I'll be on that pack on the first day, no doubt!
  3. Quote:
    Originally Posted by Shadows Strike View Post
    What incarnate slots would you forum vets suggest for a thugs/poison mm who's ranged softcapped based? I already have Nerve Partial Radial Revamp and probably going for Nerve Radial Paragon. Thanks in Advance
    I like Nerve for a Thugs MM. It gets you and your pets some more Defense, which is good, and I think the more accuracy you've got the more damage you're going to do (as even your T1 pets will hit more). The only other good option I think would be Musculature to add more damage.

    It depends on your build though.
  4. I love threads like these. They are filled with and give so much hope. I'd sure like to see Poison brought up to at least average.

    With a new powers person, who knows?
  5. Dromio

    DING! Seven!

    I'm approaching a veteran badge somewhere in the seventies, and I still love my characters and feel that CoH is somewhat of a "perfect storm" of an MMOG for me (in a good way). It's just really matches so much of what I like and want in a game.

    Congratulations to you and all of the people involved (past and present) with CoH Positron!
  6. Hang in there Blue!

    I've only done the BAF, and only 11 times. I think I've gotten two rares, five commons and four uncommons. It was enough to get me T3 in lore and Judgement which was really all my casual self was looking for.

    I didn't try to tag anything or game the system. I'm Ice/Axe, so I do have Icicles hitting things even if its just for a little damage. The only thing I did was to unslot my Judgement boost when I needed a Rare for Lore, and boom I got the Rare on the very next run. Weird and totally statistically irrelevent, but there it is.
  7. Dromio

    Taunt Question

    Quote:
    Originally Posted by Dechs Kaison View Post
    Actually, you don't need to bother. Your aggro list will be sorted by rank so that the higher ranked opponents get priority when it comes to attacking you.

    Example: If you walk into a room with 17 minions, 17 LTs, 17 bosses, and 17 AVs, then proceed to hit everything with an attack to aggro them all at once, only the AVs will be hitting back. The others will stand there until one of the AVs dies.

    Or if you're on a team, they will attack the teammates.
    Nice! I had no idea! That's an aggro thing not a tanker thing, is that right?
  8. Dromio

    Taunt Question

    Quote:
    Originally Posted by Blue_Centurion View Post
    I am running a Willpower Tank. Worst Taunt Aura in the game. I get laughed at by all the other tanks. Luckily, i have huge def numbers, so mosta that crap misses me.

    Seriously tho, without running down all the math, levels, adds and crap (Cause i dont have it memorized, and dont wanna research it.) Taunt hits 5. Your Aoes and Auras hit what they hit. You need to attack to hold agro. The meaner the opponent, the faster they will shake off agro and go for the blaster. I have crap for agggravation working for me, so I try harder. I get right in the big guys face, Taunt, and hit with my biggest attack. My best attack is of course to lead with tier 1 for Bruising and then hit the big attack, BUT I do not do this in a hot fight. Too F-ing busy. With Taunt and a big hit I let the main guy know i am there. Also, I use my Aoes to hit as many minions as possible, so they are agro'd towards me, at least some. Just keep taunting the main guy every time it comes up. DO NOT depend on it working 51 seconds or whatever. An AV can shrug that off like a 1000 pt attack. Keep in their face. If you can keep the meanest things attention your team will have your back, and they should be able to handle minions, Lts, bosses, and the occasional EB. Stay in the AVs grill. You will keep the agro. If you notice a blaster getting taken down by the "I eat Blasters" Boss while you tank the AV, sure, try to spare a taunt to throw that way. But it is secondary job for you. The primary rule for scrappers and blasters around a good tank is this one "You peel it off, and it is yours, kill it." The primary rule for Tanks is "Stay on the AV", with everything you got.

    If your team is very mannerly and professional (or just lazy) you can herd your 16 up into a tight little crowd and then they can come in and start wailing. This rarely happens. So, jump in fast, get the big guys attention, and get to work.

    If you are not dealing with a AV but an EB, all hold true, just scale down. You tank the EB, they do their work. If only a Boss, Same. If you need to tank an Lt. for your team. Well, I got nothing.
    Sometimes I go after the minions just to clear them off of the list of potential aggro cap occupants.

    With Ice I don't lose aggro much at all, especially if I'm taunting. It made me feel good when I was getting warned on the BAFs I tried this weekend; all those people and I was getting aggro!

  9. Dromio

    Lore for tankers

    Quote:
    Originally Posted by UberRod View Post
    I picked Seers because the Seekers spam you with Fortitude. And there is a tier 3 and tier 4 option where the Seeker can't be targeted by enemies and all they do is just spam you with Fort.

    I will just stay with the T3 for the incarnate level boost.
    This is what I did too.
  10. Quote:
    Originally Posted by Wicked_Wendy View Post
    First off BeornAgain outstanding choice of mentors I have run numerous BAF and Lambas with Y2King and Cimm and you could not ask for better. They have the strategy down cold and make it fun!

    Now.. Breog there is a smple way around your problem that I've discovered since people started pulling to the helipad. Stay close to the building and let the ADDs spawn in front of you while you wait on Nightstar and/or Siege. The tower doesn't seem to have the range to reach that far and you can sit there and attack all day unharmed without disabling any towers. LOL of course like anything else you actually have to get 20+ people to listen to you and DO what you ask for that to work. Its funny how they can seem to grasp the majority of a plan but little things like..

    "Don't attack Siege UNTIL we pull him to Northstar" or "Don't use the door fly over the wall when we enter or wait for TP and we can aviod the cutscene" By the way since I have never once seen an entire team pay attention to this I have no clue.... Does that actually let you avoid the cutscene or is that wishful thinking? LOL

    What I enjoy about the new strategy of pulling to the helipad is it allows everyone on all three teams to share in the IXP from ADD and AV kills. On several characters I have run through the trials I was lucky to get 10 or 12% of the IXP needed to open a power. This new set up has increased that dramatically and allowed me to open powers faster and with less trials! NOT that I don't like the trials but 10% a run meant I did about 60-80 of them on early characters just to open Judgement and Lore. THAT is a LOT of trials and I had to sit through a long cutscene to start every single one /em rolls eyes and sighs heavily!
    Cimmeria and Y2TANK led most of the BAFs my casual self did over the weekend and all of the best BAFs that I did. I had some time to dedicate and figured I'd try the BAF, so it was my first time running trials. It's impressive how much difference good leadership like that makes. I made sure to let Cimmeria know that in the game and have no trouble echoing it here outside the game as well.

    Good question on the cutscene, does anyone know the answer?
  11. Quote:
    Originally Posted by Sandolphan View Post
    It's come to my attention that we have access to some new pets in the Lore Incarnate tree; pets that will respond to the MM commands as well.

    So yes to confirm, all petcom commands will work with the new Lore pets.

    Example commands:

    /petcom stay pass
    /petcomall goto agg
    /petcompow Warworks follow def
    (Seers, IDF, Clockwork)
    /petcomname Vict attack (Orb, ACU, etc)

    (If desired you could customize the mastermind numpad guide in my sig to work with them.)
    Cool, I was wondering about that.

    I tried renaming my pets on my tank and was really bummed when it didn't work. The Lore pets don't really fit conceptually with my tank's backstory, but renaming them would have helped me see them in a different way, even if it's just a little bit.
  12. Quote:
    Originally Posted by Sole_Savior View Post
    Okay, so I've been gone for a about two months and I recently came back. While looking at the forums and just browsing I noticed talk about an "Incarnate" Soft-Cap for Defense and it being at 59%.

    I wanted to ask if anyone can help explain how this was brought about, as in what caused it or anything to help me be a little less confused

    My main is a SR toon so, as a SR user, this is pretty interesting to me and has caught my attention. But he is over the 45% softcap. Is that now less than beneficial? Or would it really not affect me if I left it as is?

    Thanks guys for the help! Just a little curious about this is all
    I was concerned about this as well since my favorite character is an Ice tank. Tonight I ran trials, specifically the BAF, for the first time and honestly, I didn't see any real difference from the new soft cap. With large teams there's almost always someone healing or buffing defense somehow. Anyway, just in my experience, you shouldn't worry too much about it.

    I think the foes just have an additional 14% to hit in the trials, that's where the 59 comes from (45 + 14).
  13. Hello!

    For a couple months now I've had a horrible time logging in to the forums with IE. This happens on different internet connections (home and work), different versions of IE (8 and 9), different machines (two desktops, three laptops), and on 64 and 32 bit versions.

    I've tried In-private and not In-private. I've added boards.coh.com (both http and https) to my trusted sites list and then lowered the setting of trusted sites. I've told the boards to remember me.

    What happens is that I log in, it says "Thanks for logging in" and then redirects me back to the boards where I'm no longer logged in. Rinse and repeat. If I don't wait for the redirect and click the link it's the same.

    Safari seems to work fine, thus this post.

    Does anyone have any suggestions about what I could do to get round this? I can't think of anything else I can change in IE. I don't have trouble on any other sites either.

    Thanks!
  14. Quote:
    Originally Posted by Jibikao View Post
    Good point. The tier 8 power is what I would call "garbage" and that's being nice, trust me. I don't like my lvl 50 Merc/Poison because /Poison lacks AoE protection for the pets. If I am Corruptor, I guess it's less of a problem because I can at least focus on blasting while the secondary powers are on cool-down.

    Tier 9 power is decent if you put it on Bruiser because he at least survives better than other pets that go melee and stay melee. I tried to goto Commando but it is hard as he has knockbacks too.

    Poison Trap needs to be better.
    While I certainly agree that NG works well on the Bruiser (and maybe the Demon T3 based on what I've seen on the forums) that's NG's best case scenario and as a power it's not very suitable for other MM primaries. The fact that NG adjusts its stats based on the tier of the pet it's cast on makes it even more picky. The Necro T2 pets do some nice melee, but they're T2, they don't get the stats on NG that the Bruiser gets because he's T3. Making NG a toggle wouldn't overpower even Thugs/Poison by any means.

    The more I think about it the more I think I would replace Poison Trap with a fear-type power. Say "Poison Gas" where you target a spot and cast the power (sommoning a mini-pet) and foes in that area are feared. Perhaps with foes using the vomit emote rather than the fear emote. But if you attack them they get to attack back, just like Fear. This would provide a good soft AoE control, and perhaps a little ToHit debuff too. Give it stats similar to Fearsome Stare and away you go. Heck, you could even make it a cone but change the cast animation.

    Poison Gas
    Recharge: 40s
    End: 10.66
    Fear for 12s, -ToHit for 20s
    Targets: 16

    I think it far more likely that Traps' Poison Trap will just get transferred over though. Unfortunately I'm not familiar enough with Traps' Poison Trap to know how well it would effect the Poison set.
  15. I think it's important to look at actual numbers to keep suggestions realistic. So I've been looking a little at Red Tomax. Here's my thoughts on a couple of the powers after looking at the numbers.

    ----------------------------------------------

    Alkaloid and O2 Boost are essentially the same.
    Recharge: 4s
    End: 16.25
    Targets: 1
    Range: 80
    Heal: 141.358

    Soothe and Cauterize are the same.
    Recharge: 4s
    End: 16.12
    Targets: 1
    Range: 80
    Heal: 184.194

    Comments: I don't know that anything should be changed here. Alkaloid and O2 boost are pretty much in line with the other single target heals in the MM sets when you consider their added buffs (+toxic res for Alkaloid and +status res for O2 Boost). When you compare to the AoE heals they suffer of course, and everything suffers when compared to Twilight Grasp which reaps massive benefits for adding a ToHit check (and the requirement of a foe). But though I'd love to see Alkaloid boosted, I don't think it's out of line where it is (provided my numbers are right).

    Personally: I'd rather have the straight up heal than the +toxic res. Heck, I'd rather have a PBAoE heal, but that's too much change.

    ----------------------------------------------------

    Noxious Gas is a little difficult to compare. But we can look at Painbringer, the other buff that MM's get at tier 9. Unfortunately for Poison, the comparison is not very good.

    Noxious Gas
    Pet target only (pet level determines effectiveness)
    Recharge: 300s
    End: 22.75
    Duration: 45s
    Range: 30ft

    Painbringer
    Ally target
    Recharge: 300s
    End: 13
    Duration: 90s
    Range: 80ft


    Wow. Painbringer is better than NG in all kinds of ways. Just the ability to cast it on allies rather than only pets is huge. NG is only good on melee pets, Painbringer is +REC, +REG, and +DMG which means it's good on ANYONE. The +REC and +REG mean that it's useful both in and out of combat. It even has twice the range!

    Comments: If NG stays as an only effective in melee, pet only, power it really should be a toggle. The situations it's good in are far too limited for it to be anything else. Otherwise it should be made to match Painbringer: make it ally targeted, double the duration, and lock the debuff stats on tier 3 pet levels. Even then it won't be as effective due to the melee limitation, but at least it will be somewhere in the ballpark.

    Personally: This is a problematic one because of that melee nature. I think I'd probably just make it a toggle and call it a day.

    -----------------------------------------------------

    Regarding Poison Trap, Wonderslug said the following in the recent Poison Trap thread:

    Quote:
    Poison Trap applies an initial sleep, then creates a gas cloud that attempts to apply an unenhanceable 4-second hold and an enhanceable 10% end drain once per second. The catch? They each have a 2% chance to occur.

    That means that any given target, provided it stays in the cloud for the entire duration, has a 54.5% chance (0.98^30) of never getting hit by a hold, and a 54.5% chance of never getting hit by an end drain. In fact there's a nearly 30% chance that the cloud will do nothing at all whatsoever to any single target, again assuming it remains in the cloud for the entire duration.

    It is easily the most worthless power in the game, because while plenty of powers are weak, and plenty of powers have effects that are considered not beneficial or hyper situational, (Poison) Poison Trap is the only one I can think of with a nearly 1/3 chance to literally contribute nothing at all to things it hits.
    Comments: There should not be a power choice in the game that has a 30% chance to do NOTHING. If these numbers are right, and I have no reason to doubt they are, this is as compelling an argument for changing Poison's Poison trap as I can imagine seeing.

    Personally: This power should go completely back to the drawing board. In fact I think Poison as a set could almost be fixed simply with a good choice of a power to replace Poison Trap. I'd love to see Acid Rain, a clone of Rain of Fire, or perhaps Poison Pool, a Tar Patch equivalent. If the cottage rule simply MUST be obeyed here, and I think it should be waived for this power, then Poison Trap from the Traps set would be the most appropriate swap. I'd rather not see the "trap" part of though, since the rest of the Poison set seems to be more organically produced poison, but that's just me.

    --------------------------------------------------------

    Honestly, after looking at more numbers without posting them, I believe very strongly that Poison is weak in two places: Poison Trap and Noxious Gas. My recommendation for the powers people when looking at Poison would be to make changes to just those two powers to start, and then see how the set performs. With NG as a toggle and some kind of AoE effect power in Poison Trap's slot (perhaps the Traps Poison Trap) the Poison set would be so different that it would require re-evaluation.

    Right now Poison has an exceptionally limited tier 9 and a tier 8 that actually does nothing a third of the time. Those powers lacking mean that the limitations of the rest of the set (the single target nature mostly) are called into focus. If those two powers can be brought to a competitive level the rest of the set (which I think compares favorably to other sets) will not seem so limited.
  16. Quote:
    Originally Posted by CrazyJerseyan View Post
    Dromio - Thanks alot, I didn't even think about that; will take a look into it.
    I looked it up to make sure, the -regen does stack. In fact the duration is 30 seconds and recharge is 12 seconds so it'll stack twice even without any recharge boosts.

  17. Quote:
    Originally Posted by UberGuy View Post
    We don't need Inventions. We don't need to be level 50. That's a non-point. People want these things, and a large number of them are going to strive for them.



    I simply don't agree. In brutal honesty, if they don't really want soloing one's way to this stuff to be viable, they simply shouldn't offer the option. Offering something that is, roughly based on what we're seeing discussed in this thread, 10 times less efficient is, in my opinion, going to insult people. I don't buy into the notion that offering people an alternative way to progress, no matter how unattractive is a feature worthy of note in any but the most literal of ways.



    Proof is impossible here, because this is not an objective matter. Asking for proof of such a subjective situation is tantamount to trying to dismiss the discussion, because no one will ever "prove" what they enjoy or hate. This topic is a convolution of game mechanics and play preferences. Basically, the people who don't share the same preferences as the unhappy people are trying to dismiss their opinions about how they like to play, or the goals they like to pursue when they do so. There are certainly playstyles that are so far outside the norm that low performance has to be expected. Soloing in this game has not been one of those for a very long time, if ever.

    To set expectations here, I am not worried about barriers to Incarnate progress for myself. I have access to a core of players who are already dominating this content. I have unlocked all four new slots on a character already, and have taken three of that character's slots to Very Rare, and the other to Rare, meaning I have both Incarnate shifts. I'm now ready to move on to another character, probably long before most people have unlocked all four slots on one character.

    All that said, I still wish there was a way to make progress on the slots and shards that wasn't ridiculously slower, not because I don't want to team, but because I don't want to team all the time. I want to progress towards the new shiny, but I don't want to run Trials all day to do it. I want to do other stuff, too. And sure, technically I can do other stuff and make progress, but the rate of progress I make doing so is completely lost in the noise. It's so much slower that it's almost not even worth measuring.

    I think it's notable that this is true on characters who are radically powerful. I would guess my level 50 characters are easily in the top 10% of solo performers for their AT and powersets. Despite this, the rate at which they earn any incarnate progress solo isn't just "slower" than what I earn on trials. It's so much slower that it's ignorable. It such a worse option that there is nothing that would compel me to chose it over running trials, since I have that option. If that's true for me, and my characters really are in the top 10% of performers, then 90% of the other people playing would find it even less compelling to do anything but run the new trials if they want to progress towards Incarnate abilities.

    Whether I or anyone needs these abilities to play is just completely beside the point. I16's difficulty settings ensured that I can make good use of them on many characters whether I need them or not. The whole point of them being in the game is that they make our characters stronger, and stronger characters are, for me and many others, goals for their own sake. Giving us extremely narrow playstyle options for how to pursue such goals after seven years of extremely flexible choices was bound to chafe part of the player base. Some folks are being pretty darn obtuse about it, but I very much understand where at least some of them are coming from.
    Well said. Agreed.
  18. Quote:
    Originally Posted by Gunstar_Grey View Post
    This doesn't gate you either. There hasn't been a single piece of content yet that says 'you cant do this if you dont have this slot unlocked'. The day they introduce something that requires all your Very Rares, or even a single Common slotted in order to even participate, you wont see a dissenting argument from me. but as is right now, the only thing gating anyone from participating in any of this content is their own lack of desire to do it, which is fine. Like I said, nobody should be forced to do anything. The difference is, when I say forced I mean literally forced and gated from it. Just because you feel like you needs it right now doesn't magically create and program some instant barrier from doing anything.

    I didn't miss the point, I just don't agree with it.

    Edit: that's a generic 'you', not pointing out anyone in particular.
    You mean like doing Tin Mage or Apex without your Alpha slot?
  19. Quote:
    Originally Posted by Zombie Man View Post
    I still say that 7 slots is too coincidental to be pure bug.

    I'm *guessing* that this was supposed to an anniversary gift for later in the month and we got it by accident now.

    The fact that it was accidentally granted is good enough reason not to touch those slots... they're not stable.

    And if there actually is a million in one chance that this was a purely accidental bug, may I suggest to the Devs you lie through your teeth and say, "Surprise, this is an early anniversary gift!"
    It wasn't seven slots for me, it was eight. I think someone earlier in the thread had eight as well. In fact as I glance through the posts I see slot amounts ranging from one to eight missing. If it was the same number for everyone I think the anniversary idea would be a more distinct possibility. With many different numbers I think it's more likely a bug.

    That said, I'd sure love to have all my slots back plus those eight to redeem so I'd love you to be right!

  20. Quote:
    Originally Posted by Mephe View Post
    So ... assume the BAF is just as fun as the ITF. You are saying that because the BAF has accumulating rewards that net you a big new juicy power its a grind. But because the ITF didnt have a nifty power after you ran it 10 times its not a grind?

    I think ITF rewards (merits) lead to more toons with IOs which made the ITF easier, which means the ITF is a grind no matter how fun it is either right? Becuase when the ITF first came out we had much crying about how it was too hard to kill the AV at the end.
    No, what he's saying is that to get the rewards from the ITF (costumes, badges, whatever) you have to do the ITF one time (even possibly for the Master of badge). You can do the ITF again if you want (whether for fun or for merits or both), but you dont HAVE to do it again to get the rewards. This was pretty standard before i20, I can't think of one situation where you couldn't get to a reward without repeating content (I'm sure there's something, maybe more than one something, but I can't think of anything). Even the Alpha Slot could (I think) be brought to the very rare level without repeating content, especially now where shards drop earlier.

    Conversely, there no way to get the rewards the new trials lead to without repeating content. And not just once, but many times.

    I think that's the distinction he's making.

    EDIT: Me type slow!
  21. Quote:
    Originally Posted by TrueMetal View Post
    Failed my first Lamba today on a PuG. Having experienced it and, now I actually now what to do next time, I'm fairly certain PuGs will routinely ace it within the next 2 weeks. It really isn't all that hard. Especially once people start gathering up extra incarnate powers and level shifts.
    And two weeks after that all the end gamers will start complaining that they need more end game.
  22. Quote:
    Originally Posted by Darkfaith View Post
    This thread is from a few days ago, and pertains to a different issue. The information given at the time was correct.
    Oops, sorry about that. I've just got that redeeming slots thing on the brain.



    Thanks for pointing this out!
  23. Quote:
    Originally Posted by GI Justice View Post
    Please.. Would it be possible to list the AV's, individually, that you've beaten for Dimensional Warder? I'm 13/14, and I've beaten them all twice(as far as I know). I've yet to acquire this badge, which is also needed for the much desired Portal Jockey badge. I really, REALLY don't want to procede through another Ouroboros arc, and not recieve this badge for beating them all, again.

    Your friend,
    GI Justice
    There's one of the AV's that's not in the AV arc, but I can never remember who it is. You have to do a different arc to get that AV. I always think that when someone is missing one AV that's the one they're probably missing.
  24. Quote:
    Originally Posted by Riniling View Post
    Thank you for the information.
    You might want to check out this thread:

    http://boards.cityofheroes.com/showthread.php?t=257030

    If your slots are all of a sudden showing as unredeemed I think that's not the global services, it's something else.