Fugacity

Apprentice
  • Posts

    164
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  1. Quote:
    Originally Posted by Texas Justice View Post
    Since you apparently don't appreciate it when people offer to help resolve problems, I'll not try to offer any more help to you.
    There's no need to be snarky about it, I appreciate your input but you seem to be of the opinion that the fault usually lies with the user and not with the manufacturer, information easily found by reading your signature. The fact is CoH was running just fine for me until the latest patch, which I clearly stated.

    Quote:
    Originally Posted by Texas Justice View Post
    The few bits of actual information you finally provided aren't enough to get the full picture.
    I explained in as much detail as possible what happens and when. The loading screen doing a double-take is not normal in my experience, which is why I described it to the best of my ability. Our systems are fundamentally different, so it's only logical to guess that the problem seems to spring from the latest patch and not our individual systems.

    Quote:
    Originally Posted by Texas Justice View Post
    But I wish you good luck resolving your problems.
    Thanks, and likewise.
  2. Find the similarities:

    Meowtch is running Windows 7 64-bit, I'm running Windows XP 32-bit.

    Meowtch has an Nvidia GeForce 2GB graphics card, I have an ATI Radeon HD 4550 1GB graphics card.

    Meowtch has 4GB RAM, I have 2GB RAM.

    Meowtch uses Ambient Occlusion, I don't as I know my card can't handle it.

    Meowtch plays at 1920x1080, I play at 1600x12??(widescreen).

    Doesn't look like the problem is on our end as I see no similarities between our systems.
  3. Quote:
    Originally Posted by Texas Justice View Post
    Individually, those settings might be OK, aside from Ambient Occlusion. It's a resource hog itself. But combining those settings on a card released 3 1/2 years ago can add up to cause issues.
    Why would graphics settings affect moving a character from one zone to another? I know that it has to load graphics for that new zone, but seriously, if there are no graphic problems playing within a zone, why would problems only arise during zoning? It's easy to blame an individual's computer or graphics card, but things were running just fine before the Winter Event patch.
  4. Quote:
    Originally Posted by newchemicals View Post
    I am just trying to figure out what the common cause is.
    The common cause is zoning. When people having the problem are zoning the mapserver disconnects them.
  5. When I zone, the game crashes. When I try to enter my SG base, the game crashes. When I log out to the character selection screen, the game crashes. When I try to enter a mission, the game crashes. If I log back in, it tells me that the account is already logged in.

    Occasionally it doesn't crash when I zone, but then this always happens: The loading screen appears with <5% loaded(small amount on the loading bar), it sits on that screen for a couple seconds, then it flashes a new loading screen and starts from 0% until it fills the bar and I actually zone. To me it seems like something's happening during zoning that causes a mapserver disconnect, but I don't have a B.S. in Computer Science so that's just a guess on my part.

    The game is unplayable at this point, it's just an exercise in frustration to even try. The bug that wiped most of my character's power trays was trivial compared to this, annoying, but I was still able to play the game on Tuesday. The failure cascade began Wednesday afternoon, and has continued ever since.

    If I stay in one zone, and just pick up gifts, the game runs fine. So I did that for about an hour last night until I grew so bored that I tried to enter a mission...and the game crashed just like I knew it would. This is ridiculous.

    It's not fun to receive such a nicely wrapped gift only to unwrap it and find a lump of coal.
  6. It sounds to me like you want a Dark Miasma/Sonic Blast Defender.

    You'll have your dark concept covered, with a nice pet, plus you can deliver your "message" by force if necessary via Sonic Blast. On a Defender you will melt bosses because of the high -res from Sonic blasts(plus Tar Patch). You will also be relatively safe as you can floor your enemy's chance to hit you and will have one of the best heals in the game(provided it hits when you need it). The heal combined with Howling Twilight will also provide you with a hefty chunk of -regen for Elite Bosses/AV's.

    If you think a Defender won't do enough damage for you, you can always go with a Corrupter, although you'll lose a lot of the damage/safety gained through your Defender magnitude debuffs. I think either AT when min/maxed with IO's will suit your needs nicely.
  7. I had guessed that Statesman would be the one to die from the very beginning, it simply makes for too good of a story when the "Ubermensch" of a comic book universe dies. I was pretty sure of it after SSA#1, but when I spoke with Prometheus in Ouroboros last week and closely read what he had to say about Incarnates, it became clear that Statesman must die in order for the rest of us Incarnates to gain more power. At that point I was sure of his imminent demise.

    *************Possible Spoiler Alert*************






    Wade still has the "other" obelisk, which I'm guessing is hidden in Dark Astoria, and I'm also guessing that it will be used to steal Statesman's power, at least enough power so that Statesman can truly die. Is Wade a minion of Mot? Possibly. Perhaps he sacrifices Statesman in order to resurrect his God? Perhaps. Or maybe at the end we'll get an epic battle to defeat Wade after he(or his as yet unforeseen benefactor) kills Statesman. Lots of details are still unknown, great story so far though.
  8. While I'm well aware that on these forums any set with redraw is considered anathema, my 50+3 BR/MM Blaster simply melts mobs. He did it while leveling, and he does it even better now that he's an Incarnate. He's a range-capped hover blaster, has t3 Musculature Core(working on t4), and has no problem wiping mobs whether solo or teamed.

    The thing about redraw...if you know how to use it to your advantage, it's really not that bad. For example, my typical spawn wiping technique is as follows:

    Concentration + Aim(this is where the evil redraw happens) + Overcharge(no redraw, gun already drawn from Aim) + Cutting Beam(with AH proc) + Psi Scream

    If anything's alive after that, it's probably a boss, so I either redraw the gun to Disintegrate + Lancer, swoop in and Mind Probe him, or if a second mob comes rushing in I just hit them with Pyronic Judgement then redraw and Cutting Beam again + Psi Scream.

    Single target damage is very nice, and if you've got a hard target to get the Disintegration going through the mob, it makes your upcoming aoe attacks even more effective. But you don't "need" to set up disintegration before hitting a mob with aoe, you can if you want to, but that's probably where people are seeing mobs disappear before their aoe's can fire. If your team is steamrolling anyhow, just point and shoot, don't worry about whether or not you're going to be at maximum effectiveness because even fire blasters waste huge amounts of damage on overkill.

    Is Beam Rifle "omgfireblastpwnsall"? No.
    Is it still highly effective? Hell yeah it is.
  9. Quote:
    Originally Posted by Xzero45 View Post
    Calm down.
    Verb pronoun.
  10. Quote:
    Originally Posted by Protonic_Flux View Post
    Because these itrials totally blow. I would love to get a grasp on the story but faceplanting over and over just does not appeal to me.

    The new trials are not fun, in any way, shape, or form. So where's our solo content. Or give us something that's at least beatable.
    I agree completely. Why should I have to work with a group of players as a team in order to accomplish a goal in an MMORPG? It just doesn't make sense to me.

    The devs need to make an iTrial specifically for a single player to beat. It should involve the AV walking right up to where I stand, challenging me, and me pressing buttons for my optimal attack chain until victory is achieved. It shouldn't involve any sort of strategerie or thought on my part, just pressing buttons until I inevitably win and claim my E-merits.

    Faceplanting is not an option! So if an AV attack is about to bring me below 1 hit point, the AV should stop, laugh, and explain some of the story about how weak I am and how he is going to win(allowing me time to regen some and heal up!). I should have as much time as I need to read what is said before the fight begins again, at which point I win. The bottom line is, I must win in order to have fun.
  11. How's this build look? It uses no PvP IO's, no purps, but it's soft-capped to S/L with perma-everything(with t4 Spiritual Core, nearly there with t3). Five sets of KC will probably run a lot, but I figured on substituting the most expensive IO in the KC set with the inexpensive knockdown IO for those "mule" attacks.

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  12. Quote:
    Originally Posted by KillerShrike View Post
    You don't need all three finishers, and there's a decent amount of recharge in the build to keep a solid attack chain going. I 6 slotted it to pick up another 3% AoE DEF, chasing iTrial cap. Sweeping Cross would be nice as a PBAoE, but Spinning Strike is the better power I think so I went that direction. YMMV.
    I don't see the usefulness of Kick in any StJ attack chain. It doesn't add combo points, it doesn't do nearly as much damage as Sweeping Cross, and it's single target with KB(or chance for) which will just make you work that much harder to get the job done. I think you'd be better off dropping Assault or Manuevers, picking up Sweeping Cross, and 6-slotting it with Scirocco's Dervish to gain that 3% AoE defense. With only one AoE attack, picking up another will always be useful, especially if it's from your Primary powerset.

    The Leadership pool is great on support classes, but is the 10% damage boost, or 3% defense, really worth the end cost for a Scrapper with an end heavy primary and secondary? If the damage is needed, then drop Maneuvers, you've got more than enough defense without it..unless you tend to scrapperlock during iTrials too much, which is always a possibility.

    I understand that what you presented is not a tested in-game build, but the OP is looking for guidance in helping him fix his actual StJ/SR Scrapper. MA and StJ are entirely different monsters, they use different mechanics and some different IO sets. StJ attacks activate fast and recharge fast, this affects your end bar, especially if you have a high recharge build or have to deal with the end crash from Hasten on a regular basis.

    Performance Shifter procs, while nice, are random and undependable. Sometimes they fire off a lot and it seems like you have no end problems, and sometimes you bottom out and wonder why they can't fire when you need them the most. Cardiac will certainly help with end problems, and Rebirth can cover your healing needs(every 2 min), but if the build isn't good at level 50 without Incarnate powers to patch up its holes, it's going to be hard for a player to get motivated enough to do those iTrials with that toon. Should the player choose to exemplar to do lower level content, the problems solved by those Incarnate powers will return with a vengeance.
  13. Not to be harsh KillerShrike, but your transplanted MA/SR build sucks as an StJ/SR.

    I really don't understand why you went for 55% defense. With 95%+ DDR, you'll only need a little more defense(3-5%) to cover 99% of the defense debuffs you'll be facing. Unless maybe you were shooting for the iTrial soft-cap of 59%, but with all the buffs you'll be getting from teammates, you'll be better off using those extra defense slots elsewhere.

    You spent 6 slots on Kick, a Pool power, instead of picking up and slotting Sweeping Cross, a finishing move from your Primary powers.

    You've got Cardiac Core Paragon, and you're still only getting 1.89 end/sec back with 9 toggles. A toon with your build will suck wind like an industrial vacuum cleaner. I'm not sure if you've played it yet or not, but StJ is a very end intensive set. Even just 2.00 end/sec is probably not enough without Conserve Power to help every now and then.

    You put your +stealth IO in Combat Jumping instead of Sprint, essentially wasting a slot.
  14. This is my current live build, and it's pretty beastly. I went with the Musculature Radial Alpha because in addition to +dmg it also has +end mod, which helps with my end recovery. If I fight non-stop for 5 minutes or longer I start to have endurance issues, but that's pretty rare. I didn't take Hasten because I don't need it to make a good attack chain, which for single targets is: (CR+CU+)SB+RC+HB+SC+SB+RC+HB+CU, repeat. The part in parentheses is only when Combat Readiness is up, so usually from the start of the fight. SC or CU can be traded out for SS if I feel the need for AoE, but the build has enough recharge to make the combos work seamlessly. No Hasten also means I can just ctrl-click on PB and always be good to go. Plus, for those times when I do get hit, I've got Aid Self, and if I want to help out a squishy I can give them mez protection with Stimulant, which I figured was better than taking a 1-slotted Aid Other. Check it out, maybe it will give you some ideas for your build.

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Shaolin Monk: Level 50 Natural Scrapper
    Primary Power Set: Street Justice
    Secondary Power Set: Super Reflexes
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Medicine
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Heavy Blow -- T'Death-Acc/Dmg:40(A), T'Death-Dam%:40(23), T'Death-Dmg/EndRdx/Rchg:40(42), T'Death-Dmg/EndRdx:40(43), T'Death-Dmg/Rchg:40(43), T'Death-Acc/Dmg/EndRdx:40(43)
    Level 1: Focused Fighting -- LkGmblr-Rchg+:25(A), LkGmblr-Def:50(40), LkGmblr-Def/EndRdx:50(42)
    Level 2: Sweeping Cross -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(7), Sciroc-Dmg/Rchg:50(25), Sciroc-Acc/Rchg:50(31), Sciroc-Acc/Dmg/EndRdx:50(34), Sciroc-Dam%:50(37)
    Level 4: Agile -- LkGmblr-Rchg+:25(A), LkGmblr-Def:50(7), LkGmblr-Def/Rchg:50(42)
    Level 6: Combat Jumping -- LkGmblr-Rchg+:25(A), Ksmt-ToHit+:30(50)
    Level 8: Rib Cracker -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(9), T'Death-Dmg/Rchg:40(9), T'Death-Acc/Dmg/EndRdx:40(11), T'Death-Dmg/EndRdx/Rchg:40(11), T'Death-Dam%:40(17)
    Level 10: Practiced Brawler -- RechRdx-I:50(A)
    Level 12: Focused Senses -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(13), RedFtn-EndRdx/Rchg:50(13), RedFtn-Def/EndRdx/Rchg:50(15), RedFtn-Def:50(15), RedFtn-EndRdx:50(37)
    Level 14: Super Jump -- Winter-ResSlow:50(A)
    Level 16: Dodge -- LkGmblr-Rchg+:25(A), LkGmblr-Def:50(17), LkGmblr-Def/Rchg:50(25)
    Level 18: Spinning Strike -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(19), Posi-Dmg/Rchg:50(19), Posi-Acc/Dmg/EndRdx:50(21), Posi-Dam%:50(21), FrcFbk-Rechg%:50(23)
    Level 20: Quickness -- Run-I:50(A)
    Level 22: Combat Readiness -- RechRdx-I:50(A), RechRdx-I:50(46)
    Level 24: Kick -- Empty(A)
    Level 26: Shin Breaker -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(27), C'ngImp-Dmg/Rchg:50(27), C'ngImp-Acc/Dmg/Rchg:50(29), C'ngImp-Dmg/EndRdx/Rchg:50(31), Achilles-ResDeb%:20(31)
    Level 28: Lucky -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(29)
    Level 30: Tough -- S'fstPrt-ResDam/Def+:30(A)
    Level 32: Crushing Uppercut -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(33), C'ngImp-Dmg/Rchg:50(33), C'ngImp-Acc/Dmg/Rchg:50(33), C'ngImp-Dmg/EndRdx/Rchg:50(34), G'Wdw-Dam%:20(34)
    Level 35: Evasion -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(36), RedFtn-EndRdx:50(36), RedFtn-Def/EndRdx/Rchg:50(36), RedFtn-Def:50(37)
    Level 38: Weave -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(39), RedFtn-EndRdx/Rchg:50(39), RedFtn-Def/EndRdx/Rchg:50(39), RedFtn-Def:50(40), RedFtn-EndRdx:50(40)
    Level 41: Stimulant -- IntRdx-I:50(A)
    Level 44: Aid Self -- Mrcl-Heal/EndRdx:40(A), Mrcl-EndRdx/Rchg:40(45), Mrcl-Heal/Rchg:40(45), Mrcl-Heal/EndRdx/Rchg:40(45), Mrcl-Heal:40(46), IntRdx-I:50(46)
    Level 47: Focused Accuracy -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(48), GSFC-ToHit/Rchg/EndRdx:50(48), GSFC-Rchg/EndRdx:50(48), GSFC-ToHit/EndRdx:50(50), GSFC-Build%:50(50)
    Level 49: Physical Perfection -- P'Shift-End%:50(A)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Musculature Radial Paragon
    ------------
    Level 2: Swift -- Run-I:50(A)
    Level 2: Health -- Mrcl-Rcvry+:20(A), Numna-Regen/Rcvry+:30(5)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Stamina -- P'Shift-End%:21(A), P'Shift-EndMod/Acc:50(3), P'Shift-EndMod:50(3), P'Shift-EndMod/Rchg:50(5)
    Level 1: Combo Level 1
    Level 1: Combo Level 2
    Level 1: Combo Level 3
    Level 1: Brawl -- Acc-I:50(A)
    Level 1: Critical Hit
    Level 1: Sprint -- Clrty-Stlth:50(A)
    Level 2: Rest -- RechRdx-I:50(A)
    Level 4: Ninja Run



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  15. Fugacity

    New Archtype

    I want a ranged AT with only strengths and no weaknesses from level 1 through level 50, without having to use IO's or cooperate with teammates to gain those strengths and avoid those weaknesses. I don't want the AT to be too strong though, but it certainly shouldn't be weak.

    I want this AT to have access to all ranged damage powersets, but let's face it what I really want is to use the most damaging ranged damage set because anything else is meh. But the AT can't be too strong, I have to emphasize that again, and it can't be too weak, either.

    I also want this AT the have access to all defense sets, but what I really want is to use the strongest defense set because the rest of the sets are meh. Remember, I don't want the AT to be too strong, I must continue to emphasize that, but it can't be too weak, either...
  16. Fugacity

    New Archtype

    So...if it looks like a duck, and it acts like a duck, then it's obviously a new and unique species that is unassociated with a duck in any way and we'd be obtuse, unimaginative, and full of ourselves to even suggest that it's a duck?
  17. Fugacity

    New Archtype

    Okay, so you want a new AT that's great to solo with, but you don't want any of those annoying team buffs to waste power slots on. And you want a fury style mechanic that works with it, so here ya go!

    Introducing, the Selfish AT:

    Primary Power: Any available Blaster Primary set
    Secondary Power: Any available Scrapper Secondary set(weapon sets don't work with shield, obviously)

    Base Damage: same as Defender
    Base Defense/Resists: same as Scrapper

    Innate Class Power: Mediocrity

    Because this superpowered being so dislikes teaming, they gain a buff to damage and defenses when solo. For each attack made(stack up to 5), he does an extra 10% damage and gains 2.5% defense and resistance to all damage types for 10 seconds per application. If they go against their nature and actually team up, it becomes an equivalent debuff that applies to the player and all of those on his team. This effect will stack with every Selfish AT player in the team.
  18. Fugacity

    New Archtype

    Quote:
    Originally Posted by Leo_G View Post
    Okay, so what if someone wants to make a character that uses 2 pistols, can regenerate super fast and cannot be 'killed'? You know what experience matches that to a T?
    A TankMage?

    Quote:
    Originally Posted by Leo_G View Post
    It's nice to build work-arounds to fulfill a concept that is otherwise impossible, but that's not what this thread is for, now is it?
    So rather than work with what is available we should beg the devs to create an entirely new AT that for all intents and purposes is a TankMage, but we dare not call it such, as doing so may offend the thin-skinned? How obtuse.
  19. Fugacity

    New Archtype

    Quote:
    Originally Posted by SinisterDirge View Post
    Fire/traps corruptor. There should be no setting up. All the powers in traps help you just as much as anyone on your team.

    If you think traps is best played by setting up a mine field, you have never seen a decent trapper in action. Ffg gives you mez protection. If you can't softcap a trapper, you need to go back to build school.

    All you need to remember is to drop acid mortar and pgt as soon as they are recharged and you are good. Everything else is fluff. Want a little pseudo resistance, drop seekers on the spawn before you head in. Taking a bit more damage than you are used to, drop a triage beacon. Want to drop the recharge of a hard target, web nade the crap out of them. But you don't have to. You can just fireball everything in the face. I rarely even use trip mine anymore, don't like the interrupt time.

    It is exactly the type of experience you are looking for, but are ignoring it because you falsely believe you need to set up a kill zone and pull the spawn to you. Set up the kill zone right at their feet. Be in there before the tank, let the scrappers mop up your leftovers.

    It's no different than targetting the Sapper first, or making sure the problem mobs are taken out in priority.
    This.

    This describes what you say want to a "T", Eldagore, with the sole exception that sleep will still get through FFG, but one hit(or breakfree) and you're no longer mezzed.

    I've played a trapper from 1-50, and if you spend 5 minutes placing a fancy little minefield then you're doing it wrong. You can open up with seekers, they work much like Phantom Army in drawing the mob's attention away from you, and then they debuff the mob. Dropping seekers too much work? Then simply throw out some caltrops and blast away. With your FFG already out and running, you can choose to either blast them from a distance or run up point blank, drop PGT, Acid Mortar, and then blast them, but no matter how you do it you will like it.

    Trust me on this one.

    There's no need for the devs designing and testing a new AT, make a Traps Corruptor or Defender and smile.
  20. Quote:
    Originally Posted by Hyperstrike View Post
    A very messy way of doing it...
    The pile of bodies my SS/Fire/Soul brute(with 33% S/L defense) leaves behind is very messy. Very messy indeed.
  21. Quote:
    Originally Posted by Feather_Of_Sun View Post
    Maybe it's okay for you to take say, 30 minutes to do an Imperious Task Force, but I'd rather keep them around the 15-17 minute mark, where they belong.
    I'm just curious, but what factors are used to determine exactly how long a given Task Force should take to complete?
  22. Great idea! Then I could make my Commander McBragg homage:

    "With a cannon in hand, he can beat any man!...(or so says the brag of McBragg)"
  23. The same problem you've all been describing hit me yesterday, and after a couple hours of play today it returned with a vengeance. I have an ATI Radeon HD 4550 and run Windows XP(32bit) at 1600x1280 with bare minimal Ultra settings(low shadows, low water, low reflections, with no occlusion as I know the card simply can't handle it).

    I've had no problems with these settings up until yesterday, and it simply makes the game unplayable. When I stand still, everything's fine, but the instant I move it's like a strobe light. If I were epileptic it would probably give me a seizure it's just so bad.

    I don't have vidiotmaps installed, just the regular game client. My drivers are as up to date with the official ATI drivers released on 9/28/11.
  24. I would rephrase the question:

    Is the intelligent use of knockback underrated?

    In the hands of an intelligent player, you need not fear their knockback, as it will be used it to benefit the team rather than as a tool to annoy them. Any Stormie who toggles Hurricane with the tank on follow and Gale on auto needs to be kicked from the team, because that's not a player, that's a griefer.

    My pet peeve had been fools who would slot Speed Boost with 3 Run IO's, but with the introduction of Null the Gull I can now remedy that. Thanks Devs.
  25. Took me about 5 minutes to come up with this one so I'm sure it needs some tweaking here and there, but I think it could probably do what you're asking for:

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