Grey Pilgrim

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  1. Grey Pilgrim

    Sooooo I18

    Quote:
    Originally Posted by Mental_Giant View Post
    Hey, GP: There's your new content: Tip Missions and CoP.

    Definitely not too exciting unless you're getting GR.
    ?

    Eh? You all were expecting I18 to be huge? There was a minor issue release with CoV, too. Going Rogue was always going to be the big source of new stuff this summer. Hopefully I19 won't be too distant this fall... I'm keen on exploring all the new endgame content.

    Anyway, Cathedral of Pain might be good, if it isn't too hard to wrangle a group together. Large group content generally seems to be a pain, though. The Tip missions sound kind of interesting as a feature. Nothing too huge, but they could be fun (especially if they're a little more involved than newspapers/radios).
  2. Quote:
    Originally Posted by Major_Force View Post
    I vote not to wait for GR. It does not currently contain enough to sustain a full ISO run. I find it unlikely they can release enough new stuff between now and August to fill the gap.
    ? Well, no, it doesn't have 1-50 content, but it does have some new stuff just the same, along with more powersets. We may bring in a few more people or have more interest if we wait for those things to unlock.

    I don't much care one way or the other. Isos tends to blast through content, so we wouldn't really notice much of the new stuff, I'm thinking. I'd rather work on my Grav/Kin Controller or something if we didn't wait, though maybe I could find another character that I enjoy if we waited.

    If we do wait, I like the idea of running Strike Forces and such. My villains are all merit-starved. I also wouldn't mind having my Corruptor or Dominator join a week or two. They're both in the late teen blues before Stamina, and I'd love to get them up to 20. So I guess I'm fine waiting or starting pre-Going Rogue.

    Didn't we have an Isos start that was near the beginning of an issue before, and people either re-rolled new characters or something? We could do that.

    FYI, I'll be out of Isos once September kicks in and my night class starts. I'll be able to play over the winter break again, but it's another night class in the spring, too. *sighs* So I won't be in for much no matter what we do.
  3. Quote:
    Originally Posted by Quantumizer View Post
    Really? A blaster? How does (s)he keep from being smashed to smithereens on the first hit? Stay out of range, and maximize range defense (with a liberal use of purples)? I assume only an MM secondary would work for a blaster. The other AT's have more -regen options.
    Depends on what you build for. I have an Elec/Elec with a good amount of Smash/Lethal defense, and he does just fine in melee (albeit he prefers to drain or hold whatever he is fighting, but for hard targets, one purple is all he needs to not get hit very often). I have blasters with high ranged defense that can do well also, though again, AVs are going to be fairly challenging.

    I generally just fight EBs solo, and all of my blasters can handle those pretty well: even the ones with annoying Tier 9 defenses that draw the fight out much longer. I find fighting AVs solo to be tedious at best and doesn't do much for me. Still, a Blaster could do it if they're built right.
  4. Quote:
    Originally Posted by Mental_Giant View Post
    Gratz on the Master Run, all!

    I now have a hankering for this badge on MG, and everyone is fed up with it.
    I'll still try on Saturday nights from time to time. I might try for Dr. Kahn next week, though. At least right now, I'm feeling fed up with the LGTF.

    Jade, I'm wondering if they changed CK a bit or something, as we had a Scrapper almost die on my run last night, and it was a sudden rush of damage. Same thing happened to me on the run I had before that. I don't recall having that happen ever before.
  5. Well, it wasn't the charm after all. Had a near miss with one of our Scrappers while fighting CK, but we made it to the third fight with the Riders when some stay aggro dropped a couple of the squishier ones (still not sure how the Rider mob aggroed on to us).

    I think I'll make sure to have more debuff/buff and holds in the future. It helps when fighting Hami, and when we get stray aggro.
  6. Energy or Electric would probably be a good secondary pairing, as you can pummel enemies that resist your Psi damage (it isn't resisted that often, but when it is resisted, it's resisted a lot).

    And meh, don't let other people saying it's not that great get you down. You can make it work, even if it doesn't toast things as quickly as Fire.
  7. I'm picking it up on my En/En build, but more because it sounds like more fun than PFF on a guy that's all about Knockback (and because I want to get Temp. Invulnerability).

    Still, it'll be a nice "get out of my face" power for when mobs get in too close. You don't want to leave it on all the time as it's an end hog, but activating it quickly when you know you're about to be mobbed (or need to make a quick exit) should be helpful. The same trick was nice on my Arch/Devices when he was in an enclosed space and surrounded: he just would toss out Cal Trops instead.
  8. Well, I'm hoping the third time is the charm for Grey Pilgrim with the MoLGTF. I'm going to give it a shot again tomorrow night at 7:15 PM Central/8:15 PM Eastern/5:15 PM Pacific. Feel free to bring whatever, though a good mix of control, buffs, debuffs, and damage is always nice for this TF.

    We'll plan on taking it carefully without any racing ahead. If we have a random death in the first mission, we'll restart, but after that, we'll just keep on going, FYI. I don't have four straight hours to keep hammering through on this, and would rather just keep running it for the drops and merits.

    Hopefully we can get a good group of people started up here, but I'll recruit as needed.

    1. Grey Pilgrim (Fire/Fire Tank)
  9. Hmmmm, sounds like what happened to Grey Pilgrim on my last MO run for this. I've never really been that concerned fighting CK, and he dropped me fast. Really weird.

    Gratz on the MO. Hopefully I'll get it one of these times.
  10. Grey Pilgrim

    Imperious TF

    Quote:
    Originally Posted by KayJMM View Post
    Only consistent rule is: No Drama, Have Fun.
    Amen to that. I don't get too worried about what ATs we have on any of my TFs. It's usually easy to find a little of everything, and TFs with lots of Blasters or Tankers or whatever make for a fun difference.
  11. Grey Pilgrim

    Imperious TF

    Quote:
    Originally Posted by NovaFactor View Post
    I would like to beat this just once , been on two poorly run ones in the past , which soured me on this , but time to give it another try
    Same thing for Victory. ITF is run all the time by great teams. Speed runs, do it for the money (defeat most or all), regular run throughs, etc. I have Champion's channels up since I have some alts there, and they run it fairly often too. And I can attest to their being good folks.

    To be on the safe side for anyone wondering, though, I'd say save 90-120 minutes to an ITF run. If you know most of the people on the team and they know what they're doing, you can count on it being faster (I think I've had it go 2-3 hours with teams that didn't know what was what, but that was mostly when it first came out). I usually figure on 50-90 with mine, just because I don't like rushing and we usually defeat a fair amount of stuff.
  12. Well, I'm not in beta, so this is all guess work. Part of me holds out strong hope that you can make heroic and villainous choices whether you are a Loyalist or Rebellion in Praetoria. Your choices should decide your morality, not which side you happen to be with.

    At least, that would be the more interesting choice, given how Paragon and the Rogue Isles are set up. And I can see there being wriggle room for it happening in the dev statements I've seen so far. But I'm not holding out any hopes, just in case.
  13. Toss up a Mid's build and I'm sure people will give you some feedback. I've seen good looking builds paired with Energy and Fire, but I'm sure you can make it work with whatever floats your boat.
  14. Yeah, I don't really see it as that big of an issue. With any set, you need to know your strengths and weaknesses, and plan/play around them. WP is strong on other fronts, so just know that it helps you even more to be first in the mob, to attack a lot, and to use Taunt.

    Frankly... if you read my Four Rules of Tanking, that's what you should be doing with any tank. Given that, WP doesn't really seem to need to adjust enough, at least from my perspective.
  15. Quote:
    Originally Posted by New Dawn View Post
    Minimum team option is a bit naff compared to the full team option. I'd sooner 8 people anyday. All problems have a solution that doesnt require cutting people out of a chance to do or see a TF.
    Not sure what "naff" means, but I have had much better experiences with 3-5 man teams than 6-8 mans teams. Less debuffs getting thrown around, fewer annoying bosses like Ruin mages, etc. That stuff really adds up in early levels. Sure, you can get it done with a larger team, but the smaller teams have always been faster and smoother for me. If you have 8 people that want to run it at once, do two separate runs and make it a race. Fun for all!

    I've also found that "moar damage" and a Controller or two helps a lot with this TF. A good controller can neutralize the annoying bosses or debuffers, making each mob more easy for the entire team. This is always the case, of course, but I really notice the difference on this team. Lots of Blaster damage also makes the mobs melt fast before they can make life too difficult for you.

    Hera, you can possibly make do with not setting your mez to auto if it's not perma. That way you're firing it off when you'll be fighting (and you can let your team know to wait and it's recharging), or just use a breakfree to bridge the gap and when you need it. One nice thing about Shields is at least you can dodge some of the mez.
  16. I was in an MoSTF Saturday, and I thought our Tank had the Tree aggro all sealed up after we had dropped the tentacles (somehow I had gotten ahead of the rest of the team, too). I came into LOS of that thing and boom! My controller was dead before I had time to pop an inspiration. So I know how you feel, Penny... sometimes stuff happens way too fast.
  17. I balance out the two. I generally don't make it very far on a character that doesn't have much concept behind it, as that's what keeps me interested in them. However, they're not so fun if I can't play them well... thankfully, CoX allows for quite a few different approaches to work.
  18. Quote:
    Originally Posted by Bad_Influence View Post
    I think this is the core of the problem for me: that especially in the lower level game, it is so very widespread. Council Grenade people? Check. Family gunners? Check. Force Mages? Check. Hellion [or is it Skull? Or both?] Buckshot people? Check. Its just all over the place.
    Well, at least it makes more sense on Lieutenants, rather than minions. Council can get annoying if you don't have KB protection as their marksmen have kb, and their lieutenants have their grenades. If it was just the lieutenants, it wouldn't be so problematic.

    It's tough, too, as it usually makes sense. Hellion and Skull lieutenants with shotguns kind of make sense for knocking you down, so it's hard to say that should be removed (and at least they have short range... you can immobilize them and they can't fire back at you at all, heh). But at least they're not as prevalent as Council's KB.

    I don't even notice Force Mages. I'd rather face them than the other types of mezzers and debuffs CoT get. And I'd say that it makes more sense for them to have it, at least.

    Heh, I bet mobs are more cheesed about all the kb we have than the other way around. Mobs in the Hollows hardly got a shot off when fighting my En/En blaster the other day, he was juggling them about so much.
  19. Grey Pilgrim

    Dev Q&A

    Quote:
    Originally Posted by Mental_Giant View Post
    This is the case for all characters, not just those who switch sides. Villains who become Heroes are no worse off than Heroes who started that way. For this reason, I don't see them making a change, but for solo QoL reasons it would be a nice addition.
    Yeah, but now they have a better excuse to invest the time in the change, as it will affect more people and gameplay. You often have to do that with development schedules, from what I have learned.

    Posi said way back they'd like to improve how Oro works (I think he was referencing forming teams while in a story arc or something), and it'd be nice if they would go back to it all this time later.
  20. Quote:
    Originally Posted by Atheism View Post
    Or would help me and along with other players to get rid of the annoyance.
    Bad players can make things annoying no matter what their powers. They can aggro extra groups, or do whatever to tick you off. Removing KB from powers that it makes sense in is not going to help your problem.

    I would agree that KB could be implemented a little better in game. It could cause damage, as I suggested earlier, and be more dynamic. It would also make more sense if fewer mobs did it (just bosses, monsters, etc. doing it... or something). It's pretty good in game and I love it, but there is room for improvement.
  21. Grey Pilgrim

    Dev Q&A

    I wish they would just do this period. It's a pain on my hero badger, who was 50 before Safeguards even came into the works, and adding them to Oro would make it so I don't have to worry so much about fitting in a Mayhem every five levels on my villains. Blech.
  22. Quote:
    Originally Posted by Atheism View Post
    I agree. The knockback in most of Energy Blast's attacks, Shockwave, Gale, Crane Kick, etc. should all be changed to knockdown.
    You are... nutty. Taking the KB out of powers like Shatter and Crowd Control was a good idea, though it did take out a little of the visceral feel. It did make the War Mace set work better, though. Your suggested changes would remove the visceral feel of those powers, and not help the sets, either. You can pry the KB in those powers from my cold, dead hands.

    Quote:
    Originally Posted by Cynical_Gamer View Post
    Knockback would be epic if it caused extra damage and environmental destruction.
    That's about the only thing I wish for from kb in this game still. I loved KB in X-Men Origins... Colossus could punch guys back into walls or enemies, causing extra damage from the impact. That was pretty cool stuff (and it sounds like CO did a nice job with that).
  23. They have bacon everything now. Baconnaise, bacon salt, bacon cake... crazy. Happy birthday, Ocho. Hope you enjoy bacon!
  24. Quote:
    Originally Posted by Rigel_Kent View Post
    Archery - Aim - Range + Long Animation Times = DP
    Ice Blast - Storm - Utility + Bad Damage Type = Psi

    The reason there's a lack of guides for these two sets is because they're painfully underpowered. This turns off a lot of the game mechanics savvy players, the kind who'd be inclined to dig deep into the sets and write a guide.
    I don't think that's particularly the case. There has been a move away from writing guides as much the past couple years, and people just tend to post builds and ask people's advice. There are plenty of threads talking about Dual Pistols on the Blaster forums to show this in action.

    It takes time for people to write and want to write a guide. I only just wrote up a Fire/Fire guide for Tanks, and I've been playing the combo since the start of the game. A lot of people can't access Dual Pistols yet, either.

    OP look around the Blasters section a bit, try throwing together a build using Mid's Hero designer (shout out if you need a link to the program), etc. People will help you out.
  25. I've run into this before with my Assault Rifle Blaster. I reported it here a few months back, and passed on the info to both Arbiter Kim and Castle... didn't hear anything back, but I assume they looked into it.

    It was weird, too, as it didn't seem to happen with every mob. Someone noted that Burst seemed to be playing Full Auto's animation when you used it while held, and that seemed to be accurate some of the time. Anyway, it was hard to replicate fighting against Malta that were doing their best to kill my Blaster. I should try it with lowered settings.

    But please do bug this. I reported it and others have, and apparently it's still happening.