Grey Pilgrim

Renowned
  • Posts

    3998
  • Joined

  1. Quote:
    Originally Posted by Satanic_Hamster View Post
    Yeah, curious if that's bugged. Was forming up a Hess TF on a level 50 a few nights back, waiting for people to zone. Teammate started whacking wolves half way across the zone and I had two tips drop from that.
    No, from what I've seen about it, any opponent can drop a tip, even if they're gray to you. It's not salvage or anything, so it's not like they want to keep you from getting tips... by all accounts, they want you to be able to get these fairly easily.

    Quote:
    Originally Posted by Minotaur View Post
    The trouble with A-merit farming is that occasionally you just get no tip drops.

    I went 2 hours and a 4 figure body count before dropping the extra tip for my morality mission on Sunday.

    I don't think buying purples with them is sensible, but if you can run them decently quickly, spending an hour or so to generate one A-merit and buying a 1 merit recipe that sells for 100M+ is very viable. Kinetic combat dam/end was the one I had in mind, but there may be others.
    Most of the marketeering types I saw posting seemed to think this would affect "regular" recipes, but not Purple or PvP recipes due to the cost, which makes sense. I'll probably do these from time to time since it is nice to be able to buy an expensive recipe with an A merit, but I'm not going to focus on it too much.

    The tip drop rate is kind of weird... I have them drop all the time. Usually have a few drop in just one mission, though sometimes it gets as low as one. I suppose one good thing you can do about this is team up with others, and that way you can run someone's tip mission.
  2. They're both pretty good for AOE... I could see end recovery being helped slightly by the attacks from Electricity, but it wouldn't be too huge.
  3. Yeah... I'm thinking they had some goal in mind when making the adjustments. Call me crazy.

    As it is the adjustments were somewhat minor and helpful in some cases. Pretty nice, considering. I like how Fury is easier to maintain, etc., now... but I know not everyone will agree. Change isn't always liked.
  4. I personally like the look and setup for the set. My Scrapper isn't too high level since I have a few new characters with Going Rogue, but if you look at the damage of the set and other threads discussing it, KM is pretty solid for damage, though it is more focused on single target damage than AOE.

    Repulsing Torrent is kind of crummy, though. Still not sure how KB was seen okay on a melee set. Still, it works overall from what I can see and what I've read from the more mathematically inclined types on the forums.
  5. Quote:
    Originally Posted by Techbot Alpha View Post
    I'm guessing you mean 'design a future, Going Rogue linked character'. Since, y'know, GR is already out

    Still pretty neat.
    Oh, and; Devs hate EU!
    Yeah, can't they stretch to help out the EU types? It doesn't affect me, but it does seem kind of unfortunate that all these contests are NA only.

    Anyway, the contest seems neat. I'll be logging into MMORPG.com to up my chances!
  6. Ugh, this debate over whether 4 points is enough or not is pointless and clouding the issues. However you get around the KB hole, it's a hole that FA and DA have to fill (unlike all the other defensive sets), AND NOTHING ABOUT THOSE SETS MERITS HAVING SUCH A HOLE TO FILL.

    Sorry, had to put the caps in to drill it home. It's just that simple. There aren't good balance or thematic reasons to keep the hole there, and it's a detriment to both sets, no matter how many ways there might exist to get around it.
  7. Boy, people can be hilarious on these "replacement" issues. Stalkers are too OP'd compared to Scrappers. No, vice versa. Scrappers are better than Brutes, no, it's otherwise. Brutes are too unbalanced compared to tanks, yada, yada, yada.

    There's probably room improvement, I guess, but the supposed shortcomings are never as great as people try to make out.

    As for Stalkers, Test Rat, we know your line. You hate how Stalkers are and somehow have the worst in game experience with them. Whatever. I think you need to start finding new people to play with, as Stalkers can add to a team's damage just fine and shouldn't be excluded at all... and I don't see them being excluded. Your bad experiences don't make the AT itself bad, however.

    Stalkers can stick and scrap just fine... about the only thing they need is an adjustment to their HP cap, as that was not changed when their base HP was nudged upwards. It's a little unfair to some sets or the buffing they can receive.
  8. I think you'll be okay unless you respec... then it won't let you slot them anymore. That's how it has worked the few times they changed what enhancements a set would accept, anyway.
  9. Guess I've been getting unlucky with my level 50 tip missions... they usually take me about 15-20 minutes. I suppose I have things set at non-optimal speeds (think I have GP at +1 or +2 and x3-4 mobs), but he's still looking for his damage and influence badges, so that's fine by me.

    On small teams it's gone about the same length... most of mine just haven't been that short: lot of mobs and I've had to clear through most of them.

    Anyway, I can see people getting bored of these... they're a little better than radio/paper missions, but they're not that involved. I'm sure it will still be easy to find teams for the merits or for sideswitching, but I dunno. Farmers be crazy, anyway. I start going nutty if I see too many of the same maps or foes, let alone not progress in a story of some sort.
  10. Ambushes don't always seem to spawn right anywhere. They were okay on the Silver Mantis I was on Saturday, but it's not uncommon for there to be bugs where they show up all at once.

    My Blaster did okay against some PPD ambushes in his warden story arc the other day, but they did come on top of each other a little bit too much. Basically defeated one group of three only to have the next three racing around the corner already. Not sure if they can do much to make those work better, or not.

    I personally like ambushes, but some of the more recent uses of them seem to heap a few too many on you at once. Think I've had a couple team wipes at the front of city hall with the first part of the new Posi TF, and with players that are capable and know what they're doing.

    Ghouls are probably my new Vahzilok for Praetoria... they're creepy and rather annoying to fight. KB and that aura heal just make them a pain. They didn't seem too bad on Isos last week, but soloing, that heal just stinks.
  11. Quote:
    Originally Posted by Rangle M. Down View Post
    Personally I wouldn't get into a debate with the number crunchers knowing their history and accuracy concerning how much damage a set may, or may not be doing. I'd lose that one and I have no doubt that they are correct in their analysis. It just doesn't change my perception.
    For what it's worth, I'm just discussing KM (though I think it probably would sync up decently with most sets pretty well). I'm also trying to say if you know the numbers add up... you should try to let that affect your perception, right? Hate to see you not liking a set that you think doesn't do good damage when the numbers say otherwise.

    But hey, I can understand not liking a set on a feeling. I like Warmace more than Battle Axe even though they're not very different, for instance. And though I do like Dual Blades, I enjoy Fire Melee, War Mace, and SS more, even though it balances out by the numbers.

    I also agree with the Gauntlet stuff... think the proc just works on what the attack is hitting, not Gauntlet itself. From what I remember, anyway.
  12. I've seen threads with people complaining about how hard the Praetorian mobs are, but... I don't find them to be that hard, just different. Usual issues of not getting too much aggro and being careful still apply, like in older content. You can get over your head with Trolls, CoT, or Lost if you aggro too much at once.

    Ghouls casting that healing aura when they die is a little annoying on a solo Blaster, but I've adapted to that okay.
  13. Quote:
    Originally Posted by Elegost View Post
    we'll likely make this a weekly thing, so those repeated attendees can have IoPs all the time!
    Hmmm, so it sounds like you need to do some on Saturdays so I can join in!

    Do you really need prescribed teams this much? Seems a bit annoying if you need to have that many spots for colds and rads only.
  14. Quote:
    Originally Posted by Smersh View Post
    Now, if your guide is strictly concerned with "how can I keep the mobs in RttC so that I can maximize my regeneration," you have a point. Otherwise, it's just a matter of learning how to use the set's strengths to your advantage. A knocked-down enemy is not hitting your team, a stunned enemy is not hitting your team.
    Even then, I don't really see how KM makes for issues keeping mobs in range of RTTC (or any more than other attack sets). KD a mob, and they're not going anywhere. Stun is the only objection I can think of, and that's mostly because of most people believing that mobs stagger all over the place at sprint speeds (or faster) like they used to. Usually they' stagger within melee range, and if they happen to move out of it, you should be able to move just fine.

    I have a lot of characters with Stun in their attacks, and it's not an issue like it used to be at all. Repulsing Torrent is the only real issue, but its numbers are so bad at this point most should avoid it anyway.

    Quote:
    Originally Posted by Rangle M. Down View Post
    I like the animations. The audio, for me, leaves something to be desired. The damage doesn't feel like it's all that great compared to other sets available to tanks. I know the number crunchers will say differently, but that's how it feels. As someone who has a lot of fun playing an nrg/nrg blaster, the kb on Repulsing Torrent is just too inconcistent to provide the mitigation I'd want it for.
    Not liking a set I can get for its looks or feel. But this... confuses me. You acknowledge that the numbers for the damage will say otherwise (unless you're trying to say the number crunchers make stuff up for some reason... and you don't seem like someone that would argue that), but you still feel like it's not good? Even though it works by the numbers and isn't a bad set?

    Or do you just not like sets that are more ST focused? Again, I can certainly understand that. Just not an argument that the animations take too long or its damage is meh (though it is a weaker AOE set for sure, it's still better than EM in that regard).
  15. Hmmmm, so they moved my night class around to being on Tuesday and Thursday nights, so I should be able to come most Wednesdays this fall. Nifty. It makes more sense to schedule it then, but I never thought they would do it, heh.
  16. Quote:
    Originally Posted by Pitho View Post
    The whole gathering energy animation KM has takes about as long as other powersets take to throw a punch.
    Not sure, but are you trying to imply that the animations are too long... that the gathering energy part is as long as the whole activation for other attacks? If so... KM's animations are shorter than a lot of standard attacks (first three are all faster than Mace's first three, for instance). And Focused Burst is a faster AOE than most AOEs out there: all of Fiery Melee's take longer.

    Look at the numbers, and you'll see that animation times are on par for KM with other sets.
  17. Quote:
    Originally Posted by Lillika View Post
    I believe it has been repeatedly refuted that KM is slow. Those who do numbers (not me) came to the conclusion that it is infact a quicker set than it appears and lands on the slightly above average part of the speed scale.
    If you look at the animation times, they're not that bad and work pretty well. I'm not even sure what people are going by with "gut" feelings, either, as my KM Scrapper doesn't feel slow, either, even if he is a lowbie.

    Quote:
    Originally Posted by Heraclea View Post
    If somebody disagrees with this assessment, I'm sure they'll let me know in quite forceful terms.
    I'd only disagree with you on the control aspect. It does mostly KD and Stuns, which work well on Mace as well. The effects happen fairly often with the first three attacks, too. So I think it works pretty well in that regard. Damage doesn't seem like it would be that bad if you don't mind focusing more on ST... I know I don't on my Scrappers, as I have a MA scrapper already. Don't mind it much with Energy for Tanks, either (and KM is better for AOE there at least).

    Repulsing Torrent is just... bad though. Bad damage, not reliable enough of mitigation to warrant the lower damage, and KB is bad on melee characters. Not sure how this was seen as good after all the work the devs did changing numerous powers from KB to KD for melee sets.
  18. Quote:
    Originally Posted by Major_Force View Post
    After running with ISO's Wed, I have no contacts. Can't do any missions. Didn't realize I could outlevel everything at level 8 :-p
    You should have a main contact with the resistance or praetorians that you can talk to and get you going with a new one. Level 8 is when they introduce you to a new set, actually.
  19. Darn you people raiding on Sunday nights! Why don't you ever want to give it a go on Saturdays?
  20. I know, I saw that in the other thread you put it in. Not sure how one of us posting about it matters and how NCSoft could in any way be liable for it, since we do not represent them. Especially when they're advertising for the same thing. Oh well.
  21. Yeah, my lethal damage characters love fighting them because of their weakness. I also don't mind fighting them on characters with good defense (or end recovery tools), as their end draining doesn't bother them. Defense also helps with the hasty debuffs the bosses and some of the lieuts can toss out.

    Biggest thing I can find frustrating with them at times is their -to hit. Some of them have debuffs that can toss it out, and a Master Illusionist's Dark Servant can flatline your ability to hit right quick if you don't drop them (sometimes falling back a bit can help there).
  22. Quote:
    Originally Posted by Jaxon_Kain View Post
    The ability to chain an attack after EC with the increased crit percentage is just awesome. That along with the change to Cobra Strike really make the set feel and play the way I pretty much always wanted it to play.
    Yeah, it's nice... I just would like another half second or two for server hiccups and powers not activating as they should (I'll sometimes have a power queued up only to have it not fire off, etc.). Anyway, I thought MA was great before this, and the changes pretty much rounded this off. Don't like that Cobra Strike lost its 100% chance to stun, though. I thought EC had its stun chance changed to 100% to work better with CS, but perhaps not.

    I liked being able to have a guaranteed boss removal, especially ones with annoying Tier 9s like Paragon Protectors.
  23. Quote:
    Originally Posted by StratoNexus View Post
    I believe the KB hole is an extremely minor issue for FA when discussing high end survivability builds. FA has significantly more serious issues in that realm of play than the KB hole.
    And FA has less room to deal with those serious issues because of the kb hole. It's a debuff to the set that is a distraction and isn't warranted given how the set is designed/balanced with the game and other sets.

    And if there are serious issues it needs to deal with to be survivable and dish out the damage (and I do agree with this), than having to deal with being KB'd is a concern: especially since part of FA's survivability is a click heal that you can use about every 20 seconds with slotting.

    It's not really a minor issue, even if there are things that you can do about it, and even if you want to argue it's minor, we go back to the point I keep beating on. Nothing about FA or DA screams "overpowered" so much that having a KB hole is warranted. They have other pros and cons already, get rid of this random annoyance.
  24. My main issue for runners is when bosses or even archvillains do it. Nothing makes an epic fight feel meh like your big bad opponent running like Sir Robin.

    I don't really have too many issues with mobs doing it, as most mobs don't get to run off when I'm soloing or teaming. I either don't run into the problem that much or I drop them in time. I'm pretty fast and flexible as a player, though.

    But it is an issue, and something odd with the mob AI that really should be looked into. We had that one thread stickied in Player Questions forever about it, so it really should be a priority to do something about.

    I do think we need more maps and tilesets, even if CoX is better or on par with most MMOs in this regard. We should blow them all out of the water, especially with how long this game has been around. Content (story arcs and TFs) and maps are a big need for me in game right now, even though GR has tickled this for me some (though a lot of the sewer maps are being overused, even if they are cool).
  25. Never had it happen in the 14 or so I have run, but good to know. Will definitely want a fix, though.