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Posts
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Quote:My recollection from the last time I stalked a UGT (weeks ago) was that BU + SJ/Crushing Uppercut from Hide was worth maybe slightly less than 50% of the health of a bomb.Hmm, that'd be interesting. Do you know if you can 1-hit the bombs with BU+Assassin's Strike?
Matching Bright's preception, I don't think the spore damage was breaking Hide, in the same way that I seem to recall the Keyes death pulse doesn't break Hide or glowy collection progress anymore, either. I think they're making an exception for that kind of purely environmental damage.
So yes, I suspect two or three coordinated Stalks beginning with AS could probably handle bomb phase one very capably. I'd be glad to bring my assassin droid for purposes of testing that theory, if the timing worked out (would have to be later evening or weekend for me, though). -
Dude, take a break.
You've been running the UGT, like, at least every other day for two months. Okay, maybe not quite that often, but more than enough for massive burnout. Not to mention that lately we've had an unusually high number of weird things happen with Des and the trial in general that have contributed some frustration.
Definitely set it aside for a while. After some time away from the helm of UGT, if you feel compelled to return to running it once every week or two, great. If not, thanks either way. It's been a great ride. -
In general, agreed. Makes sense.
With the one obvious caveat: timing. It's rare that I'm online before 8:00pm (lolpacific) during the week. By then, trial activity is usually wrapping up for the day, and attempts to start up a new league are hardly ever successful.
So when I'm working on a new incarnate, the choice is substantially determined by availability. If there are people interested in BAF/Lam/Keyes, I'll always prefer those for working up to +1, possibly to +2. If UGT is the only thing I'm able to attend for the entire weekend, well ... I have no pride.
I'm currently in a good position where I have everyone incarnated who I wanted to be, so they're just running for fun, for better salvage drops, for an extra Destiny power, etc. So right now I'll pretty much always be on a +3 anyway.
That said, a guideline of +1 for UGT and MoM is reasonable, though I'd leave open the possibility of a pity spot. As long as the league has enough of a critical mass of shifted people to succeed, I personally don't care if we carry a character or two. -
Evening of 2011/01/15, Sunday edition:
1. 60 threads: Yes.
2. Bomb badge: We will not speak of the bomb badge.
3. Avatar Assassin: No.
4. Role: Kinetic/Electrical Defender, constant dervish of buffs, heals, damage.
5. Rewards: Regenerate This, Rare drop
6. Duration: Little less time than usual, 75 min maybe.
7. Other: One personal death, zero afk. -
Evening of 2011/01/08, Sunday edition:
1. 60 threads: Yes.
2. Bomb badge: Yes.
3. Avatar Assassin: No, if only Des would listen to orders.
4. Role: Thugs/Pain Mastermind, about half damage and half empath duty.
5. Rewards: Very Rare drop (already had all badges)
6. Duration: Usual, 90 min or so.
7. Other: No personal deaths, no afk. -
Thanks to the folks who joined in monster hunting. We checked off every target on the list, including Seed of Hamidon and Caleb. We'll convene another in probably a couple of months or so, perhaps with a bit more warning next time, too.
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Sorry for the relatively short notice, been very busy the last few days.
Bright and I had tossed around the possibility of leading an occasional Giant Monster hunt, beginning with Lusca the Octopus (hence the 8th) followed by other GMs we can locate. Depending on time and their availability, this could potentially include ...
Adamastor (Dark Astoria)
Babbage (Boomtown)
Eochai (Croatoa)
Jack in Irons (Croatoa)
Jurassik (Crey's Folly)
Kraken (Perez Park)
Lusca (Independence Port)
Deathsurge (Cap au Diable)
Ghost of Scrapyard (Sharkhead Isle)
Caleb (Nerva Archipelago)
Seed of Hamidon (First Ward)
I'd include the Arachnos Flier, but there would be an element of luck and timing. Similarly, some of the other red-side GMs might not be immediately available because of their spawn criteria. Caleb could be troublesome, since we think he's already spawned and thus might be floating around literally anywhere in Nerva.
So, if you've got a badger who's been wanting one or more of the GM badges, but who can't solo them, this would be your opportunity. I'm thinking we would start around 2:00pm Pacific, to allow plenty of time before the MSR. -
One other concern regarding doors, that I haven't seen noted: confusion. I have some damage ATs that love to camp doors, and others that prefer the sidewalks. The main difference between them is whether they carry confusion protection. Historically, my characters who don't happen to have confusion protection (of their own, or a friendly clarion, etc.) have far more trouble with that effect at doors (as a large, fresh group of prisoners spawns) than on sidewalks/chokes.
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Quote:Maybe not all that much. Raze still runs probably the best MoM leagues I've ever seen. I'm just trying to emulate bits of that success while filling in the details that I've observed so everyone knows what to expect. Though perhaps I could get in the habit of a regularly-occurring MoM after at least one of the usual UGTs.From the looks of it, you should be running the MoM trial, as you appear to know quite more than I do about it.
I have a case of lingering star burn. Back when all we had were BAF and Lambda, and when unlock progress was slower, I ran a lot of trial leagues ... a LOT. As a result, I got really burned out on the recruiting and have never really recovered. It's sort of like eating so much candy until you get sick from it.
I doubt we'll much luck we'll have luring Bright into the Mayhem trial. Sometimes she's a mystery to me. Aren't ya? -
Quote:That's an interesting point. I've never personally been with a league where the leader was all militant about choke groups staying together tight, or got hostile when someone would chase a stray that made it through the mass of damage, but such leaders do exist. In my mind, chokes only attain a perfect score when a few shifted damage ATs are attentive to strays, because a few Lieutenants are going to get through the pack. That's all but assured, even under good conditions.Not exactly an ideal situation, especially when a quick "Hey, damage people... Mangle any strays that manage to avoid the group beat-down" suggestion from the leader could have brought some attention to the issue before it became a problem. Yes, I do realize that going on and on in league chat about people staying together is necessary, but when it comes to taking out strays, I think making an exception is reasonable, and it ought to be mentioned.
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Give characters the ability to designate one targetable critter, which will then be indicated with a marker on the overhead map and/or the compass, until it is defeated, leaves the map, is abandoned for another target, is cleared, etc.
Since the game was young, we've always been reduced to shouting "here" to indicate a target of interest. It might be a hostage, destructible object, AV, etc. Instead of trying to find the character's name or map marker to click upon, better to allow that player to simply and easily provide a visible map marker to the team/league. It would be similar to the red "last few mobs" markers more recently added to indoor maps, possibly some color other than green and red so as to be distinct. Ideally, if possible, duplicate targets should be represented by a single marker (rather than two or more overlapping markers). The assist command sort of works, but is not ideal. In a large league under stressful conditions with a big screen, it can be very difficult to locate the name bar of the person shouting in order to select them.
Other examples:
1. During a Rikti mothership raid, players mark the location of Rikti Magi, which are priority targets.
2. During a BAF incarnate trial, a player pursuing a fleeing commando marks it on the map so that other league members can quickly find the escaping prisoner, when seconds are critical and typing accurate directions is in direct conflict with trying to defeat the fleeing mob.
3. During a Lady Grey TF, the person who locates Glacia/Infernia marks them on the map.
4. During a Hamidon raid, the yellow/blue/green mito damage team leaders mark the location of the mitos where they will begin.
5. During any hostage mission, mark the location of Sky Dragon, Ken Kellerman, Big McLargeHuge, Amy Jonsson, or whomever you are there to find.
6. During the Winter Trial, mark the location of the incoming Winter Guard.
7. During the Minds of Mayhem trial, the league leader marks a specific Storm Void that he wants defeated to create the sphere of vulnerability around Penelope.
A target marker would only be visible to the owning player, his team, and his league. There are many other possible uses, though the BAF trial would probably be among its best of all applications. -
Various comments:
Quote:I actually think this is an important assertion with which to disagree. I drove a MoM trial last weekend (someone else was kind enough to recruit, I just conducted the briefings). We had very few defeats in Phase 1, because everyone had been coached to keep an eye on the World of Anguish timer. It's easy to avoid being killed by pink when you know it's about to occur, and not to start any long animations (hello, Thousand Cuts) then. We also had a panda helpfully shouting "move!" on cue, a couple of regular rezzers (no Barrier rez), and with each pink spawn our tank would taunt the AV target to a new location where melee could engage safely.There are simply a lot of defeats, as the pink patch can sneak up on you when it gets bigger.
Quote:I'm not exactly sure how the play of MMs will be effective in this phase. Perhaps some of you who play MMs can chime in with your opinions. An MM without pets is just ...an M, right?
Typically, MM pet area-affecting powers come with the upgrades. So in many (if not all?) cases, it's technically possible to address that problem by summoning, applying no upgrades, and having them focus attacks on the AV. They can be present to provide damage mitigation, but not complicate Storm Void movement. It's a lot of trouble to go through, though.
Quote:Doesn't seem the same to me. For now, the only strategy I'm familiar with is pulling the storm voids to the av, via taunt. I've not yet determined if using a ranged attack to pull would be as effective, if at all.
It's critical to have the next Storm Void present and ready to pop just as the bubble from the previous Void is expiring. Environment+AV damage can easily overwhelm the league in the absence of the Void bubble, if the tank is off trying to bring another. Corollary, you don't want to pop them too early and waste your resources with overlapping bubbles. It helps to designate a few damage ATs to pop one nearby Storm Void (preferably the league leader's target) on cue, and have everyone else focus all attacks on the AV.
Also, be careful of controllers using slows and immos. Mezzes are useless against Penelope, but they can easily prevent the Storm Voids from getting close to her. When in the middle of an AV dogpile, she's quite difficult to move, so anything that inhibits Storm Void movement toward the AV is very bad. Singular immos keeping them right next to her (Stone Prison? Really?) would probably be great, on the rare occasions you see those powers.
Quote:Although an emp is best suited for phase 3 with protecting Aurora Borealis, that doesn't mean it's mandatory to have one.
With respect to the portal, I've seen it stated more than once that the portal can be targeted and healed. I still haven't noticed either statement being accurate. I've neither been able to select a portal as a target, nor been able to heal it by standing nearby (I just get phased over to the Aurora side). I wonder if this was originally true in beta, but was changed before live, because it's a point of confusion. The portals do lose health, and you only get so many (four I think), and should the AV fight go on for a long time, it is technically possible to be cut off from the Aurora side. I think an AV fight that lasts that long is unlikely to be won, though.
With respect to the AV, a few more observations. First, she seems to have the same heavy pbaoe psionic attack as the Penelope AV, which is incredibly painful if you stand too nearby without good resistances or solid healing/regen in the area. Second, people often forget to mention Suffer in Silence/Shared Suffering before entering the zone. Shared in particular is unusual; we have lots of "get away from the league" effects, but not nearly as many "gather together" effects. Finally, and I didn't even know about these until last weekend, the AV side is also populated by Reflections that can cause serious problems for any lone squishy standing away from the AV to avoid her local attacks.
Quote:Because of the nature of phase 4, we're going to need some holds - doesn't matter to me where they come from - but the equivalent of two controllers should do it.
Quote:Hope to see you on Mondays and Thursdays at 6pm Central (7pm Eastern, 4pm pacific)At that point I'm not even thinking about leaving work, yet. What happened to Saturday?
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I have mixed feelings. Ideally, I always preferred controllers and burners (etc) at doors, trapping and dealing with the minions so that ATs with heavier single-target damage could catch and defeat the lieutenants.
Practically, I lean more and more towards chokes (yeah, it's an odd term) simply because it focuses much more attention on the sidewalks where the lieutenants will be. When you're sitting at a door, you may not even see lieutenants running past, depending on your camera position. Even if you do see them, should you abandon your door and chase them? Someone else will catch and finish off that lieutenant, right? Well, no. Not always.
Doors work well when some number of persons playing shifted characters with good damage either choose to take responsibility, or are assigned responsibility, for dealing with lieutenants. Chokes work because that approach asserts that the lieuts, just like the minions, are everyone's responsibility to defeat. The latter isn't perfect; sometimes a lieut slips through and either no one sees it, or the only person who sees it isn't shifted enough to stop it, but that's no worse than the situation with doors. A lack of shifted characters is equally problematic for either approach to prisoners.
When I ran a lot of BAFs, I used to call doors. A lot of time passed before I ever saw a perfect 0/20 from chokes, so I was unconvinced for quite a while. At this point, I would probably call chokes. It has the bonus of simplicity (team 1 north, teams 2/3 south), and it has some inherent advantages where lieutenant prisoners are concerned. -
Quote:I can think of at least three individual people for whom "do not pass the designated point man" would not work, for various reasons. I'd like to say this should be feasible, but I have little confidence. Some folks are mischievous, others inattentive.And there are tactics for having the whole league involved for the first phase - --- IF the entire league can agree to not pass a designated point man and keep pace with that same point man. (or point man slow down)
Quote:Desdemona protects players within 30 feet of her from the blast. And if there are no mobs present to distract them, the pets will take the bombs down very quickly. But the AI that controls Des and her pets doesn't prioritize targets. And other league members have pets as well, fire imps, when tactics are on are the first that pop in my head.
Quote:Last night, Des and her pets ran into the avatar room, cutscene started and she was just about dead when it ended -and was dead by the time we got to her. That's how spastic she and her pets are. The Des "handler" could always lay back a bit, and we may try that on a future run, just to see how it plays out. -
Quote:Indeed, lots of folks have wondered that same thing.It occurs to me that anyone not on the bomb team is, for all practical purposes, AFK for the 10-15 minutes that the bomb team is clearing bombs - since they're all just waiting, not fighting or anything. I wonder if that would skew the participation metric for those people?
I can attest that on more than one occasion, I've received a Very Rare drop on characters that waited in the pre-bomb room, casting no powers on teammates or mobs. On a Mastermind under those conditions, even.
So while I can't say whether bomb team membership increases or decreases your chance of the best drops, I can say for certain that waiting on the bomb teams to do their thing does not prohibit your getting a VR.
[edit] Also agree with Raven, it should be plenty possible for the bombers to stay ahead while the league follows a safe distance behind with Des. Waiting for phase one bombs is very dull, and catching up takes a while since Des can't be rushed. -
I have never particpated in CoP, not even once, not even on test. So, it would be nice if the timing worked out, though from the 3rd I'm pretty much back to the regular schedule; i.e., mostly friday evenings and weekends for gaming with the occasional random trial during the week when I'm lucky.
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Afternoon of 12/31, Saturday edition:
1. Yes.
2. Sigh.
3. Yes, just barely but we did get Avatar Assassin.
4. Plant/Empathy Controller, controls cast for participation credit (no pet) but predominantly focusing on empath duty.
5. Very Rare drop (already had all badges except bombs)
6. Usual duration, 90 min or so.
7. Three personal deaths. -
Quote:Ahh ... were the tanks on the Nucleus with us during the last bloom? If so, I guess that would be part of the problem. Historically, the taunt tanks should approach the nucleus and get a few hits on it while we're working towards either the 75% or (more often) the 50% bloom, then quickly back to their posts before that bloom actually occurs. If we're going to press through the 25% bloom to victory, then they need to be at their Yellows already waiting for the 25% bloom to happen. Otherwise, yep ... all six yellows will be firing into the crowd. Ouch!I believe that was my fault on not getting the macro up fast enough to get people to pop an EOE and have the tankers get back to their mitos quick enough.
That would make sense. It seemed like we were doing well, perhaps for right about sixty seconds, at which point even the folks who had eaten an EoE at 25% would be in rapid trouble. The last time I was a tank on Yellow taunt, we ran in once between 75% and 50% to throw a few hits on the nucleus. We spent the rest of the raid at our stations so as to get them taunted asap. Ideally, it's a rather dull task.
Switching topics, Ukase raises useful points. I often forget that draw distances vary tremendously. Standing at the rock, I can see and target any Mito, even the ones on the back side of Hami, but not everyone can even see the near ones. It's not something we can really overcome since different folks have to keep their settings at different levels, but it is a detail we should keep in mind. -
Evening of 12/30 after-MSR UGT:
1. Yes.
2. Yes.
3. Yes.
4. Thugs/Pain Mastermind, mixed ranged/buff with a short turn as pocket empath.
5. Avatar Assassin, Tour Guide, Preservation Specialist, Regenerate This, Master of Underground, Very Rare drop.
6. Usual time elapsed, whatever that is.
7. Zero personal deaths. -
>> at least I was told there was killing of Greens then Blues
>> and back and forth
Not by me. My pattern was strictly Greens clockwise followed by Blues clockwise. Anyone fighting a Blue before all of the Greens were defeated, was not with me. My target selection was quite tight, as well. In that environment though, some amount of confusion is inevitable.
>> Regardless, you're the lead for those teams and I trust
>> your judgement
Not any more, I fear.On January 3rd at 5:00pm local time I'll be sitting at my desk at the office, wishing y'all well, trying to remember what I do for a living, and already looking forward to my next set of vacation weeks from November 2012.
But yeah, as mentioned I am starting to think that may be the guideline: either (1) separate Blue/Green groups IF there's enough damage with care taken to start on corresponding mitoes, or (2) one Green-then-Blue group if there's really only enough ranged damage for one effective assault team. I must say though, next time I am able to attend one it'll be really tempting to bring an Ageless. The endurance drain from Blues on the second bloom was brutal for a while. -
I tried ice tanking ... could not stand it at any level range, neither low nor bumped to 50 with good equipment on the test server. I dunno what's wrong with me, but whatever it is I can live with it. :P
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I think I have two Master-of-UG people now, both of whom randomly got Avatar Assassin early on, and who just needed to pick up the bomb badge later. I don't get the trick to AA. I swear we should have gotten it yesterday evening. Weird.
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That's not a bug. That's JUSTICE!
Speaking for myself,
Steadfast (Demons/Thermal): Cardiac Paragon, Pyronic Final, Rularuu Superior, Ageless Epiphany
Cayenne (Thugs/Pain): Cardiac Paragon, Clarion Epiphany
Suspended (Robots/Time): Cardiac Paragon, Cryonic Final, Clarion Epiphany
None of my guys even have the attacks from their primary sets. I have sympathy for the MMs who have bad luck on drops, and I did have my doubts early on, but no trouble lately. Incarnated Masterminds are ridiculous fun. -
In turn, I express my gratitude for the pile of threads, good incarnate salvage drops, coveted badges, and occasional tons of ixp.
Unfortunately, my attendance will be less consistent after work starts up again (January 3rd), and during the week I frequently am not home until about 9:00pm pacific time. I'm free most weekends, though, and can usually be present for most trials on saturday or sunday. I've been enjoying long weekends (or better) since November, but that will be ending soon.
The other nice thing about UGT is that at this point we have a critical mass of people who know the routine with respect to the lichen temps, regenerative lichens, etc. There's still some occasional prodding necessary for bomb corridor behavior, Will of the Earth, and so on, but nothing like it was when everything was unfamiliar.
I'd love to run MoM some more, as it's quite a fun, varied, and visually interesting trial. Having attended several successful attempts, I like some aspects of the Raze approach of choosing a few specific people for certain tasks, like (1) Storm Void collection, (2) Storm Void popping, (3) Aurora duty, and so on. He tends to pick people who already understand those roles, which is (1) good for success but (2) bad for anyone else trying to learn the trial mechanics. I don't have a good sense for how shifted we must all be overall, except that teams with too few shifts tend not to even get past stage one. I've been bringing my +3s to MoM since I'm not working on any new incarnates at the moment, so I have no idea how tempting/alluring it is from an IXP perspective. -
Hami tried to stage a comeback, that time. Denied.
Having led both the dedicated Green Hold/Assault and the united Green/Blue group, I have mixed feelings on which was the better approach overall. The endurance drain and other effects from the blues was certainly worse than I'm accustomed to seeing while leading Green. From this I may conclude that it's nice to have a separate, dedicated Blue group in order to draw that fire away from us! But that's mean.
I think, in the end, it probably depends on whether we have enough ranged damage to form both a Blue assault and to mix in with Green assault. If there's enough for both a dedicated Blue group and in support of Green, then it probably makes more sense to hit Greens and Blues at the same time, as long as we start on corresponding mitoes. If instead we're short on ranged damage, then I think I'd do exactly what we did today: starting with Greens then moving radially outward to Blues. Opinions may vary.
I'm also trying to figure out how Hami staged his recovery at the end. Did it take so long that everyone's EoEs ran out, at which point yellow damage became a problem? Did a lot of people miss the cue to pop EoEs at the 25% mark? I know many folks don't pay direct attention to Hami's health bar.
-FCM