Grey Pilgrim

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  1. Quote:
    Originally Posted by Call Me Awesome View Post
    On a speed run I use that same method; someone with invis/tp heads to Reichsman's room and TP's the rest of the team there. Once there if we have a competent team... something that's fairly obvious by the final mission... we do stay on Reichs and the team ignores the AV's while the tanker taunts and holds aggro on all 5 of them. This tends to gather all the AV's in tight to the tanker and into AOE range of Reichsman. Once Reichsman dies we take down the other AV's and collect the reward.
    I used to like getting the AVs in close to Reichs to keep things controlled, help drop them with AOEs, or whatever the team wants to do. But most of the runs I did of Kahn, the other AVs did not like to move. I would have aggro (besides taunting, they were shooting at me and hitting me), but even when I broke LOS, they would not budge. Quite bizarre. Not sure if that's a consistent thing for others, but it was for me.
  2. Kheldians do feel a little too big for the dev's britches. As far as I can tell from past posts, they have had ideas for fixing things and giving customization to us, but they continually do not have time for it. Not to mention all past fixes have been slow in coming.
  3. Not sure what I'll bring, as I have a Blaster that really needs his Alpha slot. But if I want to go with the theme, I'll bring Magistero... he's got something of a Mad Hatter vibe with his magician/Victorian outfits.
  4. Sounds good. Not sure if I'll want to stick with Odinn for a Lady Grey, or switch to one of my other characters that needs an Alpha slotted. I suppose I'll see when we start, too.
  5. My vote is on Praetoria, even though my Corruptor is already redside. Never going through Mercy again if I can avoid it.
  6. Little late, but for what it's worth, my En/En Blaster is the most survivable Blaster that I've had. He does as well as my other Blasters against EBs, and with everything else, the KB gives him a lot of mitigation.
  7. Grey Pilgrim

    Slotting Bonfire

    Quote:
    Originally Posted by Miladys_Knight View Post
    Also, just so you know, I do find Dual Pistols hugely amusing. I laugh hysterically every time I see someone playing the set and then complaining when they face plant. I also laughed maniacally when I pressed the delete character button on mine.
    And my Dual Pistols Blaster just shakes his head and goes back to leveling mobs as well as my other Blasters. To each their own, I guess...
  8. I had a completely different experience with Isos in Praetoria, I guess. I didn't recall there being any issues at all, and completing a solo morality mission is not necessary to move on to the next arc or anything. *shrugs* If nothing else, I'd rather start there, as Mercy Island and Port Oakes are ugly and depressing to run through. I hate it when I momentarily have to go back there to run one mission or pay base rent, to be honest.
  9. Grey Pilgrim

    DP/??

    Quote:
    Originally Posted by Frozen_Burn View Post
    Well, until they put in Dual Pistol Manipulation, you'll have redraw on all the secondaries. Yes, some have less than others (like /EM or /Dev), but you're going to have to deal with it. And besides... you at least look cool redrawing and twirling your pistols (unlike Arch or AR that only draw them from your... invisible back holster?).

    Honestly, I was also concerned with the redraw issue with my DP/MM blaster, but actually, it's not that big of deal. I still level mobs before the tank and team show up and I look cool doing it (imo) .
    My point was more how the two secondaries work, not that EM does not cause redraw. MM has more powers that you want to use at random times in the fight (ranged aoe, etc.), whereas EM's are used either before the fight (Boost Range and Build Up) or chained during a fight (melee attacks).

    That's just from what I see of the powers and how I work with them in a fight, and I do have characters with both.
  10. Grey Pilgrim

    DP/??

    I personally don't like pairing MM with weapon sets because of the redraw. It sounds weird at first that I like EM with it, but EM can chain well with itself, or be used before a fight. MM doesn't work quite as well like that, at least in my experience with it. But go with what makes sense for you character, that's what matters most, I would say.
  11. I think all pet AI is borked right now, where they really want to close to melee, for whatever reason. Gun Drone is no exception to that. I do wish they would fix it, though.

    And while I love all the new endgame stuff, it'd be nice if some time was devoted to power tweaks and such... I'm sure we'll get some with I20, but we don't get that in previews, usually.
  12. Quote:
    Originally Posted by Elegost View Post
    Sorry for not being there for the Yellow Spike Team. I was an hour away from my computer when Bro texted me, asking if I was anywhere near home :/
    Glad it was a good raid, anyway. Everyone being +1 seem to make any difference?
    I didn't notice this raid being any easier or harder than two weeks ago. Usually seems to do with how many of each AT you have, type of players, etc. Yellows were dropping faster this week than blues, but the week I brought a Blaster, we dropped the blues faster than the yellow team was clearing theirs (not saying this was all me, just that it can be different depending on team makeup, heh).
  13. Eh, things should be fine if a team is communicating. If you are receiving warnings, you just need to back off, and someone else will get aggro. When I'm the only Tank on a team, you do have to keep taunting an AV to keep them focused on you. Gauntlet and your aura aren't going to hit them automatically, so you can lose it if you are not careful. If you stop hitting and taunting, and move away from the target, I would think you could get Siege or Nightstar to focus on someone else. If you have another tank or brute to work with, it's even easier.

    Because Scrappers have auras and do damage up close (some Stalkers, too), they're usually second up for aggro behind tanks and brutes, so I would think you wouldn't have too much danger from the aggro flying to someone at range, who may or may not be able to handle the attention.
  14. Never been part of the taunting crew, so it was fun to see that side of things. Got my Invuln/Mace to a Cardiac Boost tonight in part thanks to the raid, so that was great. Well run, and fun to see everyone working together. It's almost... too smooth!
  15. Quote:
    Originally Posted by Mental_Giant View Post
    Based on the response to your thread, GP, it does sound like Sequestration is aggro based... so Brute and Tanks are hosed, and if you don't have anyone with Taunt or Taunt-generating attacks things get very interesting.
    Yeah, I at least got some info, despite the winky police going in there to provide little of value to the thread, as usual. *sighs* Thanks for your info too, KT. I think I'd want more than one aggro management person for that raid, from the sounds of it.

    So yeah... I think you're taking the wrong direction with it, MG. By the sounds of it, you want more aggro management characters (they're not, as you said, "hosed"). You don't need to, but it's easier to deal with the sequestering if you know who is going to be hit by it.

    The prisoner escaping portion seems a little weird to me, since all those bosses ignore control and aggro characters unique abilities. I guess everyone needs a place there, but I hate seeing encounters that really negate things (hate the +40 resistance that can ignore holds, same thing for ITF characters, etc.).
  16. I'm starting to feel like we're going in circles... probably because we are. To sum up again, depending on your build one alpha or another is going to work better for you. I can see Spiritual being best for Dual Pistols because of HoB and to get Build Up (since you don't have Aim) back up sooner. That's what my Dual Pistols Blaster is going for.

    Musculature can be a nice boost as well. For Blasters, it lets them do even more do damage, something that they want to do. Depending on your build, this might be appealing. Basically, you have to look at the numbers and see what you want. For my En/En, he gets to do a good chunk more damage all the time with Musculature, rather than having Build up and Aim recharge six seconds faster with Spiritual (something that really won't help his performance). The way was clear for him.

    I'm not selling snake oil, just telling it like it is. Find what works for your characters build. That's the way it's always been.
  17. Grey Pilgrim

    Archery/Dev

    Do you have Aid Self? I added that in for my Arch/Dev, which helps: there is always some damage that finds its way to you. I like to use it and save green inspirations for mid-fight healing.

    After that, it's kind of up to you. Teleport friend can usually be helpful, especially since your character can be easily set up to stealth missions. If you have some ancillary powers that will be useful to tap, go for that (I think I'd go for those over Tough, unless you want a resist power for a Steadfast +def earlier in your career).
  18. I suppose I should check in the I20 preview forums to be sure and ask from people actually seeing how the mechanic works.

    However, what you are suggesting throws current aggro rules out the window, MG. If Nightstar and Siege pick a target at random, how are you going to shift their attention? What would be the added benefit of random target selection, something that throws out how CoH works and how people are used to things working (and like we need a third system of rules for CoH, PvE, PvP, and now... raid aggro?).

    I guess I'm not seeing what would be more fun about sequestration being chosen randomly, especially given there are specific ATs that are supposed to manage aggro more than others. I'll go ask in the I20 forums, but I'm hoping this isn't some new system, just a wrinkle in how the current system works.
  19. Assuming Ryxx quoted someone in the know, this is what made me worried. "• Nightstar has the ability to sequester her target. Her current target is issued two warnings that they are about to be sequestered, before the third warning locks down the target and all who are nearby. The only way to prevent this is for someone else to draw her attention!"

    Her target, assuming that these raids do not monkey with CoH's aggro rules, will be the person who has her aggro. So teams are going to have to juggle her aggro, or find a way around the sequestering by using Tier 9s, Hibernate (if that works), etc. I'd probably prefer to juggle the aggro... sets with Tier 9s that crash are a pain. WP might be in the best spot, with that angle. I don't think I'd want to rely on Shield's tier 9 if I'm held, though.
  20. Quote:
    Originally Posted by EvilRyu View Post
    And thats why I am hoping alot of stuff gets changed since he was too scared to fix stuff the way it should have been fixed. Dim shift needs to be taken out of the game and all powers similar to it. Its the one power in the game that does more harm than good on a team. Just remove it and put worm hole in its spot and create something else for lvl 26. If this was done then I would totally play gravity to 50. The reason I cant do it now is because I do not like having no real aoe control for 26 levels. To me thats just retarded to make a powerset suffer thru that, I dont care how good the damn pet is.
    You're acting like the cottage rule is all on Castle, rather than an overall developer philosophy, which it was. And it's not like the cottage rule doesn't allow for some fairly big changes. Defiance shifted quite a bit, Stalkers were revamped, Vigilance changed in functionality quite drastically, KO Blow, Clobber, and Cobra Strike went from mez focused powers to damage with a mez bonus, etc.

    The cottage rule creates and calls for consistency on the developer's and player's part. Your power that you like isn't going to suddenly do something completely different. It also accounts for player diversity: whenever the devs have tried to change something significantly (take powers out of ancillary pools that "no one took"), etc., people got upset. There are those that did not like the change to Clobber because it no longer stunned for a long time. I can appreciate that, even though I'd rather War Mace does the ST damage it needs to be able to do.

    It's a good middle ground for a development philosophy. I didn't agree with Castle about everything (he took way too long to fix burn and other Fiery Aura issues, and he let Kheldians sit on the shelf too much), and I'm curious to see how things will be different with him gone, but most of his overall philosophy made the powers in our game what they are: and they're mostly in a good spot. I do not want to see the cottage rule go away, and I doubt it is going anywhere, as it's not just a Castle thought.

    Now, changes to Gravity Control within the cottage rule? Yes please, the set needs some tweaking. I'm interested to see what an happen within it: Fiery Embrace and Burn had some great changes within that "terrible" rule.
  21. Quote:
    Originally Posted by Mental_Giant View Post
    Taunt isn't the only way to get aggro, you can always just plain ol' attack. Think of a team of Blasters juggling the aggro... no Tank needed.
    MG, you do know how the game is ostensibly set up, right? I mean, I'll tank on my Blaster if we really need to, but other ATs usually handle that job better, and I'm sure the encounter is set up to let everyone have a part. Or so I would hope the developers are thinking: if the proper response to this is "don't let the brutes or tanks attack the AVs," then I'd seriously wonder what the developers were thinking when setting this up.

    I'm sure it'll be able to be figured out, but it is a little bit annoying when I first read about it. *shrugs* Probably just a matter of timing with teammates, when to start taunting and attacking, and when not to. Auras might make it trickier, though, especially for sets that get survivability from them. GP doesn't necessarily need his aura going, but Invulnerability and WP characters are certainly going to want them running in a big fight like this trial.

    Anyway, the whole setup will take getting used to... they say most groups should be able to make it through this trial, yet teams running it on test are certainly having a hard time of it (and I'm going to guess most of the players trying aren't absolute dunderheads). There's an odd balancing point with it all. Makes me glad I'm not a developer... I have to worry about enough stuff with balancing in my writing.
  22. Quote:
    Originally Posted by Satanic_Hamster View Post
    I could go either way. It's nice for AT variety but less of a pain in the *** to just start red side.
    I'd be fine running in Praetoria, even though my Corruptor is already redside.
  23. Quote:
    Originally Posted by _Elektro_ View Post
    But before you make that decision Mr.Pilgrim, just do me one favour.... (if you haven't already). With the assistance of Defiance, watch your damage meter ramp up.... as your attacks start stacking, watch how much 'bonus' damage you can do on your own.
    Elektro... you do know damage can stack, right? I mean, maybe I'm having a Friday night brain glitch, but I'm confused as to how slotting a damage alpha (which increases damage in slotted powers) is not going to stack with Leadership toggles and Defiance.

    I know damage can stack from all those sources... why would you say it's not a good thing to stack even more damage on all that?

    I keep saying this is on a per case basis (so the faster nuke blaster sets might prefer using Spiritual, which my Archery Blaster and eventually DP Blaster do/will), so don't make out that I'm saying it's Musculature or bust. I am saying Musculature can be pretty nice if you want to leverage it: especially for a Blaster or other higher damage mod ATs.
  24. My main worry about sequestration is that aggro isn't really a toggle you can turn off and on... sure, you can play with it, but it's not necessarily that easy to shift things to another target if you're a tank. I can only figure that if you had two tanks, you'd need to switch off taunts, and not attack too often to keep this somewhat controlled. Or find some way to get around the whole process.