Frosthound_EU

Apprentice
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  1. Frosthound_EU

    Double Gratz

    Pah, no grats to Recluse's Victory pillbox farmers
  2. Frosthound_EU

    Just Not Cricket

    The real question: Is going afk in a PvP zone for extended time and pretty much stopping the bounty system fair game?
  3. While I think trick arrow slowly becomes a pretty nice set I'm still convinced it's more of a controller set than something for defenders. Yes it does have a few debuffs, but they are all underpowered if you compare them to other defender sets. and all the controls (slows, holds, etc.) work better for a controller.
  4. Can't agree there, having both resistance and defense is usually only better if you reach the cap on one thing (defense/resistance) already.

    Adding 30% of resistance on 60% res tanker for example is much better than adding 30% resistance to a pure defense based build.

    The same is true for adding defensive shields.
  5. Personally on my earth/storm I use the animated stone to take the alpha strike if needed (especially in open spaces, outdoor missions, etc.).

    I also got it out to do at least a little bit of damage. That's more important in smaller teams, for the bigger ones it often causes more problems than it is worth.
  6. Both are really good sets. Sonic offers some additional damage with the res debuffs which can be nice on teams that don't have any problems with the missions anyway. Force field makes it a bit easier to survive for yourself .

    Though from what I have noticed personally most people won't have any clue at all what you are doing in the first place if you are a sonic because the graphics are rather invisible (especially at lower levels, but with it being such a rare set probably later too). Both sets definatly don't have to hide from other defender sets.

    To answer the question:

    What is better in the end?

    Well it depends on what people you play with usually, resistance based sets (especially tankers with their 90% resistance cap) get more out of sonic, defense based sets might like force fields.
  7. Reading all this discussion there is almost more PvP in here than in the average PvP zone
  8. Frosthound_EU

    Union Virgin

    I can help you there, I always wanted to get some inf for my low level defiant alts
  9. Yes personally I think a pvp zone without npcs or missions (unless you could in some way enter them to pvp inside) would be a great addition to the game.

    Personally I don't mind being teleported into NPCs especially not if the other side is heavily outnumbered. But then following people around and teleporting the same person into big groups of NPCs over and over again just to cause harm and then bragging about it in the broadcast just to upset people would not be good sportsmanship in my eyes whether it's against the EULA or not.
  10. Recently I've noticed quite an increase in bad behaviour in the PvP zones - swear words, spam in broadcast, insults, etc. I wonder has anyone else has made similar experiences?

    Maybe it's no real change and I just feel that way after moving more and more to the later PvP zones (especially Recluse's Victory where at times you get insulted more often than not for actually attacking anyone who fights pillboxes).

    I'm not really sure what can be done about this all. Calling out and telling people to keep it civil doesn't change too much and putting almost the whole zone on ignore hardly is a real solution either (only so much space in the list anyway). Sure there is petitioning but that does not feel right in the end (a bit of an overreaction usually and then what should a GM do about it anyway) though I've done it in more extreme cases.

    I know this all probably sounds like a random rant but I feel that the community in CoV/CoH always was one of the strong points of the game so I'd really like to try abd improve the sitation if that is possible. Also I'm pretty sure all this keeps people away from the zones - which is a shame really.

    Maybe there is something we as players can do about it. Any suggestions?



    (Oh and not really related too much to the topic: I'm not playing in the arena but I wonder if people react the same way in there?)
  11. I'm not a big fan of hamidon raids personally (they are just too boring in my eyes). I can still join with my rad/rad defender or earth/storm controller if needed.
  12. My /cold corruptor can join at any time really.
  13. Saturday or sunday morning (or both) sounds about right for me.
  14. After 19:30 now and no one showed up, guess people aren't interested today. (A bit weird had the full 7 yesterday)
  15. Ok for monday it'll be a starting time of about 18:00(preferably)-18:30 then. Meeting place is Lord Recluse as usual. I'm assuming everyone who didn't say a day can make it on both of them. Seems we're short 1 space on monday but there's always the chance someone can't make it so it doesn't hurt to still be around (just give me a villain name I can /t in case). The first 7 people who have answered here get the first spots.

    If enough people are interested in a tuesday run I'll try to set it up at about 19:00 (can't make it any sooner myself).

    By the way, shivans are always useful to speed it up so maybe get some in advance.
  16. Wow more people interested already than I thought, some of you didn't note if they can make it monday or rather tuesday (or both).
  17. I'm trying to set up another Recluse run on monday or tuesday (or maybe both if enough villains are interested) next week.
    Had a starting time of 17:00-19:00 in mind, but nothing is fixed so far.

    Anyone interested?
  18. Well we had enough debuffs... reds not so much but after the unwanted reset we were kind of too lazy to zone around too much to buy inspirations, zoning almost always takes 3-4 minutes after some time in grandville, just too much of a hazzle...4x zoning to get inspirations < time saved by using them [img]/uk/images/graemlins/tongue.gif[/img]

    * edit: oh and I didn't say it's impossible to do it, we had basically "won" already after taking care of the first 4 heroes ... *
  19. I'll steal your kin and rad corruptors next time while you feed the 8-10 rages to each of the 19 henchmen arnoud the place [img]/uk/images/graemlins/tongue.gif[/img]
  20. Oh our run was really smooth too, we just didn't do any damage [img]/uk/images/graemlins/tongue.gif[/img]
  21. Maybe I should have used more lucks during the run, we had such a nice defense/debuffs we didn't really need them [img]/uk/images/graemlins/grin.gif[/img]
  22. Shame that when I actually get a run where we did not need to reset anything the mission resets all by itself at the worst possible time [img]/uk/images/graemlins/smirk.gif[/img]
  23. Ok to answer my own question: Why not ? Well because my runs are doomed to fail [img]/uk/images/graemlins/smirk.gif[/img]

    While the team was full of cool people and could definatly take quite some beating it wasn't supposed to work out.

    It all began with a really bugged technician (more than usual) that wouldn't move up the lifts to the proper terminal (he did move through walls, passed through the ground, went off flying). Took us half an hour to finally get him the 10 steps from the radar room to his terminal.

    The next few missions went really smoothly and all pulls worked out perfectly (even though they weren't needed, no one was taking real damage when buffed up properly). The biggest problems were the huge loading times in grandville that slowed stuff down a bit.

    The real problem only showed up during the last mission. The pulling went perfectly again and after dispatching Numina we tried to get rid of Synapse... it just wasn't as easy. While nothing he did was hurting too much we couldn't hurt him either. Took us at least 20 minutes to take him down (and wasted a few Shivans on him!) even though we had several regen and damage resistance debuffs. (Positron after him was rather fast).

    After that and a change in tactics towards a brute force rush we took care of Sister Psyche and now had only 4 heroes left (but not too many Shivans). We decided to stock up on them again and then take care of the others (didn't seem to hard now) but made a big mistake and forgot to leave someone in the mission to keep it from resetting (which -of course- it did).

    The team (all really cool people, no mistakes to speak of done by any of them) actually all wanted to try it again. We pulled (again no problems at all) and dispatched numina and Synapse again (numina went down at a normal pace while Synapse took ages like before even used our Shivans out of boredom to speed it up... well not really was still slow).

    When the next pull failed and after we experienced the low damage against Synapse again we decided to finally give up.
    (People got tired, had work to do and I didn't expect to spent so much time on this strike force myself).

    The team setup was

    Ice/Cold Corruptor
    Ice/Dark Corruptor
    ?/Dark Corruptor
    DM/Invu Brute
    Stone/Invu Brute
    Necro/Poison Mastermind
    Robot/Dark Mastermind
    (Robot maybe?)/FF Mastermind

    Lessons learned:
    After you find a nice spot pulling usually works.

    Never ever let a mission that you basically have already won be reset, keep someone in there to make sure it doesn't reset by itself.

    It's possible to have not enough damage to fight a few of the heroes properly (without taking ages).

    Mastermind damage isn't too bad in the first few missions but there is a real problem with it during the last misson and in our case having 1 brute with the not too damaging dark melee and the 3 sets of henchmen taking fury generating aggression didn't help either. Since the henchmen are level 1-2 lower than the mastermind the major damage reduction when fighting +5 - +6s kicks in here.

    Mastermind henchmen can actually live to fight if you got enough buffs/debuffs.


    In the end I was really surprised we took that long to take down synapse, I had never experienced such a slow pace when fighting any hero after the regen reduction was added (and never had a problem fighting him before).

    I don't want to blame everything on masterminds really (who were all really cool) as I'm not too sure if the other teammembers did that much better damage but I haven't experienced those problems in any other team so far so it seems logical.

    I heard about people wanting to do this with an all domi team. It makes me believe they might also end up with the same damage dealing problem we did.

    Hope someone can use all this stuff I'm saying here for their own runs, and as usual I don't plan on giving up. Some day I'll get my revenge! [img]/uk/images/graemlins/grin.gif[/img]
  24. Since my runs are always doomed to fail I'm always up to join another one, hehe