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Posts
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Joined
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Smart money says that I'll be playing Taserbot.
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Two other common issues we have encountered:
1) If you are in the queue, the league leader cannot invite you to a league. You can either get invited OR join the queue. Not both.
2) If the league is in an coop zone and one member zones out, this will prevent the league leader from inviting people of the opposite faction to the league. It can also prevent league/team rearrangements. It also prevents queuing of another trial. So, yes, even when the league is idle between trials, one member zoning out can be rather disrespectful.
Ultimately, many players cause their own problems by not attempting to understand the queue system, and ranting at the league leader does nothing to resolve those issues. The league leader has no obligation to explain the queue system to any individual, any more than s/he has the obligation to explain to-hit/defense mechanics, or the purple patch, or mez resistance mechanics, or anything else. And trying to have that rant while the trial is in progress is truly bad form. League leaders have enough work to do organizing and explaining the trial itself.
If the queue system is really that puzzling, the only people at whom it might be appropriate to direct one's ire would be the people who designed it. -
I will be present on Taserbot Shadow.
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Quote:Agreed. If you're going to slot a blaster for defense, do it in a way that's going to maximize your usefulness from any position. Why think so small and be so self-limiting? I slotted a theoretical build in a couple minutes just to see what could be done with a good-old fire/fire. Think big... or else what's the point?So you take 4 melee powers and 6 slot them with makos then advocate that a blaster should stay at range to keep safest O.o.
Do you always like wasting powers and slots for the sake of set bonuses?
It's capped to S/L, energy, and is within one small purple for ranged and (almost) AoE. It could definitely be optimized further, but I was just trying to make one fast iteration to prove that high defense on a blaster does not have to come at the expense of global utility. Also, the powers are in a completely ridiculous order.
Hero Plan by Mids' Hero Designer 1.954
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Fire Manipulation
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Flares- (A) Thunderstrike - Accuracy/Damage
- (40) Thunderstrike - Accuracy/Damage/Recharge
- (40) Thunderstrike - Damage/Endurance
- (A) Enfeebled Operation - Accuracy/Recharge
- (5) Enfeebled Operation - Accuracy/Endurance
- (5) Enfeebled Operation - Accuracy/Immobilize/Recharge
- (7) Enfeebled Operation - Accuracy/Immobilize
- (A) Thunderstrike - Accuracy/Damage
- (3) Thunderstrike - Damage/Endurance
- (3) Thunderstrike - Damage/Recharge
- (36) Thunderstrike - Accuracy/Damage/Recharge
- (39) Thunderstrike - Accuracy/Damage/Endurance
- (39) Thunderstrike - Damage/Endurance/Recharge
- (A) Detonation - Accuracy/Damage
- (7) Detonation - Damage/Endurance
- (9) Detonation - Damage/Recharge
- (9) Detonation - Accuracy/Damage/Endurance
- (21) Detonation - Damage/Endurance/Range
- (A) Kinetic Combat - Accuracy/Damage
- (31) Kinetic Combat - Damage/Endurance
- (31) Kinetic Combat - Damage/Recharge
- (34) Kinetic Combat - Damage/Endurance/Recharge
- (A) Defense Buff IO
- (A) Kinetic Combat - Accuracy/Damage
- (11) Kinetic Combat - Damage/Endurance
- (11) Kinetic Combat - Damage/Recharge
- (15) Kinetic Combat - Damage/Endurance/Recharge
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff
- (13) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (13) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (17) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (17) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (19) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (A) Steadfast Protection - Resistance/+Def 3%
- (15) Gladiator's Armor - TP Protection +3% Def (All)
- (A) Adjusted Targeting - To Hit Buff/Recharge
- (19) Adjusted Targeting - Recharge
- (A) Superior Blaster's Wrath - Accuracy/Damage
- (34) Superior Blaster's Wrath - Damage/Recharge
- (34) Superior Blaster's Wrath - Accuracy/Damage/Recharge
- (37) Superior Blaster's Wrath - Accuracy/Damage/Endurance
- (37) Superior Blaster's Wrath - Accuracy/Damage/Endurance/Recharge
- (40) Superior Blaster's Wrath - Recharge/Chance for Fire Damage
- (A) Luck of the Gambler - Defense/Endurance
- (21) Luck of the Gambler - Defense
- (25) Luck of the Gambler - Recharge Speed
- (A) Luck of the Gambler - Defense
- (23) Luck of the Gambler - Recharge Speed
- (23) Luck of the Gambler - Defense/Endurance
- (A) Detonation - Accuracy/Damage
- (25) Detonation - Damage/Endurance
- (27) Detonation - Damage/Recharge
- (29) Detonation - Damage/Range
- (29) Detonation - Accuracy/Damage/Endurance
- (A) Thunderstrike - Accuracy/Damage
- (27) Thunderstrike - Damage/Endurance
- (31) Thunderstrike - Damage/Recharge
- (46) Thunderstrike - Accuracy/Damage/Recharge
- (48) Thunderstrike - Accuracy/Damage/Endurance
- (50) Thunderstrike - Damage/Endurance/Recharge
- (A) Efficacy Adaptor - Accuracy/Recharge
- (37) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (A) Recharge Reduction IO
- (A) Obliteration - Damage
- (33) Obliteration - Accuracy/Recharge
- (33) Obliteration - Damage/Recharge
- (33) Obliteration - Accuracy/Damage/Recharge
- (43) Obliteration - Accuracy/Damage/Endurance/Recharge
- (50) Obliteration - Chance for Smashing Damage
- (A) Cleaving Blow - Accuracy/Damage
- (36) Cleaving Blow - Damage/Recharge
- (36) Cleaving Blow - Damage/Endurance
- (A) Scirocco's Dervish - Accuracy/Damage
- (39) Scirocco's Dervish - Damage/Recharge
- (42) Scirocco's Dervish - Accuracy/Recharge
- (43) Scirocco's Dervish - Damage/Endurance
- (46) Scirocco's Dervish - Accuracy/Damage/Endurance
- (A) Luck of the Gambler - Defense
- (42) Luck of the Gambler - Recharge Speed
- (42) Luck of the Gambler - Defense/Endurance
- (A) Blood Mandate - Accuracy/Damage
- (45) Blood Mandate - Damage/Endurance
- (45) Blood Mandate - Accuracy/Endurance
- (45) Blood Mandate - Accuracy/Damage/Endurance
- (46) Blood Mandate - Accuracy
- (48) Blood Mandate - Damage
- (A) Basilisk's Gaze - Accuracy/Hold
- (48) Basilisk's Gaze - Accuracy/Recharge
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (50) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 2: Swift- (A) Run Speed IO
- (A) Healing IO
- (A) Jumping IO
- (A) Performance Shifter - EndMod
- (43) Performance Shifter - Chance for +End
- (A) Empty
Level 1: Sprint- (A) Empty
- (A) Empty
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Did you fix the TV respec bugs before making it the WST, or are you intending to have people bully their way through? The last time I ran the TV trial, the coolant temp power was not healing the reactor (in the Known Issues) AND the reactor was taking constant DoT from (i assume) the room itself. So not only couldn't you heal it, but also its HP was draining for the entire fight.
Now when we ran it, we were level 50, with incarnate powers. The level 24-33 respec might be a bit different with these bugs in place, no? -
Quote:The penalty of which you speak applies to the Tin Mage and Apex task forces, but not to trials.Side note: I can't remember for sure, but I thought there was a level penalty for those who didn't have anything slotted at all (in regardes to Incarnate powers). So that someone with no slots filled would be -8 to the level 54 mobs. Am I mistaken? Is that still the case? If so, then I would go so far as to say anyone without at least a tier 1 alpha should avoid any trial out of common courtesy.
I've been trialing since they went live. I think at current count, I have 45 level 50+3 toons, 25 of which are tier 4 across the board (including alpha). Admittedly, I play 2-4 hours a day, and I focus on incarnate content almost exclusively. Thankfully, I don't mind the grind. It offers continual opportunities for stress-testing builds.
However, a person who plays significantly less than I do, by now (especially one who has been around since the advent of trials, but also newer players with far more options to obtain components and merits than we did at the outset), should have one or two single shifted options, if not dual or triple. A request for a single level shift should not be generating the vociferous protest that it does. Numbers speak. The penalties that exist as the level difference approaches 5 increase dramatically. Past 5, you really may as well not be there. -
There is a remarkably easy solution to this entire debate, based on the fact that trials during "primetime" on Protector are organized largely by one group of people, henceforth referred to as the "EGC" (which stands for Elitist Gaming Clique, a term of endearment coined one of many Protectorites who never leads trials but loves to obtrusively interject his opinion on how they should be run nonetheless).
The members of the EGC will recruit for a TPN trial. EGC members will bring general damage dealing characters who are unshifted level 50s, to complement the other unshifted fully-contributing level 50s in the trial. And then one of the non-EGC members can organize the teams, instruct and lead the trial. If T is right, the trial will fail. If Grey is right, the trial will go smoothly. Let's see who steps up. -
Happy birthday Tsuki!
You are older.
(Vyx is older still) -
Built for speed and mobility.
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I've been asking for this since some time around issue 4. I think I gave up somewhere around issue 12.
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Quote:LOL! You're going to pick a fight on New Year's Eve? That class... Taking shots at T because he started a UG and people chose his trial over your event? Wow. I can't wait to see the sparks fly.someone decided to form an Underground trial in Vigilance at our normal starting time... it's just in bad taste to form a trial at the exact time when a weekly trial event is run... Especially if you're active on the forums and within the Protector community, which this person was. On such a small server, it's hard enough to put together a league for this kind of stuff as it is.
On such a small server, you're not going to have many options when you suddenly find our runs closed to you. But perhaps the party you're attacking can make that decision for himself.
*makes popcorn, gets comfortable, waits for fireworks* -
Cheers - lots of food, lots of sleep, lots of not working!
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100% agreed Tex. However, I wasn't disputing Snowglobe's feelings. I was disputing his conclusion that the TPN does not have an increased chance for a R/VR, based on having run one.
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Quote:If you find that you can't trust the devs when they make claims about how they modify the game mechanics, then you should also have no faith that the mechanics they post, numbers or otherwise, would be any more believable.Then the developers can publish the actual percentages so we can have accurate expectations. I think that they are scared to do so as players would slow down or stop doing the later trials.
No, just once, in error, and I deleted it when I realized it. Again, you can't conclude anything on a sample size of one. -
Quote:Also irrelevant in confirming a probability bias. Since each player's random roll represents an independent event, even if every person on a 24-person league got C/U drops, that would still be insufficient evidence to show that there wasn't an increase in the frequency of R/VR drops.A good portion of the players on that TPN run said they got a common or uncommon, with only a few saying that they got a rare or very rare.
Again, if ten different refs flip ten different coins and each of them gets tails, this is not evidence that any number of the coins in the sample is biased toward tails. If the hypothetical chance of getting a C/U is 85%, every person on the league could have just rolled 85 or less. -
Quote:You can't make a sweeping statement about the probability of an event being skewed based on a sample size of one. That's not even statistics... it's common sense. If the original percentage of R/VR drops was 10% and on a TPN it's 15% (completely hypothetical numbers), that's an improvement, but still an 85% of not getting a R/VR. There is nothing shocking about this at all. Even your sample size of 516 is fairly small, given how many purported adjustments have been made to trial drop rates since trials went live.The one TPN trial, as well as one BAF & one Lambda, were on Virtue. Oh, and I got an uncommon on that TPN... Again so much for the "improved chance of a Rare or Very Rare".
If you flip a coin once and get tails at the start of a hockey match, would you accuse the ref of having a trick coin that flips tails 100% of the time? Dear lord. -
Quote:Grats on Avatar Assassin!Woohoo, we picked up Avatar Assassin today! Next week I'd like to finish off MoKeyes by picking up Avoids the Green Stuff and Loves a Challenge. These were the only two we missed last time, and ironically probably the two that are easiest to pick up.
The two MoKIR badges you're missing are easy in theory, but much trickier in practice. Good luck! -
Quote:That same guide from my previous post says this:Also, is anyone able to describe the "Group Morale" thing in the last fight? I'm not sure what it is or what it does.
- Morale: At the start of the battle, you suffer a depressed morale that reduces your combat effectiveness. As the battle against Shalice Tilman shifts in your favor, Morale returns. The current state of your League's Morale is displayed in the Incarnate Trial UI.
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Quote:Yeah, often we just take a ten minute break after phase 3 and make sure the pets are up. Because they help so much in phase 5, and because they can save your butt if you end up in a time crunch in phase 4.That's brilliant. I wouldn't have thought of it. Since there is no timer between phases, you can hang out for a while if you feel there is a big risk of losing.
Quote:Interesting. Do you find this works to keep Aurora's HP up? When you see me jump through the portals in the video, it was because her HP started dropping. It is very possible that particular move wasn't what the leader wanted, and maybe I will be in trouble for it now.
Quote:Different and interesting strategy. I didn't know killing the giant monsters near her did anything special. Our team was able to blitz it on sheer DPS, but we were all (at least mostly) 53s. -
MoM definitely is the king (queen?) of trials with bizarre mechanics. Just to build on this thread, here is the strategy we used for obtaining MoMoM, which we have done with both 8 and 16 person leagues.
Due to the rez mechanic in this trial, most of our regular group brings a lot of awakens (sometimes in e-mail) and we always make sure to have people with rez powers/barrier rezzes/etc.
Phase 1 - There is nothing overly strange here, except for the purple patches which grow in size. We lovingly call them the "Venn Diagrams of Pain" when they overlap. Lore pets can be useful here because they appear to be immune to the patch damage. Fliers need to be careful of creating head-height patches. Generally, the easiest way to avoid the patches is to watch the timer and just start moving in any direction when there's a couple seconds left. The patches last 20 seconds and spawn every 30 seconds, giving you a 10 second patch-free window for rezzing and other such things. No one is allowed to ever use a Des rez until it is clear there is enough time to finish the phase irrespective of timer depletion.
Phase 2 - The storm voids are tauntable, but appear to irrevocably lose aggro once knocked away. We go with a no KB rule (including pets with KB) and just have one tank responsible for taunting the voids. This is really just a straight forward tank and spank. After this phase, we allow no Lore pets except if time gets tight at the end of phase 4.
Phase 3 - We assign one damage dealer, usually a brute or scrapper, to go through the portal. If we're badging, we may send someone with a heal as well. People with red auras jump away. When there is a blue aura warning, everyone converges into melee range. We ignore the portal health entirely and have never needed more than two. After this phase, we will pause if we feel any used Lore pets won't be recharged by the end of phase 4.
Phase 4 - This is the completely strange phase. No flying - because the ceiling is low and the patches are back. Have a lot of breakfrees, because there's a lot of confusion here. Typically, we pull MM to the statues so that everyone is in position when Shalice spawns. We assign one tank to taunting bosses. Everyone else is on Shalice. No KB and no premature mezzing of boss monsters is allowed. The taunter brings one boss into range and the rest of the team burns it while the taunter then gets the next monster and beats it down to a sliver of health so that it is ready to go. Typically, we can down Shalice using only two or three. The key is making sure Shalice is in the debuff cloud when the boss monster dies, and then we stack as many holds as we can. Be alive when this phase completes, or you don't get the teleport into phase 5.
Phase 5 - We drop Lore pets and when MM says "I AM YOUR DESTROYER!" we pop all our destinies and beat her into a pulp. We usually take about 60-80 seconds. Since the phase is three minutes long, tier 9 defensive "tank" powers can be used right away. Use rezzes on corpses immediately due to the morale mechanic. She seems to get more vicious as her health drops - rock the heal auras and Rebirths.
As a sidenote: the Dreamkiller badge does not require completion to obtain, although one completion is required for the badge counter to appear. So it is possible to farm phase 1 over and over for that one.