Grey Pilgrim

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  1. I may just go for Spiritual and keep my current build going (though I see a few tweaks possible to up my AOE and Melee defense slightly). If I can't take on a canister on Lambda solo after that (so with a +1 level from the Alpha), I may opt for Cardiac and Weave.

    Part of me feels reluctant to lose the cap with this guy, but I suppose going for more than I have is overkill in most content still. Still, if anyone has more direct experience and wants to share it, I'd love to hear it.
  2. Quote:
    Originally Posted by Arcanaville View Post
    I have never seen them to be tentative about giving anyone else too much damage. In beta, things always seem to do too much damage and then are dialed down.
    *coughs* Kheldians/Peacebringers *coughs*

    Seriously... Arbiter Hawk's reasoning in the past beta as to why Solar Flare could not do KD instead of KB was because it might make Peacebringers do too much damage. I don't think any of us in that thread knew or knows how to respond to that. Arbiter Hawk seems like a nice guy and did some good things, but that... still throws me.

    Sorry, I know this discussion has moved on a bit, but I had to talk about that. I am rather confused as to the dev's approach to some ATs compared to others. Scrappers and Brutes, for instance, have been quite strong for a long time and they have a lot of reluctance to bring their performance down at all (I'm not necessarily saying they need to be, but the history does tend to show them getting more favor than other ATs).
  3. Blasters are probably where they are going to be for mez protection, but we do have a lot of tools at our disposal.

    1. Our mez powers: get them before they get you.
    2. Our damage: get them before they get you (seriously, mobs should not react to you until you have a bullet, arrow, flame, energy bolt, etc., in their face).
    3. Acrobatics: will let you take one hold without being mezzed.
    4. Build for Ranged Defense: they can't mez you if they can't hit you. Also helpful for avoiding damage.
    5. Take and slot your Tier 1 and 2 powers: these are all decent attacks, and if you slot them well, you can generally almost make a chain of them (and at least drop a mezzer that somehow mezzed you, freeing you from that worry not too far into the fight).
  4. Grey Pilgrim

    Staff Fighting

    Quote:
    Originally Posted by BeornAgain View Post
    Melee got no love this time around... Buck up little camper!

    Beam Rifle? Ranged.
    Time Manipulation? Control.
    Blasters got Dark Blast AND Dark Assault...

    No need to get upset.
    Yeah, I think people are forgetting this Staff fighting stuff is leaked and not really announced yet. I don't think it's too out of line to assume other sets are in the works. There have been many sets the devs have mentioned as being interested in making.
  5. Quote:
    Originally Posted by Madame Pistacio View Post
    I actually wasn't being snarky, I was really and truly asking for a bulleted/spaced out list of questions.
    I... didn't say you were. I was joking with you when I said you were reading too fast and that your head had a thin candy shell. If the Tommy Boy reference was too unclear, I would think the smilie was.

    I guess I need to make my last post into a bulleted list, though? Okay, you difficult person. <--- Smilie means I'm joking.

    1. What's the best way to tank the War Walkers? Taunt from range so the targeted AOEs only hit the Tank/Taunter?
    2. Assuming the above is needed, does all the support for the Tank need to be via ranged buffs and heals, since it seems like the Targeted AOE powers hit a big area around the one targeted?
    3. What's the best way to tank for the Avatar? Stick to his front with the team staying behind him?
    4. What's the best support approach for the Taunter in front of the Avatar?
  6. Grey Pilgrim

    Here we go!

    Quote:
    Originally Posted by Brickwall3 View Post
    I liked the story actually. Its always nice to see little used enemy groups (like the igneous) get some spotlight, although i thought some of the missions were a bit confusing
    What part was confusing? What's at stake and what is going on is always pretty clear, other than the parts they obviously left unanswered for future story arcs.

    I liked the use of the Igneous as well, worked well for the story (been liking how they have been using more of the villain groups that do not have much content lately... really liked seeing Odysseus in Mortimer Kal, for instance). Being lowered to level 20 isn't all that fun, but it was okay for all of that.
  7. Quote:
    Originally Posted by JohnP_NA View Post
    Level 2? Hax. I'm still level one on Cryo-magnon, my Ice/Time Controller. If we're meant to get to 2, I'll have to play through the tutorial.
    Pretty much every Isos start assumes you've played through the tutorial, as we couldn't form SGs until after that (though the one or two starts in Praetoria goofed with that). It's pretty easy to get to level 2 even if you don't do the tutorial if you've already skipped it.
  8. Okay... I may be doing something else if we aren't starting anew tonight. I need to take some time off from the Ice/Storm Corruptor before I play him again. Just not enjoying him at the moment.

    My Grav/Time Controller, Eternal Albert (yes, that is the husband of Queen Victoria... history got it wrong: he just had a steampunk/time accident that made everyone think he had died) is ready to go in Atlas Park whenever we do start. Level 2, unlike some other cheaters out there.
  9. Quote:
    Originally Posted by Madame Pistacio View Post
    Your questions are VERY hard to follow because you go back in and answer half of them. Can you make a bulleted list of questions so it is easy to see and read? I will be happy to help once I can understand what you are asking.

    To answer- there are two kinda of glowies that look the same (lichen/mushroom looking) the first kind you click(for the 1st incarnation of the AV), the second kind you have have to punch in the face to kill so that he can be killed, these spawn throughout the room, but only the ones close to him effect him.
    Hey now, I did still have a question in my added bit. I think you're just reading too fast! And you have a head with a thin candy shell!

    Oddly enough, I have never seen any mushrooms about other than the ones you click on, so that helps a lot. I'm usually focused on the War Walker and using the Lichen stuff on it the first time, so I haven't been checking the scenery much.

    I'm still wondering about how to Taunt the War Walkers as a Tank. I get that with the Avatar that everyone should stay behind it while the aggro person keeps them pointed the other way (though they'll need support to do that). Or at least I'm assuming that's the way to do it. Let me know if it's otherwise.

    For the War Walkers, though, it sounds like it's a big targeted AOE. So you want to taunt well away from the group, if you can keep aggro that way. Does anyone (MP or anyone else) know of a better way to do it? Since it's a targeted AOE, though, I'm guessing my second run would have been much better if I had been taunting from range and lowering the amount of targets hit (and if people had been listening. ).
  10. I can't recall, but do the Tin Mage and Apex mobs have the new accuracy level? I don't recall anyone saying there was new accuracy until the DE on tip missions and the Trials, but maybe I just have never seen anyone talk about it.

    I do have Tough on this guy already, as he did have issues if his defenses were penetrated (like when fighting DE or Nemesis), so it wouldn't be that hard to drop his ancillary hold and get Weave, but I could only leave it at the default slot. Assuming we get three new slots like the devs are planning, I could then slot it better.

    Even with Weave, though, that's mid-50s for melee attacks, and low 50s for ranged and AOE. Better, for sure, but I would need to get Cardiac to run it, meaning less gravy for recharge and the healing powers, which seem like the best thing to get still over Barrier and the others.

    I dunno, I'm guessing the biggest turnaround will be in gaining levels via the incarnate powers. Those make a lot of difference in all my characters.
  11. With our new character transfer token, I was able to move my Shield/SS Tanker back to my home server, and I'm wanting to run him at the new Incarnate stuff (I always did like him, and I'm remembering that now after playing him a bit). How does Shields do in the new Incarnate stuff and its higher hit cap? I have the three positions over the normal hit cap (melee is highest, at about 50%), so I know I will be hit more.

    That doesn't mean Nerve sounds like a good pickup for me, though, as it only nets me another 2% in defense to each position, which isn't a big help in my position. I did pick up Aid Self with the changes to Inherent Stamina, as my biggest problem before were the occasional hits that came through and not being able to recover from them enough. So I'm thinking maybe Spiritual to get Rage perma, and boost Aid Self (which I wasn't able to slot beyond the default).

    I'm on the edge with end consumption, but I'm still getting all the accolades on him. However, I could grab Cardiac and drop a power to pick up Weave, if getting that much closer to the hit cap would be worth it or needed. If not (from other people's experience) I'll go for Spiritual.

    Still debating the rest, but I may go for the healing Destiny ability as well, which could get boosted by Spiritual (and would make it better to have this guy on a Keyes run). Anyway, if anyone has further ideas about performance and what to shoot for with Shields, let me know.
  12. Grey Pilgrim

    Here we go!

    Quote:
    Originally Posted by Kobolt_Thunder View Post
    Not a bad little story arc with some nice rewards. Can be blitzed in under 10 minutes. One hint on the end of the 1st mission, look to your left, you'll understand when you get there.
    Please explain. Ran it twice and still couldn't find the darn way out, and I thought I combed that last room thoroughly.
  13. So, *ahem* MP. About those earlier questions, do you remember what Ice Knight or whomever does things on your Underground runs? I just want to know how to set things up when tanking. Now that I know the Walker powers (I was treating them like cones, rather than large, targeted AOEs), I'll try to keep away from the group while taunting. That assumes I can get adequate support. But I am wondering if that is the right assessment of things.

    And for the lichen walker, is it the glowies in the room he heals off of? Looking for sure on that, but I do want to be sure. There are things to account for that will make this run more smoothly, even if I don't quite like this Trial compared to others.
  14. Grey Pilgrim

    Here we go!

    You exemp down to level 20 for this arc, FYI. It makes sense for the arc, but you may want to adjust your difficulty if you have things set for Incarnate ability.
  15. Grey Pilgrim

    Here we go!

    Really? Where do you get the contact from?
  16. You know, if they priced these things reasonably, they'd probably find a lot of people going "why not? it sounds like fun." Especially since it's celebrating the whole talk like a pirate day. As it is, the price point is ridiculous.
  17. I think it's going to be kind of like the other new travel tier 5s, where they're fun, but not going to be must haves. Which I suppose is a good thing, but I do wish these would be easier to pick up. I'd like to pick up Spring Attack for fun on some characters, and Afterburner on others, but I just don't know if I can justify the power picks, etc.

    I think SA is just good enough to pick up if it sounds good, though.
  18. Quote:
    Originally Posted by EvilRyu View Post
    And also for the love of Gawd make debt actually mean something instead of being so watered down like it is now.
    Yeah... no, not so much.
  19. Grey Pilgrim

    OMG I need help!

    Beam doesn't have much, but what it is is Knockdown. Think just three powers have it in there. The first two tier powers, and the narrow cone like Piercing Rounds from Dual Pistols.

    Probably some info around about Street Justice on the beta forums, since it was on there for awhile. It's kind of like Beam in that it does quite well at ST damage, and okay at AOE. Basically, it has combo moves that move a counter up by 1 every time you use them. Then you have finishing moves that do more damage and secondary effects the more combo points you have (capping out at 3... so 2 ups your damage some, but 3 does the most).

    It's a great set. I had a lot of fun with it before they took it out of beta. No brainer buy there, if you like melee ATs.
  20. Quote:
    Originally Posted by Madame Pistacio View Post
    Strategy:

    1. Kill a lot of stuff, keep Desi in the back as much as possible with someone with heals by her.

    2. Kill a lot more stuff.

    3. Fight an AV, if you get targeted, move the hell away from everyone else.

    4. Kill more stuff. OMG it's a trap---- In the crystal room kill DE, then crystals, split into 4 groups (1 in each corner).

    5. Get some glowies.

    6. Use glowies (only 1 at a time, they do not stack) on next AV, punch him till he dies.

    7. When he rezzes, everyone run to the corner and pull him, this reduces the number of lichens that can aid him. Keep the mushrooms killed. Kill AV. Do this all in 8 minutes and get a badge (if you complete the trial)

    8. Bomb Phase- if going for badge you have to kill each and every single one. I suggest doing it from range, but if not, rush the heck out of them! Once someone is "in range" the bomb will explode in 10 seconds- it WILL kill you if you are near it and you do not kill it first.

    9. Kill more stuff and bombs.

    10. AV room- gather for clarion OR spread tactics or CM the hell out of people. Fight AV and stay behind him as much as possible. Try to keep Desi over 50% health for another badge. Pew Pew him till he dies. Kill him while a seedling is detonating for the final badge.

    How is that? Need more strategy guidelines?
    Okay, so I guess the idea is have your aggro person stay away from the group as they taunt the Walkers? And make sure someone is healing the taunter, etc.?

    By 7, what do you mean by "kill the mushrooms"? Just be sure to drop the DE eminators, or what? *added* Ah, so you should have people clear the glowies out from the area around the 2nd walker? Just read that in the guide.

    Dang, no wonder that Lethal Force maneuver is so painful. 30% of your HP for each tick of a rapid DoT? I don't particularly like Johnny Butane's logic, but it kind of fits here. What's the point of having extra HPs if they're not going to help you, no matter what AT you are?

    I'll run this with people, but I'm still not going to like it as much as Lambda and BAF. Silly fight mechanics are silly.
  21. The heroside ones seem to work much better. The training one I haven't gone all the way through, but it did have some story things that were interesting (Twinshot seems to be related to Maelstrom in some way). The Atlas Park arcs are great, actually. They tie in very nicely with the Shivans hitting Galaxy, and explain why there is gang activity in such a pristine part of the city.

    It works well for the first few levels, if you don't feel like burning through them via the Sewers (and you can run those and then the sewers, if you want).
  22. Quote:
    Originally Posted by SinergyX_EU View Post
    Full Auto in my view aint that bad, i have the cardiac (the end-reduction alpha) wich gives range increase from T2 onwards, boosting both cone and range it is quite usefull.

    That is, untill i got RoA on my new blaster. Dispite the big delay, i suddenly felt my FA is considarable weaker then RoA. That said, i do prefer the sound/animation of Full Auto, huge smile 'DODGE THIS!' move
    Regardless of how you can buff Full Auto, it starts out smaller and weaker than the other comparable nukes, hence my suggestion.

    I do get a kick out of the animation, though.
  23. Quote:
    Originally Posted by EvilRyu View Post
    Never say never or in your case ever. Alot of things they said we would never see but we got it eventually. Just saying.
    If they stopped doing that, this would significantly change game and power balance. The game is not balanced around fighting things that are +4 for regular powersets. They've started going for this with Incarnate content (where we are now seeing level 55 AVs), but that's a whole new ballpark with more powers and extra levels, probably requiring that kind of design.

    Arcanaville is more than safe in making that statement, considering going against it would go against the design goals of the game from the start, and the new Incarnate system. Why would the devs possibly shake that boat now? To do so would be silly.

    Yes, there are outliers that can handle it, we all know that. But we're not talking about that with this statement.

    Anyway, to get back on topic, I'd still favor getting rid of the crash for all nukes. I'd also like to argue that all the nukes should still be competitive or better than Judgement powers, though I could see having two nukes (over one) as being better than just one.

    I understand what people like Arcana are saying, where increased damage to justify the crash would be nice, but I'd rather have the utility of a big AOE attack without the crash. Any power with a crash just slows my character down, rather than being useful, in my estimation. I know not everyone will agree with that, though.

    On a slight tangent that people brought up, I would say Full Auto could use for a little boosting, either in cone size or target caps (or both).
  24. For those that prefer Blasters to Corruptors and Defenders (like me), it works well enough for Blasters. It leans a lot more to AOE, and hits really hard for ST damage. I feel relatively safe in saying that my Beam Blaster drops bosses and EBs faster than my other Blasters, and that's after playing one on test in the 20s and 40s (after level bumps). He didn't have as many IOs as my other Blasters, so he did get hit more often (I go for defense on my Blasters), but he did do well.

    That said, Beam does okay for AOE. Its nuke is somewhere between the crashless and crashing nukes for recharge, and is in the same boat for damage, so you'll be able to use it fairly often. Out of their, the main AOE power is a big cone, if with a short range. Still, it shouldn't be hard to hit most of a mob with this. Your other cone is extremely narrow (like Piercing Shot from Dual Pistols), but you can easily line things up to hit two mobs with that attack before leaping in, and that power hits quite hard as well.

    Interestingly, I was having a hard time finding a pairing for it, as I have a lot of /En Blasters already. Fire is actually fun, and you can match up the colors relatively well. Its AOEs can help make up for Beam's weaker performance in that category as well.
  25. The main reason I'm always going to like BAF and Lambda more than Keyes and the Underground are that the former two do not rely so much on "cheating," or design that breaks the normal setup for the game. Yes, the BAF has the uber mez resistance of the runners, but that's not all the runners, and you'll still see that kind of thing from certain important targets. None of that design really asks you to have a specific team requirement, other than someone that can take the heat from AVs. Which again, is not all that uncommon.

    The two new ones ask heavily that you have certain powersets or Destiny powers. People complain about how the bomb phase of the Underground requires much of the team to do nothing, but that's just a badge, at least, not the entire Trial.

    I don't know that I'm going to feel comfortable tanking for the Underground unless I pick up Clarion on my tanks, and I find that more than a little ridiculous. Clarion is of no use to them in pretty much any other content (I'm hard pressed to think of anything that can be fixed by a break free, and even then could be sat through without too much worry). I'm sure that some part of dev thinking is okay with this, as it requires more trialing on ONE character to get another Destiny power, but I'm not happy about it in the slightest.

    Yes, you can try to get teammates with Clarion or other powers, but I saw how much help they were last night when said teammates either do not know what is required of them, or they don't do them. I'm not saying this in a mean way, either, just in a way to show that I do not like how this new trial is set up. I'm sure my Earth/Storm Controller with Clarion will be immensely useful on this trial (which is nice, he didn't seem worth bringing on Keyes), but it's still an iffy design.

    I might be more okay with it if the numbers were not so high either (giving an instance where Clarion is needed is kind of nice, after Keyes). Someone last night said that the hold from the walkers was Mag 100? Not sure if that's right, since I didn't have time to look, but Amygdala's Mag 20 confuse number is quite high as well. That is not a common mez that people have protection to, and most powers that do (like Steamy Mist) would require three up to combat it (assuming those numbers stack).

    I dunno, it's feeling like things are so out of whack because of the numbers offered by some Incarnate powers. And also design which I as a player can do very little to counteract, or requires strategy that I personally hate in other MMOs.