Hart

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  1. Quote:
    Originally Posted by preachmoore View Post
    no nova, redraw, only lethal/smashing damage
    Er..

    Most AR players see Full Auto as a better alternative to a nova because it doesn't crash your end bar. Smashing damage is only present in M30, and Flamethrower and Ignite are both Fire damage, so I haven't heard that complaint very often either.

    The main I hear about AR is unreliable knockback spam. Slug, Buckshot and M30 all knockback and are all available at very low levels, when new players don't know how to use knockback well.

    The other complaint I hear from more experienced players is that several powers animate forever. Flamethrower, Ignite, and especially Full Auto have extremely long animations compared to the amount of damage they do.

    I love my AR/Cold - it's the only char I bothered getting a full 5 LotGs for. On the other hand, I couldn't imagine playing AR without a heavy debuff secondary. AR/Rad is nice, AR/Dark might work, AR/TA is kinda the redheaded stepchild of a worthwhile debuff set and a joke about redraw.
  2. Got my fingers crossed for a way to transfer items between factions.

    It's not available red-side? Buy it blueside, transfer it over, make millions!

    Actually, pretty much any scheme here would revolve around 'transfer it from blue to red, make millions'.

    That should say something to the devs about the inadequate market interface and concentration of the embedded base. Then again, I'm just a customer. What do I know, right? :P
  3. Hart

    Sonic/Cold PvP

    Er.. your Numina's is in Frostwork.

    That's wierd enough that I'm wondering if I'm missing some canned awesome somewhere, or if you should've just put it in Health instead. Something to do with DR in PVP?
  4. Quote:
    Originally Posted by Nethergoat View Post
    2 million hasn't been a meaningful sum for me since a few weeks after I9 went live.

    my play time > my play money
    Agreed, but 2m is still enough to notice, especially when you need the item in bulk. It's pocket change, but 1000x pocket change is 2b.

    What I'm confused by is the fact that some rares are still going for double the 1m 'normal' rate. They're all worth the same number of tickets, so I'd think more ticket farmers would be grabbing the ones that're high and undercutting the flippers.

    Certainly seems to beat rolling on recs since the market crashed. Even 10-14 bronze only has half a dozen results that are worth the slot. 5400 tickets is 90 10-14 bronze rolls, or on average, 30m. That's good, but takes maybe 3-4 slots to sell the worthwhile stuff and a good amount of time. The same 5400 tickets worth of rare salvage can be 10-20m and only takes a single slot - or in this case, no slots at all.
  5. Quote:
    Originally Posted by Machine_Man_X View Post
    Call me slow, but .... What?
    You're slow.

    One minute slow.
  6. Heh, made 200m in 3 days grinding these things out in the AE and selling em for a mill instantly.

    They always sold for slightly over a million, and I figured the guy who's flipping em would run out of seed money eventually. I was trying to knock the price back down by flushing the market with supply. I failed, but got wealthy enough doing it that I no longer care how much they cost.

    I'm still stumped as to why someone would be willing to pay 2M for something it'd take all of 5 minutes to go get with tix.

    Quote:
    Originally Posted by Cardiff_Giant View Post
    Wait, didn't Ice-T (as "J-Bone") say his name was "Jones"??
    I'm sorry, I don't speak riffraff. Didn't you see the monocle?
  7. Hart

    Farmers Adapt.

    Quote:
    Originally Posted by Hart View Post
    Which leads to a wierd question - if I create customs with no attack powers, but everything other than the T9 from a set like EA or SR, do they still reward any exp? If so, that's something that needs to be fixed - any xp for a target that can't fight back is a problem.
    For what it's worth, it looks like they thought of this. If you remove the default 'ranged' attack from an enemy, they're worth zero xp.

    ..even if you include the later, more powerful ranged attacks from the same set.

    ..even if you give them everything, including the T9, from the armor set.

    ..despite the fact that there are melee-only enemies in the standard selection of dev-created critters available.

    Since they're going to give zero xp anyway, I set my lts and bosses up as customs with a single melee attack, fire sword. I'm just killing them to get rid of them because having them chasing me around is actually worse for my tickets/hr than just killing the 0xp targets.

    The closer I get to 16 minions killed per foot stomp the faster my ticket count goes, so not having to use my single-target attacks to pick off the remaining lieuts afterward is helping a ton. I basically charge into a new pack with a tail of lieuts, everything gathers up to melee me, I burn + stomp and move to the next pack. The minions die on the stomp, the lieuts might make it 2 packs or just peel off of the agro cap when I stomp the next group.

    That being said, I'd be better off with a dev-made lieut or boss that has only melee attacks, even if they're not fire damage. As usual, any suggestions are appreciated =)
  8. Hart

    Sonic/Cold PvP

    Quote:
    Originally Posted by Nox__Fatalis View Post
    I discourage fleeing battle as a basis for getting a power. That behavior is pretty much why pvp got got mangled by the devs. If you can't beat someone, then just die. If you are on a team, then hibernate is as good really.
    So if someone else gets the upper hand for a moment, you should just curl up with your head between your knees? Invis and Phase are for getting away. You know where the opponent is, and they don't know where you are.

    Sure, that can mean you get away clean to rejoin your team. It can also mean you interrupt the battle and get to choose when and where it resumes, with you as the attacker. It's the CoX equivalent of an Immelmann turn. You get out of sight and then come back from an unexpected direction - with all guns blazing.

    Go out with a bang, not a whimper.
  9. Quote:
    Originally Posted by Bud View Post
    Since when did blasters get Firey Embrace?
    Firey Embrace, Build Up.. whatever you bluesiders use :P I couldn't pick a blaster secondary to save my life - if I need a damage buff in my secondary, it's Fulcrum Shift.

    Quote:
    Originally Posted by Telperion View Post
    also, looks like everything in rad/ is pure energy damage, except the nuke, which is indeed smashing/energy.
    Doesn't really change my opinion. Energy is less frequently resisted than Smashing, so that's okay. I assumed Rad had a smashing component because I know that Energy does, and I figured nothing was closer to pure Energy damage than the Energy set.. which was apparently wrong? o.O
  10. Hart

    Sonic/Cold PvP

    IMHO focus on Recharge, try and get Heat Loss back as soon as possible.

    Start a fight with Snow Storm, smack the target with Infrig + Benumb + Heat Loss, and run like hell so your teammates can finish them off before their teammates shred you. /cold's survivability is terrible, but the debuffs hit just about every debuff category and stack crazy amounts of -recharge and -speed.

    I'd drop Leadership for Concealment to get Phase Shift. Hibernate's all well and good but it doesn't actually get you out of a bad situation - it locks you into a bad situation. Fine for dueling, but if it's 2v1 you want Phase Shift + Invis to get away, or you'll just get ganked when you come out of the ice block.
  11. Dear Military Cybernetics flipper,

    A-hahahahah hahahahah. Mwahahah hah, mwahah hah, mwa hah hah hah hah.

    Yours truly,

    ~Hart

    P.S. - Heheheh.
  12. Join 'Virtue LFG Alpha'.

    If you're redside, you'll need it.
  13. Quote:
    Originally Posted by Mariel_Martog View Post
    The Boss Farms pretty much ruined it, how can you find anything with all the trash in it.
    I'm so tired of hearing this. Every 3rd thread there's someone complaining about 'how do I find good arcs' and blaming defunct farms.

    Look, ninety percent of everything is crap. That includes AE arcs. Ninety percent of the random arcs out there make the Positron TF look entertaining and well balanced. Ninety percent of what your fellow man has wrought is so abysmal that it's beyond fixing, beyond commentary - you just want it to stop.

    That's what you'd see if they removed all the farms; they're the rug that all the dirt has been swept under. If they go through and do some sort of mass purge for farm arcs, it'll just be a different complaint.
  14. Hart

    Farmers Adapt.

    Actually, searching 'Stories and Lore' for problems people are having gave me a few ideas.

    First, it looks like there's an issue with MA spawning stuff from low level groups when there's supposed to be stuff from higher level versions of the same group. Soooo.. I'm going to try adding something that caps out at around the lower limit of the Fir Bolg group and see if I can get the Lts to spawn at level 20 so I can just one shot them with Foot Stomp and be on my way without them cludging up my agro cap.

    I could combine this with hand-placing them in that cave map that makes everything spawn in one little tight-packed room, and basically spam Burn and Foot Stomp until the room was clear.

    Then, there's the option of just making them custom and manually removing everything except a single melee power. They'll be worth next to no xp, but they'll still allow me to get 100% xp for the minions, who seem perfectly willing to charge to their death in my burn patch. The single melee power is to force them to charge me.

    For that matter, I could give them all but one power from their secondary and potentially get some xp for them, since they're SR and double-stacked Rage pretty much negates their secondary regardless.

    Which leads to a wierd question - if I create customs with no attack powers, but everything other than the T9 from a set like EA or SR, do they still reward any exp? If so, that's something that needs to be fixed - any xp for a target that can't fight back is a problem.
  15. Hart

    Can MA be saved?

    Quote:
    Originally Posted by PoliceWoman View Post
    Personally, if I had to pick a "worst" problem AE has right now, it would be the fact that running through story arcs is becoming much more of a solo activity. I've noticed this trend in my own gameplay and it's rather worrisome; I don't know how to reverse it. But I'm not sure if everyone is observing the same thing in their gameplay, so your mileage may vary.
    Well, sure. People who run AE arcs for the story rather than the rewards probably want to see the whole story. A big chunk of the setting is often shoehorned into the intro and sendoff blurbs for the missions. You can't see these if you're not the team leader.
  16. Quote:
    Originally Posted by Kahlan_ View Post
    yep, 6:34. was tedious
    There oughta be a badge for this.

    Any documentation anywhere on how to do it, or video of the process? Sounds like you basically permasleep 'em and Mesmerize them to death one at a time.
  17. Hart

    Farmers Adapt.

    So this weekend I put together a stretch of 5 missions using the same map and the same enemy group, mainly for the increasing ticket multiplier on completion. It's not much, but if I farm up 500 tickets normally I get 600 tickets for completion of the 5th mission. If I'm running solo and smashing through the mission ASAP, it seems to be worth the time.

    The problem I'm having lately is figuring out a way to force things into melee with me. I was using Fir Bolg for a while, because the Scorch/Slash ones don't have ranged attacks so they group up and I can Burn + Foot Stomp them. The agro cap kept getting in the way as I moved from pack to pack though, because the lieuts and bosses refuse to close to melee.

    I tried making some imitation pumpkin Lts in the critter creator, but even with 'Standard' levels of attack they'll stand around the outside and throw flares at me for a few before they get bored and charge me. They swing once or twice, Burn makes them run, and they stand outside throwing Flares at me for a bit before coming in again.

    Is there some way around this? I don't even care if I get xp for the lts, I just want them to count for the 'has a Lt in it' part of the xp nerf. Ideally i'd just ignore them and take out whole packs of minions in 2 attacks 22 times per mission without having to run around chasing stuff.

    I know I'm supposed to be able to fix this with the Mu immob once I hit 41, but I'm stuck at 39 with my wife's alt pacted as baggage so any tweak I can make to force melee would be nice.

    Quote:
    Originally Posted by Donna_ View Post
    Exactly the stance that I am taking on QJ, not even bothered to read anything else he has said, I simply see his name and skip to the next reply.
    Did you have anything constructive to add to your own thread, or is this the forum equivalent of 'I'm not touching you~'?
  18. Quote:
    Originally Posted by Hellsminion_CoH View Post
    you know, I've only played radiation as a defender. I think I need to roll a rad blaster to know what the set is really like. Do Rad's AoE powers trump AR?
    Well, Rad has 2 spheres, 1 cone, and a nuke. All smashing/energy. The cone does unreliable knockback. The nuke drops toggles and takes an eternity to recharge.

    AR has 3 cones, 1 sphere, and Ignite. Damage types are 2 lethal, 2 fire, 1 smashing. M-30 and Buckshot do unreliably knockback.

    I'd say Rad has the upper hand against anything that's not resistant to smashing/energy. AR has more flexible damage types, but Buckshot and Full Auto are fairly narrow cones whereas all of Rad's AOE is easy to aim.

    What really pushes rad over the top is the 3rd single target attack along with 3 solid AOEs. I'd say Rad is about even with Fire - Fire has higher damage, quicker activation, and gets a big boost from Firey Embrace. However, Rain of Fire requires extra setup that Irradiate doesn't need, and you can't slot Fire attacks to proc -res.
  19. Hart

    Farmers Adapt.

    Quote:
    Originally Posted by Frosticus View Post
    It will only last to the low 30's though.
    Er.. why?

    My clockwork farm has lasted my Stone/WP to 37, though it caps him at 18.
  20. Coming from a main corrupter, so YMMV.

    I can't imagine skipping either of Neutron Bomb or Irradiate, because slotting the Achilles' Heel proc and throwing them one after another results in a 36% chance of debuffing resist by 20% on everything in the pack.

    That's particularly true on a Blaster, because you've probably got additional PBAOE powers in your secondary. I think of NB as a PBAOE that I can throw if it's too dangerous to stand in melee. The travel time for the bomb much less noticeable if you're throwing it at something that's point blank from you.

    With my Rad/Kin Corr, I use FS > Irr > NB > Siphon Speed > Transfusion > Irr > NB > repeat as my main attack chain. The occasional boss that's left living gets Cosmic Burst. I expect Blasters can just sub their main PBAOE in for Siphon/Transfusion and spam 3 PBAOEs in a row for constant damage.
  21. It's most likely DX10 vs DX9.

    If you find a way to install DX10 on XP, I'd love to hear about it. That would probably save me buying an operating system for another few years.
  22. Quote:
    Originally Posted by EverStryke View Post
    BE PREPARED to get slammed for EVERY post you make, ALWAYS!!!!
    Worst. Post. Ever.
  23. Just guessing?

    I'd say it's giving double the influence that you'd make at the level you're exemplared to instead of double the influence you'd make at your proper level.
  24. Quote:
    Originally Posted by Dispari View Post
    Right now it's totally possible to do any TF with just one person.
    Er.. who's the one person who can solo the last fight of LRSF?
  25. You're going to have a lot of redraw with that combination of powers.

    Basically, every time you use a power that requires a weapon, if you don't already have that weapon in your characters hands, the character has to go through an additional animation to draw the weapon from it's holster/sheath/quiver. The additional animation takes time, which means that it takes longer to activate your powers.

    I have a 50 AR/Cold, and if I have to cast Sleet or Heat Loss in the middle of a fight, I have to redraw my rifle before I can use my attacks. It's not too bad for /cold because the powers consist of bubbles and long-recharge debuffs. /TA is a more active set, so I'd expect you'll end up with a lot more time wasted waiting for your character to draw his gun or bow.

    Long story short, don't let your experience with this character convince you that villains aren't fun. Villains are fun; but I'm gonna bet that AR/TA is a real pain to play until 26, when you can immobilize guys in ignite patches with the entangling arrow.