GavinRuneblade

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  1. GavinRuneblade

    Multi Arc

    I forget where but I saw one that the person did use the multi-part to give you a choice. End the first mission by doing X and start mission B for the conclusion. End by doing Y and play mission C instead to see how that decision turned out.

    I don't really see myself playing any other form of sequel or trilogy. But I'd gladly play another one structured like that.
  2. The current graphics make my iMac bleed and beg for mercy, so Ultra Mode is something I'll get to experience maybe in the next 4 or 5 years when I upgrade to a new computer. If CoH is still around then. But I am enjoying the screenshots I've seen other people post. And I'm looking forward to a host of new high-res CoH videos. =)
  3. Quote:
    Originally Posted by Snow Globe View Post
    Only the original badge in PI grants the TP beacon.

    The requirements of the beacons have stayed exactly the same.
    Interesting. That will make it a bit confusing to get teleport beacons as there are now essentially two classes of explore badge: Teleport badges and accolade only badges.

    Good to know and pretty much what I expected. Thanks for the update!
  4. I like the Gank Woodsman mission from Von Grunn. Those DE Rocks are total wusses, there's a bajillion of them, nice open map, and when you kill them they often spawn minions for a smidge more inf.
  5. Quote:
    Originally Posted by Call Me Awesome View Post
    By the way, you will NOT have any real improvement in survivability from overslotting your armors... the actual increase is a tiny increase in the overall defense value of the power. To illustrate, let's take a best case situation... a Shield tanker's Deflection power. At base, unenhanced, it gives you 15% defense to Melee. Adding 3 SO defense enhancements brings it to 23.4% defense to melee. Adding 6 SO defense enhancements to it brings it to a total of 24.8% defense to melee... for the expenditure of those THREE extra slots you got an additional 1.4% defense, or 0.46% defense per extra slot. There's no way that you wouldn't see greater benefit from those slots elsewhere in your build.
    There is one and only one exception to this: Exemplaring. But it's not really relevant here. I really doubt that he's building a Posi-dedicated level 50 toon or somesuch.
  6. GavinRuneblade

    The end is near

    Quote:
    Originally Posted by Schismatrix View Post
    No no, i understand the urge, but i also realize that it's waste of perfectly good veracity to bring it into this thread. Just don't let it happen again. (i rarely follow my own advice on such matters.)
    What is the point of giving advice if you're just going to take it back for yourself? If you give me a can of soda I'd be a fool to expect you to drink it wouldn't I? So why should anyone expect you to follow advice you're giving away?

    I try to only give advice that I don't want anymore.
  7. Quote:
    Originally Posted by gec72 View Post
    I wonder how many toons in the 20s there are red-side being actively played. Seems like a level range that gets passed by fairly quickly, and I think folks are waiting on I17 and beyond to really roll much new (I'd guess of the Dual Pistols rolled many more were blue-side). At least for recipes in the 30s there's more of an exemp demand for them - not so sure about 20s.
    Well I'm waiting on 99% of my new characters for Going Rogue since the bulk of that will be new pre-20 content. With i17 I'm only making one Demon Summoner to test the set.

    But I play a lot in the 20s. I have 5 redside though 3 of them are now 27 and 28 so won't be in the 20s much longer, and only 2 (15 and 17) stand to enter the 20s before Going Rogue.

    I don't really have a problem finding or creating a team in Cap or Shark. Lots of others at my level. Thing is most of them are kind of ignorant about IOs. They all just think "SOs until 50, then get uber IO build".

    Sad.
  8. Are there any new ways to get the teleport beacons? Meaning, in peregrine there used to be just the one badge, now there are three or four. Does only that one old badge give the beacon or can you get any one badge?
  9. Quote:
    Originally Posted by PBaRmy View Post
    i never used leviathan but i really enjoy soul on my elec/elec. the dark obliteration is a nice aoe addition and i find my self using it alot in my attack chain with BU. I skipped jacobs latter and chain induction, both powers just piss me off and i had no room for them. I posted my latest build on the other thread..that one has 45 acc. i will say that ELM isnt very high damage, so fighting enemies +1 and up takes a while.
    I run +0/8 with no bosses on my tix farm and i clear the map in 14 minutes/tix cap. i really have np killing, maybe try the -res cone(if thats what u want to keep)/BU/TS/LR/whatever u got next/TS/and by this time i power sink and/or energize and use havoc/gloom till TS and Dark obliteration is rech. But by then the mob is dead so i move on and repeat.
    What I've done is started not clearing the stragglers but instead just pulling htem to the next group. It's a touch more efficient but doesn't get all of them due to aggro caps some wander off back to their patch.
  10. Quote:
    Originally Posted by TensileSky View Post
    Everyone needs a goal! Shame I have about...fifty.
    I'm with you there. I have a ton of characters and none of them "finished". heh. Glad to hear it worked out!

    And I know what you mean on the endurance running low but not out. That's the effect the higher damage brings. You consume more but the fight endds faster so you're ok. My Fire/Shield brute is in that same situation.
  11. GavinRuneblade

    AS demoralize

    Quote:
    So it seems like everyone's concensus is that having AS demoralize not work on a target it kills, was a design/balance decision, which among other things... encourages tactical thinking.
    This is accurate.

    Quote:
    Furthermore, any change to it (i.e., making a PBaoe fear around the player), would be robbing the player of a meaningful decision, and be frowned upon by those who replied otherwise.
    This is a conclusion not supported by anything anyone has said except for you.
    The use of "robbing", "meaningful" and "frowned upon" are all loaded words that I don't think any of us would use, and I'm pretty sure none of us have used.

    We have only mentioned how the current situation gives you options. Using options is tactics. Using a cookie cutter is not tactics. If the fear worked on every assassin strike, you'd have a cookie cutter. Well, mostly I mentioned it and other people agreed with me. Not the best definition of "we" I guess.

    Anyway, many would not be opposed to that as it would also be significantly more powerful. May or may not be too powerful. I'm not sure. Might also be fun. But I have no preference either way. I can't speak to anyone else.

    Right now I have a tactical tool that gives me lots of options which I enjoy. If it worked the way you want the options would be taken away and instead of thinking tactically you'd always know exactly what to do. That's a lot easier. Not as exciting, and not tactical, but definitely easier. And it is always fun to be more powerful so I am fairly sure that I'd enjoy that too.
  12. Quote:
    Originally Posted by Muon_Neutrino View Post
    Please do let us know how it all turns out in the end, and how much of a difference it seems to make. My own characters always IO up as they level, so if I'm going to have certain bonuses, I get them gradually and far before level 50. I'm curious how noticeable the jump will be to suddenly go from an SO'd 50 to an (even modestly) IO'd one, since I've never experienced that myself.

    And yeah, it can really be that cheap. With all the talk of spending billions of inf on a single character, it's easy to not realize that you still can get quite decent builds for considerably less than a hundred million.
    I'd also like to know. I slot up as I level so I'm curious how you feel the difference is. And yes it's always good to know how affordable patience and careful selection can make a solid build.
  13. Sucker Punch's new planner is odd, I picked the specific IOs but it only let me export the name of the set not the specific ones. I actually slotted the Mako Quad and Impact Acc/Dam/Rech. Partly because I already have them and partly because I also want the recharge =)

    I think there's a way to make it public. Does this work?The only thing I could think of to do with the slots other than Zephyr would be to pull one from hast and put them all in buildup for gaussian's. Otherwise, even with the change, those are still very solid bonuses for two slots.

    I think that according to the number munchers in the Scrapper forum, charged brawl is supposedly better than havoc punch the higher your recharge gets. I think it is an activation time thing.

    As for the total resist numbers, right now I'm significantly lower than 41% S/L resist and I have only 8% S/L defense. I only need powersurge against EBs, and multiple bosses or particularly nasty ones. I do use it on giant spawns of arachnos and longbow though.

    Not sure what to pull out to get access to tough and weave. Obviously maneuvers is an option, possibly dark obliteration, but then I still need one more. Powersurge would be the only option and I don't like going without it, Demonic just doesn't cut it by itself. Any other recommendation on what is expendable? Any other ways to slot in some defense?
  14. I seem to be lacking either the damage or the accuracy. As I went Leviathan, I open with the -res cone, then buildup and LR into the middle, then TS I find someone with a lot of HP and Chain induction. then I use single-target attacks punctuated by the ocasional TS. Usually takes 2 LRs and 4 TSs with a metric sh#$%-ton of single target attacks to clear a +0x6 spawn.
  15. GavinRuneblade

    Soloing

    I've leveled a defender from 27 to 43 using level 1 AE missions with the settings I mentioned above. You get full exp while exemplared so it's just a matter of whether or not you can enjoy the missions.
  16. Quote:
    Originally Posted by Bright Shadow View Post


    This is actually a really good approach.

    Especially the part about authors. As of now, not many people have much incentive to make legit, fun story arcs. Taking myself as an example, I have tons of ideas for story arcs; but I have no incentive. I keep thinking I'm gonna go invest a few hours in making an arc...and then only 3 of my friends are gonna play it and give it 5 Stars cause they're my friends, and it'll be forgotten in 2 days. And me, and the majority of potential AE users are not the types to go and actively advertise their arcs.

    Give me and people like me an incentive to make proper stories in AE. Make the Developers' Choice system more active and visible. Put in more rewards for authors! Things like badges, cool temporary powers, tickets, and maybe even things like Reward Merits!

    Of course...this would all need to be looked at from an exploiters' point of view as well...
    There used to be an MMO which was really just some graphics slapped over a MUD, called Darklands. It looked a little like Ultima V, with 2D sprite graphics and a square grid. Pretty simple. One thing it had was a voting system for rulership of the different towns in the world and the rulers could make some laws. Worked out fine for a while. Then someone bought 15 accounts and got some friends each with 3 or 4. Most MMOs have pretty small populations. They voted themselves into office in every town. Made it "illegal" to roleplay in character. Sent violators off to jail, banished their characters from the game, etc.

    You already see this same phenominon on the AE missions where anything that's not a farm gets voted off the top page of search results by people who have created farms.

    If you create a system that gives a reward or a badge for a 5-starred mission, then what will happen is organized groups will repeatedly 5-star crap in order to get the reward. Then delete the crap and do it again and again and again to farm the reward.

    Honestly, the easiest way to incentivise the proper use of AE is to remove all rewards whatsoever so the farms go back to regular missions and only the lolrpers use the AE. With no rewards and a tiny audience it will primarily be used for the purpose of storytelling using the same reward that is all poets have in the real world: Reputation among each other.

    Now, that is the easiest way but not the best. Craigslist, Youtube etc work because of mass. There are enough users that the abusers tend to get drowned out. The abusers succeed enough for their own happiness, but the rest of us aren't harmed by less than 1% of the activity that they represent. In AE, it is clearly a significant %, though I wouldn't hazard a guess as to what.

    In these circumstances the "best" (always a bit of a subjective term) way to handle it is usually manual moderation. There is no way to trust voting or user-generated flags to mark missions as farms, or cannon. the abusers have too many votes. But someone trackable has to go through and manually flag missions, this is a farm that is cannon, that is comedy, that is not cannon, etc. Someone else to monitor the flaggers to ensure that if an abuser gets a flagger on their side that flagger gets removed. Same thing as a mod for the forums or for the hotel reviews on Expedia/Orbitz, etc. Manual moderation by Dev-appointed staff.

    Problem is the level of work is outrageous.

    So what we need is a third solution. Votes are no good the abusers already have demonstrated reliably and over a decent period of time they have control over the votes in AE. Manual moderation is no good the Devs don't have time and certainly have more important jobs to do.

    So we need a third solution. Until we have a third solution, no reward for popular missions should be given out or you are just making a rigged popularity contest only the abusers will win.
  17. So tried messing with the three elec builds floating around the past few days and came up with this. Any idea how it plays out in numbers?

    +----------------------------------------------------------------
    + Built with SuckerPunch's Online Planner v5.0
    + http://planner.cohtitan.com/planner
    +----------------------------------------------------------------
    Archetype: Brute
    Primary: Electrical Melee
    Secondary: Electric Armor
    +----------------------------------------------------------------

    01: Charged Armor => Reactive_Armor(1), Reactive_Armor(3), Reactive_Armor(3), Reactive_Armor(5)
    01: Charged Brawl => Kinetic_Combat(1), Kinetic_Combat(5), Kinetic_Combat(7), Kinetic_Combat(7), Makos_Bite(9), Crushing_Impact(9)
    02: Jacobs Ladder => Obliteration(2), Obliteration(11), Obliteration(11), Obliteration(13), Obliteration(13), Obliteration(15)
    04: Conductive Shield => Reactive_Armor(4), Reactive_Armor(15), Reactive_Armor(17), Reactive_Armor(17)
    06: Build Up => Rectified_Reticle(6), Rectified_Reticle(19), Recharge(43)
    08: Hasten => Recharge(8), Recharge(19), Recharge(46)
    10: Thunder Strike => Obliteration(10), Obliteration(21), Obliteration(21), Obliteration(23), Obliteration(23), Obliteration(25)
    12: Swift => SpeedRunning(12)
    14: Health => Regenerative_Tissue(14), Numinas_Convalesence(25), Numinas_Convalesence(27)
    16: Static Shield => Reactive_Armor(16), Reactive_Armor(27), Reactive_Armor(29), Reactive_Armor(29)
    18: Chain Induction => Kinetic_Combat(18), Kinetic_Combat(31), Kinetic_Combat(31), Kinetic_Combat(31), Crushing_Impact(33), Makos_Bite(33)
    20: Stamina => Performance_Shifter(20), Performance_Shifter(33), Performance_Shifter(34), Performance_Shifter(34)
    22: Grounded => Steadfast_Protection(22)
    24: Lightning Reflexes => SpeedRunning(24)
    26: Combat Jumping => Luck_of_the_Gambler(26), Luck_of_the_Gambler(34), Luck_of_the_Gambler(36), Luck_of_the_Gambler(36)
    28: Energize => Doctored_Wounds(28), Doctored_Wounds(36), Doctored_Wounds(37), Doctored_Wounds(37), Doctored_Wounds(37)
    30: Super Jump => Blessing_of_the_Zephyr(30), Blessing_of_the_Zephyr(43), Blessing_of_the_Zephyr(46)
    32: Lightning Rod => Obliteration(32), Obliteration(39), Obliteration(39), Obliteration(39), Obliteration(40), Obliteration(40)
    35: Power Sink => Performance_Shifter(35), Efficacy_Adaptor(40)
    38: Power Surge => Recharge(38)
    41: Gloom => Decimation(41), Decimation(42), Decimation(42), Decimation(42), Decimation(43), Decimation(46)
    44: Darkest Night => Dark_Watchers_Despair(44), Dark_Watchers_Despair(45), Dark_Watchers_Despair(45), Dark_Watchers_Despair(45)
    47: Dark Obliteration => Positrons_Blast(47), Positrons_Blast(48), Positrons_Blast(48), Positrons_Blast(48), Positrons_Blast(50)
    49: Maneuvers => Luck_of_the_Gambler(49), Luck_of_the_Gambler(50), Luck_of_the_Gambler(50)

    +----------------------------------------------------------------
    + Inherent Powers
    +----------------------------------------------------------------

    01: Brawl => Empty(1)
    01: Sprint => Empty(1)
    02: Rest => Empty(2)
  18. I saw yours. I am looking over your slotting. Why did you go with Scirocco over ghost widow? Do you fight a lot of lower-level enemies where the -kb comes in handy?

    Just curious. I originally went leviathan just for the visuals, but I'm regretting not having gloom's damage and darkest night's protection.
  19. I'd swap the slotting on Gloom for damage. Really, it is the highest damage attack you have access to. Slotting it for -tohit is like slotting lightning rod with efficiency adapter. You're missing out on it's best factor. =)
  20. So right now, once the AoE's have settled and I'm cleaning up bosses, I rely on charged brawl, havok punch, charged brawl, lightning induction, charged brawl, brawl, charged brawl, havok punch

    And yes I know I really ought to do that in a different order.

    I'm looking to pick up gloom and get brawl out completely. What kind of recharge do I need to get a seemless ST-chain? I'm ok with short pauses while haste is down (not going for perma haste). I really despise Jacob's ladder but I will probably pick it up as well. So I understand the ideal is something like:

    Gloom-charged brawl-chain induction-charged brawl-Jacob's Ladder-charged brawl-gloom.

    What recharge do I need to build for in each of those attacks to be seemless? Or do I need to add havock punch to get it off?
  21. I think there is also a factor of many people not knowing about it. Everytime I see someone try to organize one, there is always a period of explaining that it is not an atlas park sewer run for new characters, followed by the "so what IS it then?" questioning.
  22. GavinRuneblade

    AS demoralize

    Quote:
    Originally Posted by trendee View Post
    It is a tactical decision, true, but only because of the incentive structure. Which I am trying to argue is flawed =/
    no, it is a tactical decision because it changes the structure of the resulting fight due to different starting conditions.

    Option A: Enemy group -1 target, all others full capabilities.
    Option B: Enemy group at full compliment, 2/3 of them reduced effectiveness for a short time, at least one big, dangerous one angry at you.

    Both of these are surgical strikes. You're striking the leadership (say a castrated prefect) to remove as fast as possible the most dangerous enemy. Or you are striking the key support (surgeon) to remove as fast as possible the most dangerous enemy. The after effects will vary, but both actions are a surgical strike. Though oddly only the one where the boss survives is really an "assassination" per se. When you shoot a grunt it's a kill not really an assassination =)

    And the definition of "most dangerous enemy" will vary from spawn to spawn even within the same mission.

    Quote:
    (talking pve here) When the stalker is not taking out a healer/buffer, but focusing on the tank to get off an AS, I feel like it is pidgeon holing the stalker into a pure DPS role, instead of a surgical striker.
    Taking out the leadership is the most common real-world use of a surgical striker. That is also one of the things Stalkers do best in game. To me, taking down the bosses and taking down the squishies supports are identical in stalkerishness. Both are key targets that need to go down fast because they have a much bigger impact on the outcome of the fight than their numbers would suggest. Whether it is more important to get the Gunsliunger or the sapper, to get the Greater Devoured or the Deathbloom is a tactical decision and the fear effect is no where near strong enough for me to hit the gunslinger every time.

    Sometimes I'll get the big guy, sometimes I'll get the support. It depends on the rest of the mob, how they are arranged, whether or not I think enough will get feared, am I teamed or solo, etc. And it will definitely not be the same every time.

    Sure, my ideal is to hit the big guy, placate him then 1-shot the support before turning back on the big guy to finish him off. But 9 times out of 10 they are too far apart to pull off that particular move. I do love it when I get the best of both worlds though.

    Quote:
    I'm not seeing why this should be a decision for me. If it wasn't for demoralize, I would definitely take out the support targets. With demoralize, I'm deciding between support and tank. It seems as if the powers design is incentivizing tank targetting.
    So what you're saying here is that you don't want a tactical decision. You want the devs to reward you for always killing the squishy and never give you an option to do otherwise. Right now you have two options and get rewarded for both in different ways.

    Reward 1: insta kill
    Reward 2: debuff

    Which one best helps you take down the group will vary from group to group. Consider Carnies. They have no support targets. Without demoralize would you go after the illusionist first or the Ring Mistress? With demoralize it *might* be worth getting the mistress depending on the rest of the group and your personal ability to survive psionic attacks (my main stalker is dark/dark/dark so I fear no psions). I would get the illusionist myself because I hate their phase and AS can drop her in one go but even a crit from midnight grasp won't. If there's no illusionist but only those hammer-guys, I'll go for the Ring Mistress.

    By contrast in the malta example above I'd try very hard to hit a gunslinger, placate and midnight grasp a sapper. If there was a lieut near the sapper that's good enough, don't need a boss, most malta have high resists and can survive an assassin strike if I don't build up first, but save it for the scrapping-action after. Gives me lots of options I don't have against the carnies who are all rather similar in their abilities.

    Playing tactically means making decisions that change the outcome of the fight. It does NOT mean always taking out the same target in every fight.

    Quote:
    Why? I would buy the argument that it is a bonus for tough enemies, but I feel like that wasn't the design. I feel like it was to add some team benefit for an otherwise solo centric class.
    It does that, but it also gives you options. Options = good for both solo and team play.
  23. On Fire/Fire what are the best choices for AoE damage? I'm not happy with Fire breath, so it's looking like Sword Circle + is there anything in the epics? Or am I really just piling on the recharge for sword circle?
  24. Quote:
    Originally Posted by Solo_One View Post
    here is a defense build i just threw together. it is softcapped with just scorpion shield, and goes almost up to 50% s/l defense with hover and maneuvers running.

    it might run a little end heavy, though i have only played that combo up to the teens.
    Looks like too many attacks. What is the chain?

    right now I confuse->frost breath->(they are gathered by now)roots->jump in Frost Sword circle->jump out roots and then ST-down the stragglers with strangler, ice bolt and ice blast.

    I have been quite impressed with the flytrap, he's actually quite decent for damage and as a meat shield. Also, he can take achilles heel which is extraordinarily handy, especially once you get down to the last few enemies. I've used those on my controller and I'm trying to get some villain side. Might have to burn merits on it.

    On Carrion Creepers, that slotting is really not so good. One thing I know is that the pseudopet doens't apply all bonuses to all actions. You want teh HOs in there. The bonuses from that set will only apply to the immobilize power, not to the vines, the knockdowns, or any others. But an HO Acc/Damage applies to all of them. I think the creeper pet has two Immobilizes though so that's better than most, which is why I have trap of the hunter in mine. But I use them as a key damage source so for me, they really need the damage, the recharge, and procs.

    Some good ideas in that build though! Got one that is less survivable and more aggressive?
  25. Quote:
    Originally Posted by Solo_One View Post
    what do you want to build for? high defense? permadom? something fun with alot of procs?
    In general I like damage first and survivability a distant second. As an example, this character had three debt badges before level 24 (possibly 21 I forget) and picked up the third held/mezzed badge by 27. I die, I rez, and I kill things. Fun with alot of procs is sort of how I aim for damage since many of my powers have a low initial damage value.

    I don't care about permadom, I tend to forget that it even exists and I'll be running for 5 minutes with it available but not triggered and go, hey I need end POP. Or I save it for when I need to get out of mez and don't have a breakfree handy. I use domination about once or twice per mission regardless of how often it is up.

    Is that blasphemy? I'm not sure. Might be.