Iron_General

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  1. For our (somewhat accidental) MoTPN run, we went with four teams, two groups of 6, a group of 4, and a group of 8. The two six-person groups were well-balanced and their role was for the inside buildings, with two tanks to taunt spawns away from techs, and two designated people whose role was killing techs only. The four-person group had ST damage specialists for hunting telepaths, each equipped with a "targetcustomnext Telepath" bind. The eight-person group was an AV killer group with a tank, debuffs (two rads), buffs, healing, and damage. Everyone was inside on phase 2, the four-person team was outside on phase 3, and the four- and eight-person teams were outside for phase 4. During phase 4, the inside teams used lore pets to beef up their damage (since they were 8 people lighter).

    We cobbled this together with about ten people from our regular group and the remainder pick-ups from our server (Protector). We didn't bother checking for level-shifts. We just made sure each team understood their role, keeping instructions to a minimum. We had four team leaders who knew what they needed and then they traded the players who showed up between teams until they had compositions that would fulfil the roles they had to play.

    One or two bad experiences does not a bad trial make. One or two (or ten) failures does not a bad trial make. If all trials were winnable on the first go round, that would represent as much a (or possibly even greater a) failure than trials that take time, patience, and experience to succeed at. Imagine the devs having the gall to think players would have to learn how to do something before being able to do it well. For context, the individual members of our regular group ran 2-4 failed TPNs (public and private) each before we had this success, and each time we learned something new. Our collective experiences conferred the required expertise to devise our strategies that ultimately resulted in our first and many subsequent successes. Did we nuke a few cameras and civilians? Of course we did. But we learned, and we didn't let it happen again. Did we let H.D. die because we didn't know we were protecting a television? Of course we did. But we learned, and we didn't let it happen again. Did Maelstorm whoop the pants off us with his steroid infused vorpal judgement a few times? Of course he did. But we learned, and we didn't let it happen again.

    There's nothing wrong with TPN, or any of the trials. I actually enjoy TPN a lot, and it is a refreshing change from BAF and Lambda and Keyes, a good option when there isn't time for a UG or if there are too many players for a MoM.
  2. MoKIR was the hardest one, only because one tiny little mistake in the last phase ruined two badges. We got that one the day before they fixed the pet bug.

    TPN wasn't difficult. We were trying for the news flash badge and got all the other ones by accident in one run.
  3. Yep. Although on many days right now, I'm too tired to realize it is one of those days.
  4. Iron_General

    Master of TPN

    Woo! And that's Master of TPN, with all five badges in one run. Great work everyone who was on that league!
  5. Success at new trials, or new anything else, is a function of several different factors, and the entire enterprise is always complicated by the steepness of the learning curve and how well (or poorly) people adjust to it. As the trials get more difficult and more complex, more "introductory" runs will be required to learn what techniques and strategies will work... and failure is part of that learning process. It has always been this way - we used to fail Lambda collections and BAF prisoners too - and now those are pretty much a non-issue. But it isn't fair to make global statements about the quality of players on the server because a few runs fail. At the same time, there has to be an understanding that the learning curve will always be too steep for some - there are players who still don't know the layout of the Lambda maps, as there are some people who still can't multiply numbers with exponents despite years of math, or play a French horn well despite six-years of school band, or earn the highest rank in MW3 despite months of play or whatever. Some of us are good players, others are not. Some of us play seriously, others do not. All of us need to learn, and some of us learn faster than others. The same variability will exist on any server.

    It took our group 3 or 4 failed MoM's to figure out the gimmicks, and then we walloped that trial, both in private and public runs. Excepting that annoying Dreamkiller badge, we had MoMoM in two runs through, both privately and publicly.

    Similarly, our group ran 3 or 4 TPNs both in public and private groups, all of which failed, but in each case we learned something. So last night we took all that knowledge, hosted a public TPN, and got four badges in one shot.

    There is nothing discrepant about either of these scenarios. They are, in fact, entirely typical of any situation where an individual or group is attempting to master something new.

    Keep running your event, and don't become discouraged. Just like Impyre ran the nightly KIR just expose players to the trial and start building some experience with it, continued UG, TPN, and MoM runs are the only way people will learn and improve.
  6. Yeah, we've been so focused on getting all the stupid nightmares that we really haven't done much with TPN yet. Did I mention how obnoxious that badge is?
  7. Congratulations! You earned the Master of Minds of Mayhem badge.

    That Dreamkiller badge was supremely annoying.

    Now I can finally play someone else in that durned trial.
  8. Yep. Still not repaired. They're probably rushing to cobble together the next update. I don't even want to log any of my other toons in.... most of my characters use a minimum of 7 trays.
  9. Happy birthday! I hope you have a Rhino free day!
  10. I'm fairly tolerant of these sorts of things, based on the fact that I really have no idea what it takes to be on the developer side of this process, but in the middle of dXP and during prime time? After dXP was canceled and rescheduled? After the server was already down this morning? I'm callin' shenanigans.
  11. Woo! Anti-Anti Matter, Bunker Buster, and Avoids the Green Stuff in one run that time. I think perhaps we've got this down now! Far less stressful that time.
  12. Wow, they pushed the "green stuff" fix through the test phase fast... looks like we just snuck in our Master badge just before that one got... easier.
  13. Our group on protector scored "Green Stuff" and the MoKIR badge tonight. We went with a combination of careful management of hitpoints so that time freezes occurred on our terms, and hyper alertness with respect to the Oblit timer and targets. It (green stuff) was easily the toughest of the four badges for us to get, and perhaps the toughest badge any of us have gotten. However, with the pet bug on the docket to being fixed, perhaps it won't be as hard soon.
  14. Woo! that "Avoids the Green Stuff" badge is brutal!

    Master of Keyes Island earned!

    Thanks to Kidengineer, Elric, Vega, Nomme, Tsuki, Rollo, Sooner, Frosty, Vyx, and T! Awesome team!
  15. Quote:
    Originally Posted by Rial_Vestro View Post
    What choose? Lets put it this way. Why do you have jobs? Because you get paid with money. But you don't have to have jobs you "choose" to work? But if I don't work I can't afford food, or shelter, or playing this game. But you don't need money to survive, there are plenty of homeless shelters you can go to, money just help you afford the luxuries that you're use to.
    That's ridiculously melodramatic. I'm fairly certain that if you don't have you favourite CoH toons spec'd to the max that you will be spared a night in a homeless shelter. This argument is a prime example of the logical fallacy known as reductio ad absurdum. This is the second time where you equate two things that are unequal: having a choice you don't like is not equivalent to having no choice.

    Quote:
    Simply put they're dangling a carrot in front of me and you're expecting me not to eat it. People go where the rewards are, it's that simple. Literally every level 50 in the game right now is entirely focused on the two trials because there are no other ways to get Threads.

    Put the threads in the normal game, make them harder to get like the shards are but just put them in the normal game. That's all I'm asking, I can't make this any simpler than that.
    They did. As of yesterday, you can get them from the Apex and Tin Mage task forces.
  16. Quote:
    Originally Posted by Rial_Vestro View Post
    To be honest I felt like there was more content in the game for 50s before incarnate content existed.
    Obviously when content is added to the game, the amount of content doesn't decrease. Do not confuse "less content" with "you choosing to do less content". These are two entirely separate affairs, and one is completely in your hands. All the level 50 content there was prior to issue 20 is still there.
  17. Quote:
    Originally Posted by Major_T View Post
    That one is going to be...

    Interesting.
    Interesting, epic. But that's Mo Lambda as well!
  18. MoBAF? Straightforward. Now for Mo Lambda...
  19. Invulnerability is a very nice tanker set that is so easy to get above softcap that it almost feels like cheating. The trick here is remember the enormous defense bonus you get from invincibility, especially in a herd. This quick build that I made had so many extra slots that I just started dropping them in random places just to suck up more bonuses.

    I use a similar brute build (brutes require a bit more work to softcap than tanks) that is pretty much untouchable to everything but psi. Not much you can do there, of course; psi is invulerability's nemesis.


    Click this DataLink to open the build!


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  20. You may consider trying to cap your melee positional defense rather than smashing/lethal as an alternative. In theory, this should be more potent than capping S/L defense as melee would cover more attacks. This also does not require as many kinetic combats (the triples run at least 80 million each) and wastes less slots (4 slotted brawl... meh). Regular use of consume will be necessary in this build. I have a WP/Axe with Oblit sets slotted in Cleave, Pendulum, and Whirling... I pretty much cycle exclusively through those 3 attacks, and they burn end like no other. Part of this is that Oblit has high recharge but almost no end reduction.


    Click this DataLink to open the build!


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  21. Soft capping a WP is tricky because they rely primarly on typed vs. positional defense, for which there are fewer set bonuses. It is possible to get fairly close with the understanding that the to-hit debuff in RttC, while small, will stack indirectly with your defense.

    I'll go easy on you: throw out that scary build.

    In this build, I have focused on getting energy/negative/fire/cold defense as high as possible for a couple of reasons: (1) they are easier to cap than S/L and (2) because your S/L resist will be decently high (and will cap with SoW). There isn't too much of a trade-off for this. Even with RttC, FH, and Health at ED caps, your regen would only increase by 4 HP/second (assuming one RttC target). On the other hand, the additional defense and to-hit debuff should abrogate the need for that minor amount of regen.

    This is an expensive build, primarily due to the use of three sets of Kinetic Combat, which provides the best S/L defense bonus of all melee sets.

    Endurance could be an issue in this build. You might be able to mitigate that somewhat by reslotting QR and Stamina with an Common Endmod/Perf Shifter Endmod/Perf Shifter +end, which would slightly lower your recovery over time but give you bursts of end periodically. You could also drop resurgence and pick up CP from the Energy Mastery set.


    Click this DataLink to open the build!


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  22. I’m looking at the second posted build, and there are significant issues.

    Because shield tanks have no heal, getting defenses well above softcap (45%+) is a priority. There has been a lot of effort there to trim down recharge values at the expense of defense. Recharge will not keep you alive with these powersets. You need to be looking at places where you can leverage defense bonuses and getting your defenses in order first.

    An SD/SS tanker does not need many attacks to do his/her job well. You will basically be alternating Haymaker, KoB, and footstomp and using SC when available. Slotting jab and kick are a waste of slots that you need in other places. I personally think hurl is a waste as well. Six slotting OWtS is awful. That power needs one resist at best.

    I argue that slotting Deflection for resist is a waste. SD is a defense set. You need to work on your defenses before your resists. Also, slotting True Grit for health is a waste. At ED cap at level 50, TG will give you 150 HP. TG needs to be slotted for resistance as this becomes a major source of your smashing/lethal mitigation especially based on my argument for Deflection.

    Here is my build, which, while expensive, is pretty much invincible, can sustain a continuous attack chain with three attacks (+occasional sands of mu), SC every 23-27 seconds, has no endurance issues, and rarely ever has to pop OWtS. CP is in the build merely to mitigate the OWtS end crash/repeated Rage downers. Note the defense values which are almost at 50% to each position even when solo. You can bring melee defense above 50 easily by sacrificing some AoE defense (Titanium for Aegis, Oblit for Scirocco) but I wouldn’t bother. As a tank, your main concerns are melee and AoE damage.

    You could squeak out a bit more recharge by dropping a slot out of Phalanx and using it to put a Force Feedback Proc in footstomp, or switching ToD in Haymaker for Kin Combat (at the loss of 1.88% melee defense) for the extra slot, but I haven’t found recharge to be an issue.


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    The third build by New Dawn (which appeared while I was writing this) is better but lacks focus in set bonus slotting and consequently is not as strong as it could be. It also suffers from a lot of wasted slots and ignores the use of cheap and simple sets that provide easy-to-get defense set bonuses.
  23. I would love to see this Trial sped up. I agree that the last room is boring. Perhaps if the waves came in on a set timer so that teams that could clear each wave quickly would have an easier time... but of course, that also means non-ideal teams (the kind that may really need respecs) would fail too often. Not sure where the balance lies there.
  24. 3 EndRed and 1 Taunt. It requires nothing else to fulfill its role.