Grey Pilgrim

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  1. Grey Pilgrim

    Ninja Run combo

    I usually grab Hurdle, since Sprint already boosts your run speed along with Ninja Run, and you need more vertical movement (sadly, there are still times where I have to break out a flight pack or something to get where I'm going... Grandville being the worst offender for this). Hurdle + Ninja Jump will take care of most of your vertical movement needs, however.

    Most of my characters have Combat Jumping, too, and Hurdle plus that make for nice movement when you're in combat as well.
  2. I've been a little confused with how you go "undercover" in Praetoria. I recall Marchand and Scott mentioning it, and I see the option pop up periodically to tell about a plot in progress to the other side. However, I've never figured out how to go undercover... did I select a wrong option with Marchand or Scott on my existing characters? Or is there some other way to go undercover?

    Also... I have a Blaster at 14 who has run through all his Warden contacts, and seems to be only able to run Crusader contacts now. Is there a way to get him going on some undercover Loyalist missions at that point? Or heck, even Loyalist? This guy is a former PPD officer and he's been asked to "collect" some PPD officers for a herd of ghouls this resistance guy has gathered... and he's going to use them for food (not sure why a steak won't work, but whatever). I personally find it repugnant, but my character would definitely be against it, too. So I'm wondering what his options are at this point.

    I know he could probably join a team to make it to 15 and get a new set of contacts, but I've been playing this guy at haphazard times when teaming isn't always the easiest for him. And I am wondering about what options there are that I may be missing with how I've been running.
  3. I'm out for Tuesdays this semester due to my teaching schedule, but I know there were a couple on Victory that were hoping you all would come back. Just know this from what some people have said to me, but hopefully you would have a good turnout.
  4. I tend to run in no matter what, even with my Blasters (though it usually helps to open up all out sometimes with a Blaster). It's a bad habit. Usually I'll adjust after a little bit when playing a new character (after coming from one of my higher tanks).

    Doesn't help when I team with people that are too hesitant, either... I don't like holding back!
  5. Grey Pilgrim

    RTTC - Change?

    Quote:
    Originally Posted by Call Me Awesome View Post
    I was comparing mentally the auras on the sets... you're correct that the other tools are the same no matter what primary you choose so I did overstate it comparing set to set. Comparing aura to aura it's an order of magnitude weaker but I'll admit that a WP who aggressively uses all his other tools is better than that. I was painting with too broad a brush there and I'll apologize for that.
    Okay, but your other post comes across a little strong and really down on Willpower the way I read it. Sorry. With the rest of what you say, you're still a little bit too down on the set. Willpower plays differently from other sets and is pretty strong. And with your zealousness for tanking, you probably won't notice the weaker aura. But hey, play what you like.

    I would say that the rest of what you said holds true for why there should be better documentation about how strong the taunt aura is, as that would help. Though if they're a bad tanker, they're almost as likely to not grab their shields or grab a ton of pool powers... like that one terrible Fiery Aura Tanker I ran through the Frostfire mission with. Oy.
  6. Grey Pilgrim

    RTTC - Change?

    Quote:
    Originally Posted by Sailboat View Post
    Fiery Aura Tankers get knocked back, which can be counterproductive to people's ideas of fun. Invulnerability Tankers have trouble with Psi (and sometimes even other exotic damage types), which can be counterproductive to people's ideas of fun. Dark Tankers can have stunned foes wander off, which can be counterproductive to people's ideas of fun. And so on.

    I'm trying to understand why Willpower should get special treatment.
    I would more say that Fiery Aura's weakness is no inherent defense and lower resists, to make up for the higher offensive capability. KB seems above and beyond that to me, but... yeah. Already had a long debate about that with Strato on the Scrapper forums and don't feel the need to get into it again.

    And no, Willpower doesn't need this at all. Not sure why people think it's so bad... earlier, it was compared to Invuln... which is a pretty good tank set. I'd say WP is better, as it really doesn't have many holes. Alpha strikes, maybe, but you can build for those a lot easier than Invuln can with some of its holes, especially Psi.

    Quote:
    Originally Posted by Call Me Awesome View Post
    Maybe because a tanker's primary purpose is to gain and hold aggro and it's an order of magnitude worse at it than any other tanker set? As things stand I have no interest in playing a WP tank and I certainly won't trust one to hold aggro on a team.
    Okay... you're a little far gone with this one. I know you can Tank well and know Invuln like the back of your hand, but Willpower is a very strong set. And it does not have issues holding aggro. I know you don't need the tips in my guide to Tanking, but if you do those (get in the mob first, attack frequently, use Taunt as needed), WP has no issues. I mostly teamed with my WP/DB from 1-50, and he had no issues, no matter the team makeup. I was more aggressive with my tanking, as I knew the weaknesses, but I didn't have any issues.

    I'm zealous about protecting my teams, too, and you can do that fine with WP. It's cool if you don't want to play the set for whatever personal reason, but don't oversell its aggro capabilities.
  7. I still have to update my guide for the new I18 changes to Fire/Fire, but my defensive Tanker build is still what I'm basically using. I just dumped out Combustion for Burn, and put an extra slot or two in Scorch to take advantage of the new Bruising effect (never liked how under-slotted it was, either).

    I got about 22% defense to Psionic, and 12-15% resist, I think. Between that and Healing Flames, I don't mind the Carnies too much. Use Combustion against a full mob before you fight them (when your end is somewhat lower), and their end drain doesn't hurt too much. Especially if you have some defense like I picked up.

    Defense is really the big thing with Fire/Fire, and +recharge. You get Healing Flames up sooner but need to use it less often, and you don't get hit by every stinking debuff that is out there. Yes, -defense debuffs will take it away, but it's there for a bit with them, even. With the defense I do have, I often don't have to run with Tough on, unless I'm facing some, well, tough stuff.
  8. Grey Pilgrim

    Themed STF?

    Quote:
    Originally Posted by Elegost View Post
    she must not know how good /regen is. Clearly she meant /fire.
    You cut me real deep, Ele. Real deep.
  9. Grey Pilgrim

    Themed STF?

    Yeah, it'd be fun, but I don't know if I'd be able to be on long enough to get it done. I'm guessing it would take in the 2-3 hour range to do it without debuffs. I know getting the right inspirations and temps would help, but still.

    And why are you knocking Regen Scrappers, Penny? Mine is pretty darn good!
  10. Grey Pilgrim

    Party Pack?!

    Yeah... I'm guessing they lowered the price since it's only animations, but... it isn't much. I'm never going to buy just emotes, even if they are cool looking. Needs to be rolled wiht with more stuff.
  11. Quote:
    Originally Posted by Kidou View Post
    To be honest, I consider taunt to be largely useless. Punching them in the face has the exact same effect.

    You don't even need to control EVERYTHING onto you, just the most threatening mobs. That minion and/or Lieutenant probably isn't going to kill that Controller, Blaster, or Defender.

    At any rate, tanks can punch the crap out of stuff and still do their job thanks to Gauntlet. Maybe my Inv/DM spoiled me, but I've never had more than just a few minions run off, even after the blaster unloaded everything he had on the group.
    You're missing out on the bonuses of Taunt. First off, it's very useful in encounters with AVs. Even with my aura going and attacking full bore, I have had AVs and GMs turn away from my Fire/Fire tank to go after someone else. Taunt prevents that from happening.

    It's also useful for when your to-hit plummets and you can't land a punch. There are times where this happens and it's very useful to have (my Kheldian in Dwarf form was missing Taunt when he was trying to tank Nosferatu for his team).

    Plus, Taunt is ranged and it has a -range component. You don't have to run to the mob, and those mobs that like to shoot at you from range will usually run up to you once you throw Taunt at them. I miss having Taunt when fighting those mobs on my Brutes or Scrappers.

    I don't really think it's worth fitting in to your build until your 20s or 30s (especially if you are using your aura and Gauntlet well, among other Tanker tactics), but it IS worth picking up at some point, even if you're going to mostly solo.
  12. Quote:
    Originally Posted by Heraclea View Post
    Regeneration is distracting; rather than setting priorities about which enemy to go after next, you're monitoring your health, wondering if any of your click powers are close enough to recharge to take on another. Given the many spawns that can two or three shot you, and the increasing tendency to rebalance attack sets around animation lag, you may not have the manual dexterity, the ability to wait out the animation, or the latency to react before you're dead.
    See, that doesn't really match up with my experience. Yes, you have to use your clicks well, but that's not really any different from deciding what attacks to use. Plus, it's not that hard to get a decent amount of defense or to even just grab Tough and be a lot more survivable. I had a short range in the mid-20s where I was having issues with mobs defeating me before I could pop a heal in time, but that disappeared once I grabbed Tough and IH. And now, I can usually just have Weave running (I'm at about 20% def to all positions) and ignore Tough, unless I'm facing something rough or really up my difficulty.

    I'm not running +2/x8, mind, but he's not close to +0/x0, either.

    I suppose someone could argue that they don't want to have to take the fighting pool, but I think WP is a bit too squishy for my tastes without it as well. It does not like alphas, either.
  13. *sighs* I even asked if you all were full or whatnot, heard nothing back, so I started up my own Citadel. You're so mean, Masque.

    And my Stalker totally has some Achilles -resist procs slotted... I'm as good as some lame rad support character! Guess I need to get my Ice/Storm Corruptor up to snuff redside so I can be called upon when needs are dire.
  14. Grey Pilgrim

    Box Collecting

    Problem for me with some of older PC games is that they don't work any more with newer versions of Windows and that other software they use (I'm a bit under the weather, so my memory is not recalling the software that syncs up all the different systems that games use). Can't play Heroes of Might and Magic any more (the classic oldies), and my CDs of the X-Com series don't work anymore. Found a separate free DL of the first game that works, and I figure that's okay since I have the CD: it just won't work anymore.

    Not sure if my Myth II CD will work anymore... but that was a great game that I still have. Wish the first KOTOR would play nice with newer systems as well. *sighs* That's the main bad thing with PC games, I have found. With the Wii and PS2 we own, I can play a lot of classic old games and new ones. Good stuff, there.

    Ryxx, I don't like buying games digitally, as I have way too many annoying issues with having to sync up digital copies of files (iTunes, games, etc.) when a computer or a hard drive bites the dust or I get a new one. So I have the CoH box from when it first came out. I used to check out Gamespy a lot back when it was a good site and had some good forums, and one of their best reviewers/writers was talking about CoH via previews and then reviews. Sounded perfect for me, so I gave it a try.

    Grabbed the CoV box once it got cheaper and basically got the game for free when you counted the free month with it. Grabbed the Architect edition with some Christmas money this year so I had a newer disc to install with, and also for the Cyborg pack that came with it... lot of free stuff with that one. Then I just got the GR pack at the place that I cannot mention for the price that I also cannot mention.

    I often throw away boxes, but I think I've held on to my CoX ones for some reason.
  15. I have also had longer missions where I had to free two hostages way in the back that also spawned ambushes, and so I had to clear most of the map (I always do since GP doesn't have stealth, but you couldn't have avoided clearing much of the map with that mission no matter what). You couldn't do that one in 5-10 minutes at all, and there was no way of really knowing it would take that long from the descriptions I was getting. I suppose you could try to cherry pick your tips like a newspaper or radio, but I haven't really noticed an easy way of figuring these out. Would you be able to get more than 5 tips during one session, anyway?
  16. Grey Pilgrim

    RTTC - Change?

    Quote:
    Originally Posted by New Dawn View Post
    I don't doubt it. I don't doubt it with most forumites. Would not RTTC be better with a slightly longer duration so that taunt is not so much of a needed power? If it doesn't make a difference to good players with good builds then would it not be more fun and paceful for players teamed with bad Willpower tanker players with bad builds if Willpower kept aggro longer?

    It's not penalizing Willpower players who don't care.
    Regardless of whether the player is good or not, a powerset has to be designed with its overall capabilities in mind. The devs would be foolish to do otherwise. I did note earlier that there should be better documentation from the powers that the taunt aura is weaker. Sure, you could compare numbers from real numbers, but I don't know that this would be clear enough for most players.

    Other than that... Willpower needs to have something not going for it. It has a lot of bonuses already without much holding it back.
  17. Quote:
    Originally Posted by Noyjitat View Post
    So what about the really stupid runners like warwolves or Cabal witches? I've seen them run the minute a single debuff hits them. You can't immobilize them or slow them with slows either. And they tend to run great distances across half the map sometimes in the outdoor maps. Or some AVs like the clockwork king will do nothing but run.

    The enemies should be more aggressive and less likely to run from every little thing that hits them.
    These have been discussed in the thread. Cabal are set up to retreat a ways and fire at you: they don't really fun away. This is different behavior than other mobs that run. Same thing for Diabolique. For Warwolves, they tend to run all over but they do throw things at you and dash back in at top speed, so I think that's the way it's supposed to be. It's frustrating, I suppose, but very characteristic of the mob. As I said before, I don't mind that kind of behavior from some mobs... it's when they're all running that you lose the uniqueness of these types.

    Castle, I should add that there was an issue... maybe I11 or I12 (back when the massive thread in Player Questions started: "Mob AI: Run Away!" or something like that) when enemies running seemed to get really bad. It happened before that issue, obviously, but it started happening much more often: enough so that a lot of players started talking about it and the aforementioned thread was started.

    Between that, common player posts, and this thread, I think you have a strong indicator that perhaps the AI for mobs running is not working well, and even if it is WAI, it would be a good idea to revisit it. Not to get rid of it, but to make it work better and be less frustrating for players.
  18. I kind of... have to go with the villain in the newest Star Trek film from JJ Abrams. The story needs him, obviously, but he just sits there and looks brooding, then moves suddenly and stabs people or blows up Vulcan. Sure, there is a barebones motivation given to him, but he's just not given enough screen time to feel villainous. Want a good villain? You have to make him one: not just give him some quick mean things to do. I'd say the same for Sephiroth... I had none of the same loathing for him that I had for Kefka or Golbez from the sixth and fourth FF's, respectively.
  19. Quote:
    Originally Posted by ChrisMoses View Post
    It's a very long poem.

    I have it on my thumb drive... one sec... I'll paste...

    Disclaimer: I think I just typed all of this while listening to him read it on the "Stan Lee's Mutants, Myths and Monsters" DVD with Kevin Smith. So there could be slight errors and out-of-place or absent punctuation.
    Interesting. Not sure I agree with all of it, but it's well done and very persuasive. Didn't know he had done anything like that out of comic books.

    Hmmmm, for me... lot of titles.

    Death Comes for the Archbishop - by Willa Cather has always had a ring to it. Interesting book as well.

    The Great Gatsby - by F. Scott Fitzgerald this is a perfect title. Says something of his carnival like parties and his potential, but also has a ring of finality and ending to it, as well.

    The Death of Ivan Ilych - by Leo Tolstoy... encapsulates the basic concept of the short story and where it starts, but by the time you get to the end, the whole meaning of it has changed: for you have changed as well.

    Demons - by Fyodor Dostoevesky I had never heard of this book until I picked it up off the shelf, and the title just hooked me. The demons are infecting all the characters of the book and their actions, and it's a very telling account of humanity and pre-revoloutionary Russia.

    Nine Princes in Amber - by Roger Zelazny... I have to admit that hearing this one, there was a ring to it that made me curious to read it. Same thing for Night in the Lonesome October.
  20. Quote:
    Originally Posted by VoodooCompany View Post
    Didn't get any duplicates, but I got tells re-sent to me from yesterday, got kicked out of two global channels and lost a crafted IO I put in email just last night It's nowheres
    I sent a petition in, but haven't heard anything yet, due to the high volume of tickets about it, or so I gathered. Hopefully soon: had 5/6 crafted IOs of Posi set in there, and a bunch of level 15 accuracy IOs. Don't want to have to bid on all that stuff and craft it again.
  21. Does it not take PbAOE sets? If it does (I know the Tanker version does, as I picked it up again on my main, a Fire/Fire Tank), then you can get accuracy that way.

    But yeah, you definitely should fit this in if you can... my tank was good for AOE before with Combustion and FSC. Took out Combustion and grabbed Burn and... yeah. Makes the old setup look weak.
  22. I haven't seen the idea ever shot down, and there are plenty of ways to make such a set work. I have also seen a lot of interest in the idea. Seriously, je saist, you can state your opinion, but you state your opinion like it's the hand of god speaking and there is not room for debate. Ever.

    Personally, I'd love to see this. Blasters need another secondary, and I think this would be the best and most obvious choice to add in (not to mention that it should be fairly easy, since you could grab a lot of existing powers to make it work).
  23. Quote:
    Originally Posted by DarkCurrent View Post
    I'm going to go right to the heart of where I think this set is lacking and how it could be improved with a single power tweak.

    Poison Gas Arrow.

    Make the sleep just like the one from the new Electric Control set. It's a recurring sleep that lingers in a cloud. Anyone in it or who enters it will fall asleep, and fall back asleep after being awakened by damage as they reinhale the gas.

    Now you'd have an early game power that would improve survivability and capability whether it be Defender, Corruptor, Controller or Master Mind.
    I kind of feel like most sleeps should do the same, as they're fairly hard to use on a team, except in rare situations.
  24. Still think Eagle's Claw for Scrappers needs about 2.5-3 seconds to add a critical to another attack, as 2 seconds is really short, and a server hiccup or power not firing properly is asking for the effect to do nothing. The changes do help a fair amount, even though the set was pretty good before.
  25. Quote:
    Originally Posted by Oedipus_Tex View Post
    Earth/Storm Controller is also very powerful, although the first 30 or so levels are hard to solo.
    Yeah, depends on what you mean by powerful. This combo is extremely high in control and debuffs, as well as being very active. It's quite fun, and I love mine that I got to 50.

    Until you start getting some offense in the 32+ game, you're right, though... can't really solo much. After that, you can do it all, though a Dominator would do more damage. Kind of depends on what you want out of your character.