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Posts
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Quote:You missed the two TFs with simultaneous glowies and Among Friends. =PTo be fair the only badge currently on live that explicitly needs a team is the Paingiver badge (CoP completion). I don't think anyone can solo the 3 Obelisks in 30 seconds by themselves.
I'll totally agree that there doesn't need to be any more "you must not team" badges put into the game.
For lothic, even with incarnate, nobody could solo the 3 Obelisks in 30 secondes. You probably need around 20 secondes just to move from one to another and there's travel supression. -
Quote:Why couldn't there be a team of loyalist or rebels? There's no particular reason, story/RP wise to be alone in those missions.The reason why those new Praetorian "solo" badges are fine is that they are a part of the way the overall story unfolds for characters who play through the Praetorian storyline. They also account for how the Loyalist/Resistance alignment changes are handled by the game system.
Quote:On the other hand making arbitrary "solo" badges that are set to be earned solo just for "soloing's" sake just seems to be forcing a distinction where you don't really need one.
Quote:There are already plenty of badges you can earn while playing solo in this game without such a distinction. And even though many badges in this game effectively require a team to get I don't believe there are ANY badges that specifically say "must be teamed" as part of the wording of the badge itself.
Quote:Why go out of your way to create random non-mission badges that specifically require "must be solo" in their requirements?
That's what badges are for. To mark milestones about almsot everythign that you can do in COX.
Quote:Another point to consider is that most of your solo badge examples tend to favor strong Tank/Brute/Scrapper type ATs which are known to be able to solo AVs, GMs, pylons, etc. How exactly are Empathy Defenders supposed to be able to easily get those kinds of badges?
Soloing AVs, GMs and pylons doesn't favor tank/brute/scrapper. Pylons are soloed the fastest by MM, corr, troller.
GMs are soloed by troller, def, corr and MM without much trouble. On the other hand, tank/brute/scrapper would need a temps and lots of insps for even the best build to succeed. (and i still havent heard of it being done) -
From lothic:Quote:Anymore picky and/or metagamey then among friends? You can't just test an arc, you need 7 friends. Or Mo attempts that prevent to use temp powers? (assuming you mean RP for metagamey)
I have no problem with the Devs adding more badges that CAN be earned solo if you want.
But the idea of random badges that require you to be unteamed as part of their arbitrary requirements just seems needlessly picky and/or metagamey.
And it really wouldn't be metagamey in a roleplay sense if it's called something like "Duelist" (already taken i know) or something like "Statesman's equal: You proven that in a fair fight, you're stronger then even Statesman" Something different then the traditionnal gangbang of 8 vs 1. =P
Quote:You are being extremely picky in your definition of "solo". So picky that I don't think there is any hope for you to be happy with any badge that would be made. Why? I present the following developer statement:
I think this statement from Black Scorpion sums up the situation. If you want to get badges solo, you can. The developers are not likely to invest a lot of time on badges that exclude multiplayer play.
By your definition, there is only 1 badge in the game that would satisfy you. Ironically it is named "Moral High Ground", something I don't think you can claim in this case.
While they wouldnt invest a lot of time on things that exclude multiplayer play, they did take some time to make the praetorian morality missions.
I didn't think of Moral High Ground. Thanks for remindind it to me. That's exactly the kind of badge i'd like to see more. -
Ironblade and Master-Blade both got exactly what i meant.
Thanks for showing and explainning what me (and others) meant by "resetting". -
Quote:Exploration badges CAN be done in team. Nothing stop you from beeing in team or having a teamate TP you all over the map while you afk.
You HAVE to solo:
Almost all explore badges (the only two you HAVE to team for is the Head of the Hydra or Cage Fighter).
Day Job Badges (mentioned already).
Day Job Accolades.
Market badges.
Invention badges.
The Skiing badges.
DJ, Market, Invention have absolutly nothing to do with "playing" AKA using your character's abilities and defeating the enemies/succeeding mission objectives.
Skiing badges CAN be done in team. Have people at the right place with TP friend and being timed.
Mostly, all you point out is badge that can be done solo. That's not the point. There's no badge you absolutly NEED to be alone and succeed a feat to get it.
To get MoSTf badge, you need to NOT USE TEMPS. How about a badge for NOT USING TEAMATES. But not a badge about standing around or buying insps or making 100 costumes.
A badge about fighting enemies, doing missions or beating a tough "boss". -
If that's really how it is, i'd be happy. It would still be very long to get, but at least i could work the badge slowly, even if it means doing 1 TF per two or three weeks.
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Quote:They aren't solo-specific badges though. Market and DJ really have nothing to do with playing solo.There are a lot of solo badges already. No one forces you to team for any of the defeats. Any and all of the market related ones would fit solo activity. Dayjobs are also solo. Damage, healing, influence... shall I go on?
In short and in my opinion, no need for any more solo badges.
Just like even MS raid or the GM badges aren't team-badges, because you can do them alone. Granted it hasn't been done for MS and very few people can do it for GMs, but there's still nothing that force you to team.
Some are team-specific badges. One of the shard have 4 simultaneous glowies to click. The cavern of transcendance trial have 8. Among friends you need to be 8. Even if someone was able to solo all the TFs, he still need 7 other people to start a bunch of them.
If you take the Mo badges, they are for being a very good team.
It would be fun to have badges for being able to success alone. -
There's badges for a lot of niches. Badges for doing something fast, for not dying, for doing content, for grinding, even for failing (debts, damage badges), for subscribing, for not playing, for logging on a special day and for having a team.
Why is there no solo badges? There's a bunch of badges that you obsolutly need other people to get. Why is there none for succeeding something alone? Kinda like the Praetorian solo missions.
Could be some specific arcs that if done solo ( via ouroboros) you'd get a badge.
Or you could make the non-end TFs startable solo and give a badge for doing them.
Or for soloing an EB , pylon, AV, GM. -
It does reset in a way.The first TF of the week you do each week doesn't count. ( unless the "even though you already received the bonus for the week." is misleading)
So if i do just one TF per week, for 5000 years, i'll still not have the first badge.
I also believe it's too much. Even if you compare to the big "evil empath", you only needed 1 more person to set up a heal farm and you didn't need to do anything hard. Most even did it AFK.
For this one, you have to actively play, always on the same character, doing the top end TFs, who more or less requiere 7 other people.
It's really a "i love grind" badge, thanks to the "reset" each week. -
Quote:SK - CS - SK - CAK is I believe optimal single-target but you can sub in Crane Kick for CS. Not sure of the recharges off hand. I know I haven't seen a MA/SD build that can both soft-cap to all 3 positions and have enough recharge for it (though maybe PVP IO changes that). I also know I haven't been able to figure out how to soft-cap S/L/E/N on an MA/WP with enough recharge to run it.
Since CS and CK are more or less the same DPS wise, wouldn't a chain with both be almost as good but a lot less recharge intensive?
Something like:
SK-CS-CAK-SK-CK
Not sure about the order, i suck at all the chain building and arcanatime calculating. =/
edit: Also... the EC's added chance for crit is not enough to justify using it in a ST chain, right? -
Quote:First time i hear that. O_OAlso, how do you like fighting while in hover? MA has unique flight-only animations for many powers, if you want to continue the 'flying' theme.
How does it work exactly? Is there a kick and a punch flying animation? Or is there only one flying animation? Does it cast the flying one no matter what you picked (kick or punch)?
And if someone have a video of the animations, it would be awesome. =3 -
Hum... was it you who made the "elemental claws" scrappers some time ago? Someone posted a nice mix of costume/aura with claws to make a fire, an ice and something else i think. You still got the pics? I'd love to check them again. =3
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Anyone? I'm sure there's some wandering experts around here. =P
I just need quick guesses! -
Quote:Not true. For some it's a buff.buff.
Major buff.
That's pretty much all you need to know. Brute's got buffed.
In my case it's a clear nerf.
No idea what it will be for the OP.
For those who could easily be at "max" fury before, you definitively lose damage now that the "max" is lower. -
Hi all! I'll post two builds (SS/invuln and DM/invuln brutes) and i'm wondering if with the same kind of budget, i'd do more or less DPS with a kat/ character. Since both builds are fairly old ( SS/invuln at least 5 issues, DM/invuln 2-3 issues) i put fury at 75, cause that's what i remember having before i18. Hasten is on, even if it's no perma-ed. I know it's a huge difference, but lets pretend it's just a "short" fight. My attack chains consisted mostly of spamming the best attack as often as possible. And no incarnate used! (since i want the comparison fair) Rage one-stacked for the SS.
I'm just looking for a rough comparison. So no need to take hours to guess my real DPS or finding the perfect kat build. Just want to have an idea before starting my character. =)
Villain Plan by Mids' Villain Designer 1,81
http://www.cohplanner.com/
Click this DataLink to open the build!
BattleChain: Level 50 Technology Brute
Primary Power Set: Super Strength
Secondary Power Set: Invulnerability
Power Pool: Speed
Power Pool: Fitness
Power Pool: Flight
Power Pool: Medicine
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Punch -- Mako-Acc/Dmg(A), Mako-Dmg/Rchg(3), Mako-Acc/EndRdx/Rchg(7), Mako-Acc/Dmg/EndRdx/Rchg(15), ExStrk-Dam%(31), Zinger-Dam%(50)
Level 1: Resist Physical Damage -- Aegis-ResDam(A), ImpArm-ResDam(27), S'fstPrt-ResDam/Def+(43), ImpArm-ResPsi(46), Aegis-Psi/Status(48)
Level 2: Haymaker -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(3), Hectmb-Acc/Dmg/Rchg(7), Hectmb-Acc/Rchg(15), Hectmb-Dmg/EndRdx(25), Hectmb-Dam%(37)
Level 4: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(5), Dct'dW-Heal(23), Dct'dW-Rchg(31)
Level 6: Hasten -- RechRdx-I(A)
Level 8: Knockout Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(9), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(13), C'ngImp-Dmg/EndRdx/Rchg(13)
Level 10: Temp Invulnerability -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam(11), TtmC'tng-EndRdx(34), ResDam-I(40)
Level 12: Swift -- Run-I(A)
Level 14: Super Speed -- Run-I(A)
Level 16: Unyielding -- ResDam-I(A), ImpArm-ResDam/EndRdx/Rchg(17), ImpArm-ResPsi(17), EndRdx-I(40)
Level 18: Health -- Mrcl-Heal(A), Mrcl-Rcvry+(19), Numna-Heal(19), Numna-Regen/Rcvry+(40)
Level 20: Stamina -- EndMod-I(A), P'Shift-EndMod(21), P'Shift-End%(21)
Level 22: Rage -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(31)
Level 24: Hand Clap -- HO:Endo(A), HO:Endo(25)
Level 26: Resist Elements -- ResDam-I(A), ImpArm-ResDam(27), ImpArm-ResPsi(48)
Level 28: Hover -- Flight-I(A), Srng-Fly(29), Srng-EndRdx/Fly(29)
Level 30: Aid Other -- Heal-I(A)
Level 32: Foot Stomp -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(33), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(33), Armgdn-Dmg/EndRdx(34), Armgdn-Dam%(34)
Level 35: Aid Self -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(36), Dct'dW-Heal/EndRdx/Rchg(36), Dct'dW-Heal(36), Dct'dW-Rchg(37), IntRdx-I(37)
Level 38: Unstoppable -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39), ResDam-I(39)
Level 41: Mu Lightning -- Apoc-Dmg(A), Apoc-Dmg/Rchg(42), Apoc-Acc/Dmg/Rchg(42), Apoc-Acc/Rchg(42), Apoc-Dmg/EndRdx(43), Apoc-Dam%(43)
Level 44: Ball Lightning -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(45), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Acc/Rchg(45), Ragnrk-Dmg/EndRdx(46), Ragnrk-Knock%(46)
Level 47: Resist Energies -- ResDam-I(A), ImpArm-ResDam(48), ImpArm-ResPsi(50)
Level 49: Tough Hide -- DefBuff-I(A), LkGmblr-Rchg+(50)
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Heal-I(A)
Level 1: Fury
Level 4: Ninja Run
Villain Plan by Mids' Villain Designer 1,81
http://www.cohplanner.com/
Click this DataLink to open the build!
Demonic Invincibility: Level 50 Magic Brute
Primary Power Set: Dark Melee
Secondary Power Set: Invulnerability
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Shadow Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(13), Mako-Acc/EndRdx/Rchg(27), HO:Nucle(31)
Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A)
Level 2: Smite -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(3), Hectmb-Acc/Dmg/Rchg(5), Hectmb-Acc/Rchg(13), Hectmb-Dmg/EndRdx(27), Hectmb-Dam%(31)
Level 4: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal(23), Dct'dW-Rchg(36)
Level 6: Hurdle -- Jump-I(A)
Level 8: Siphon Life -- HO:Nucle(A), HO:Nucle(9), H'zdH-Heal/Rchg(9), F'dSmite-Dmg/Rchg(15), HO:Golgi(31), HO:Golgi(36)
Level 10: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(11), RctvArm-EndRdx(11), ImpArm-ResDam/EndRdx(23), ImpArm-ResDam/EndRdx/Rchg(50)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(15), Empty(50)
Level 14: Super Speed -- Run-I(A)
Level 16: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(17), RctvArm-EndRdx(17), TtmC'tng-ResDam/EndRdx(37)
Level 18: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(19), Numna-Regen/Rcvry+(19), Numna-Heal(36), RgnTis-Regen+(39)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21), P'Shift-End%(37)
Level 22: Dark Consumption -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(25), P'Shift-EndMod/Acc/Rchg(25), P'Shift-Acc/Rchg(37), P'Shift-EndMod/Acc(39)
Level 24: Resist Energies -- ResDam-I(A)
Level 26: Kick -- Empty(A)
Level 28: Invincibility -- GftotA-EndRdx/Rchg(A), GftotA-Def/EndRdx(29), LkGmblr-Def/EndRdx(29), LkGmblr-Def(34), LkGmblr-Rchg+(39)
Level 30: Shadow Maul -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/Rchg(40), Erad-Acc/Dmg/EndRdx/Rchg(40), Armgdn-Acc/Dmg/Rchg(40), Armgdn-Dmg/EndRdx(43), Armgdn-Dam%(46)
Level 32: Midnight Grasp -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33), Mako-Acc/EndRdx/Rchg(34), HO:Nucle(34)
Level 35: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(46), RctvArm-EndRdx(48), ImpArm-ResDam/EndRdx(48), ImpArm-ResDam/EndRdx/Rchg(48)
Level 38: Unstoppable -- ResDam-I(A)
Level 41: Gloom -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/EndRdx/Rchg(42), Apoc-Acc/Rchg(42), Apoc-Acc/Dmg/Rchg(43), Apoc-Dam%(43)
Level 44: Dark Obliteration -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(45), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Acc/Rchg(45), Ragnrk-Dmg/EndRdx(46)
Level 47: Tough Hide -- Ksmt-ToHit+(A), LkGmblr-Rchg+(50)
Level 49: Resist Elements -- ResDam-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 6: Ninja Run -
Quote:I'm the one who mentionned it.......I think this should be done on a specified server, at a specified time, with an open invite to anyone who wants to show up. Just so st0ner can be proven wrong in front of, and laughed at by, the largest possible crowd.
EDIT: Oh, while I'm here...I asked a week or so ago about the top (or at least a decent) SS/ attack chain, one which at the very least would allow for AV soloing. Since this thread is now being populated by notable AV soloers, and at least one of y'all mentioned SS as a viable set, any advice on a decent chain?
My attack chain consist of spamming KO as soon as it's ready, then haymaker or mu lightning. When they aren't up, i'll go for punch/ball lightnin/footstomp.
So i'm just using the spam the best attack like a head-less chicken.
SS attack chains are a bit harder to make cause KO makes up for the crappy attacks. If you can get gloom in there too, you'll pack lots of damage for sure.
Sorry i couldn't help more. ^^;; -
Thanks all.
I'll keep all that in mind and make her soon. (hopefully)
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Doesn't really apply in your case if you only have 1 pick... but the pets can be decent with just one slot. They can take the alpha against cheap NPC ( sappers!) and they had damage against AVs. In AV fights, they shouldnt have problem surviving if they are range or if the AV don't have PBaoe.
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Quote:You remember the post you asked for help with DM/invuln? I did told you the way you slotted SL and MG ( and insisting on using Shadow Maul and Obliteration...) would make a HUGE difference in DPS. If you build for DPS, you can solo full strenght AV. If you build for DPS at the expense of all else.... you'd be able to kill an AV very fast if someone is healing or buffing your def/res.If you mean truly soloing an AV I do not think it can be done, not on a Brute. My current main is a Dark/Invul. Pimped out with 5 purple sets, 2 PvP sets, and various Procs and Globals. with this build I can tank almost any AVs. that is it, just tank. I tanked Reichsman the other night for 10 min while waiting for the team to make it back from the hospital after a wipe. I tanked Positron and Back Alley Brawler solo while the team killed another AV. I used serious inspirations for this, and thankfully it was just under 3 minutes. I do not use Unstoppable, but I was just about out of inspirations lol.
The damage per second necessary to carry the fight against an AV just is not there. Even if you built a Brute for DPS at the expense of all else, and assumed you could survive the encounter, I doubt the DPS is there to take down a full strength AV. Has anybody actually solo'd one on a Brute? -
The misinformation is really really sad....
Back in i17, i soloed about 15 different AVs ( real AV, not watered down EBs, it's easy to see the difference, it takes at least 10-15 minutes instead of 1-2) Those where without a single insps or temps. (hopkins, vandal, terra, marauder, lord of war, sky raider dude, inferal at 41 vs me at 41, citadel, president marchand, wretch, valkyrie*i kitte when she rezzed, so technically cheating*, non-rikti romulus, battlemaiden, bobcat, agent crimson, agent indigo.) Some harder like nemesis took insps (stupid PFF) and mynx i could solo but i was death set on no insps (with a few i'd win) And a rikti pylon without insps or temps.
My WM/WP also soloed agent indigo. And my SS/invuln a few but all with insps or shivans.
With insps, i think even elec/ could solo one. Any secondary can tough at least 2-3 AVs (of the type you're good against)
Granted, all that was before i18's change to fury, wich was a clear nerf for me. Took me 35 minutes to kill a pylon instead of 15 minutes i think. Haven't tried any AVs, but i know for sure i could still do it, just slower. Actually, if i bother to get the +dam incarnate on my DM/invuln, i'd probably be more or less back to i17. (maybe end problems, since the procs were fixed) -
Okay, thanks all! That was what i was hoping. Played too much L4D2 while waiting for i19, i forgot how quick/slow it went. =p
If it's just AE, i'm all good. -
My next scrapper will be kat/ and i'm wondering wich secondary would be better for fighting rularuu? They have all kind of damage type, buffs and debuffs, so it's hard to figure. =p
What about in general, the best secondary to survive vs any kind of enemies?
I'm still interested in doing good damage though. So not sacrifying everything for survivability. And if possible, not having to use DA too much or at all, since it would hurt the DPS. -
I heard people talking like if it was harder to level now that I19 came and something along an exp nerf...
Did they really change exp or where they just freaking out cause of the latest AE exploit being fixed? -
Your MG will do 233 damage, mine does 346.
Without damage IO, your SL will does 166, mine does 238.
(Those number with 50% fury, more or less. I don't know all the specifics of your build)
I still manage to get 66,6% acc/end, 88,5% dam/heal and 48% rech on SL.
So THAT's the difference in number. You're penalyzing yourself twice in DPS with that slotting.
If you're talking of aoe DPS, then yes continue using obliterate and Shadow Maul. The other attacks really don't matter, since they are single target.( 100 or 200 on one target is equally crappy compared to 75 to 10 target or 100 to 5 target.)
If you mean DPS damage, using obliterate and SM is a huge error. You might still do around the DPS of an SOed DM brute with a real single target chain, but you're a world away from a real purpled or well IOed ST chain.
So basically... you're penalizing yourself by using two aoe attacks in a ST chain, and with two attacks that you slot as pure heal and immob. -