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Posts
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Well when I-19 hits I'll get Swift and Hurdle for free anyway.
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This may be a bit of a dumb question, but how do most people slot for travel for PvP?
I understand that Super Speed and Super Jump are pretty much mandatory, but how do people slot SS and SJ? CJ? Hurdle? Swift? Sprint?
Thanks. -
This looks interesting. Pretty sure this is what was being discussed on the MoKahn this evening. I'd be interested in joining this - while I consider myself a veteran player, I'm certainly a novice when it comes to PvP.
At first blush I think I'd go for either a disruption character or maybe a buff character. -
New roster:
1. Rad/Rad Defender or Stone/Mace Tanker, @Justaris
2. Bluebella, Ill/Rad Controller, @Bluebella
3. Blackstar Chaos, Tanker, @Lord Ozi
4. Defender or Mastermind
5. Brute - InfiniteZero
6. Any
7. Any
8. TheEmbroiler (maybe) - Sonic/Rad Defender -
Well it is tomorrow.
I think the plan is to have Blackstar lead, though. If he's not comfortable with that or wants to play something else, I'm perfectly capable of tanking it myself, provided we've got the Defender/MM role covered. -
Based on previous attempts, I am figuring about 3 to 3 1/2 hours for this. So the timetable would be approximately from 3pm EST to 7pm EST, allowing time for stragglers to arrive and to recruit for any open spots.
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Here's an updated lineup:
Quote:
1. Rad/Rad Defender or Stone/Mace Tanker, @Justaris
2. Bluebella, Ill/Rad Controller, @Bluebella
3. Blackstar Chaos, Tanker, @Lord Ozi
4. Defender or Mastermind
5. Brute, @Infinite Zero
6. Any
7. Any
8. Any
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I'm scheduling another master run of this strike force this Saturday at 3pm EST. We'll be using the same tactic that the successful team this past Sunday used - namely, teleporting out using Ouroboros portals once the ambush waves have been triggered and then fighting our way back with Tankers and/or Brutes controlling the aggro and saving Reichsmann for when all of the mobs are down. Removing Reichsmann from the equation seems to simplify things immensely.
Here's the lineup so far:
1. Rad/Rad Defender or Stone/Mace Tanker, @Justaris
2. Bluebella, Ill/Rad Controller, @Bluebella
3. Blackstar Chaos, Tanker, @Lord Ozi
4. Defender or Mastermind
5. Brute or Tanker
6. Any
7. Any
8. Any
As I now have the badge on my primary badge-hunter, I'm fine to play either Tank or Defender, whichever better serves the needs of the attempt. Since we won't be fighting the ambushes at the same time as Reichsmann, having specific ATs is not all that critical. That said, I do want at least two Defender/Masterminds to make sure we have the anti-phase temp covered, and I can cover one of those myself if required.
Good luck to us all! -
Quote:This should answer your questions.In the end, I'm hoping that someone can answer that question about the reliability of Psychics control effects. That would the the final deciding factor for me.
Here's the quick summary for you:- Mental Blast, Psionic Lance, Psychic Scream, Psionic Tornado and Psychic Wail all have Recharge debuffs (100%, degree of debuff varies by power)
- Subdue has an 80% chance to Immobilize
- TK Blast has a 60% chance to KB
- Will Domination has an 80% chance to Sleep
- Psionic Tornado has a 10% chance to KnockUp
- Scramble Thoughts has a 100% chance to Stun (will always Stun if it hits, Mag 3)
- Psychic Wail has 50% and 75% chances of extra damage and a 100% Mag 3 Stun
In my subjective anecdotal experience, the control from Psy Blast is effective, particularly the sleep in Will Dom and of course the stun in Scramble. TK Blast will occasionally not KB when you want it to, but is a good attack in any event. You have enough in your toolbox that you can easily switch to something else if one of your controls happens to fail. If you combine that with the controls already in Dark Miasma, you have a very safe Defender. -
At a guess, the Devs aren't too keen on giving mez protection like that to the so-called "squishy" ATs as this is one of their main shared weak points. Intrinsic to the design of the IO Sets as a whole is a "resistance, not protection" approach (with KB being the notable exception, probably since 'resisting' KB doesn't really make sense - it's a binary proposition, you're knocked back or you aren't, and the duration is always the same). So you can use IOs to let yourself shake off the effects faster, but not to prevent them entirely.
I think it's unlikely that we'd see that upset in any significant way. Something like Acrobatics's 2 mag protection to holds might appear here and there in new IO sets but if it shows up at all I'd expect it to either be Unique or at the very least a sixth bonus in an otherwise less-than-desirable Set niche so that sacrifices would be necessary in a build to stack several of them.
In short, I don't think you're supposed to be able to use Inventions to make your 'squishies' immune to status effects. And I'm fine with that.
P.S. Not all Tankers/Brutes/Stalkers/Scrappers have -KB in their toggles. Those -KB IOs are a godsend for Fiery Aura and Dark Armor players. -
As others have said, post your build and we'll be able to help you more.
In the meantime, probably the single most important thing you can do to help our your endurance on a Dark Armor is to pick up a Theft of Essence: +End proc for Dark Regen. It makes a huge difference. -
On flip side, I don't remember Dark Regen ever filling up my end bar... while Stygian Circle (the power being referenced above) gives you both health and endurance for every defeated enemy in range around you.
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Did this get cancelled? Not seeing anyone around for this in-game tonight.
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Personally, I'd recommend Sara Moore for your first run. It has the widest range (40-50), which may be important in cluding some of the lower level members of the group, and moreover I think it's the most interesting of the four. The final boss and his unique map some people really hate, but I happen to like it. I won't spoil it with too many details - if you want them they're out there on the summary sites.
As mentioned, the Dr. Q TF is probably the worst of the bunch with a lot of repetition, a lot of needless travel, and a somewhat anticlimactic ending. It's easily my least favorite of the four. The Justin Augustine TF probably takes the least time of any of the four, and really feels more like a story arc than a true TF. There's multiple Elite Bosses at the end rather than an AV. Then there's Faathim's TF and for sheer visual spectacle it's a hard one to beat. I don't like it quite as much as Sara Moore, but it's also a lot of fun and a different experience to have. -
Yes, the armors are stackable. Yes, this means you will have more resistance than otherwise. The resistance numbers aren't all that impressive, especially on the wolf armor, but then again it's a passive and certainly won't hurt.
What powers you chose to get or stay away from will depend on what your goals for the build are. There's considerable variety for crab builds, though the most popular approach seems to be "AOE damage machine" - which is certainly effective. -
They can and will fire at range, however, so any squishies standing at the entrance need to take care to stay out of line-of-sight to avoid getting hit. We settled into a tactic of popping out to buff and/or debuff and then returning to cover, which worked out well.
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We were successful! It took us a little over three hours, but we managed to whittle down Reichsmann's spawns and then we took him down hard.
A heartfelt thank you and congratulations to everyone on the team:
1. Tetujin, Rad/Rad Defender (@Justaris)
2. Accelerator Ray, Kin/Rad Defender (@AcceleratorRay)
3. Tsuin Hyouchuu, Ice/DB Tanker (@Genesis Man)
4. B.Samson, Inv/SS Tanker (@B. Samson)
5. Kay Parfait, Ice/Emp Controller (@KayParfait)
6. Velleia, DM/WP Scrapper (@Greev)
7. Jakara, Ninja Blade/Super Reflexes Stalker (@Jakara)
8. Magenta Bolt, Emp/Elec Defender (@Magenta Boltl)
I'd also like to thank Otelo and Az, who suggested this tactic on a previous failed Master run. With a bit of fine-tuning, it worked out beautifully. So, thanks to you guys as well. -
Quote:I've had someone drop out, so there are now two spots open. Based on this, I'm planning on Anduil taking one of those barring a sudden surge of interest.I'm scheduling another attempt this Sunday, October 24th, at 6pm EST.
1. Tetujin, Rad/Rad Defender (@Justaris)
2. Accelerator Ray, Kin/Rad Defender (@AcceleratorRay)
3. Tsuin Hyouchuu, Ice/DB Tanker (@Genesis Man)
4. B.Samson, Inv/SS Tanker (@B. Samson)
5. Kay Parfait, Ice/Emp Controller (@KayParfait)
6. Blaster/Corruptor
7. Any
8. Magenta Bolt, Emp/Elec Defender (@Magenta Boltl)
Backup:
Fire/Emp Controller (@Anduil) -
I found that building towards Defense made a huge difference in my Dark Tank. He was good before, but once I got him to 50 and started IOing him out, he became downright phenomenal. Now, the only Tanker I have that can even come close to him is my Stone tank, in Granite.
So there's a lot to be gained. I'd say getting your immob and KB holes patched is priority one (if you don't already have Cloak of Darkness), along with getting yourself a ToE proc for Dark Regen. After that, I'd start looking at Defense. Whether you go for positional caps or typed caps depends on your preferences and what else you have in your build. Going for positional caps seems to be a bit more effective but is also more expensive, requiring PvP IOs and significant sacrifices to reach. On the flip side, it's damn tough.
Personally I went for S/L/E/N soft-capping and it's worked well for me. -
Depending on what you're playing, you may want multiple -KB bonuses in play, also. For example, I usually have only one on Scrappers or Stalkers.
I'll usually go with two on Brutes (for a total of either 7 or 8 points depending on if I use Kinetic Crash or a -KB IO).
On my Fire and Dark Tanks, however, I like to have 11-12 points to make myself pretty much immune. -
Quote:Updated roster. If we don't get an 8th person interested, I'd still love to have you on the run, Anduil.I'm scheduling another attempt this Sunday, October 24th, at 6pm EST.
1. Tetujin, Rad/Rad Defender (@Justaris)
2. Accelerator Ray, Kin/Rad Defender (@AcceleratorRay)
3. Tsuin Hyouchuu, Ice/DB Tanker (@Genesis Man)
4. B.Samson, Inv/SS Tanker (@B. Samson)
5. Kay Parfait, Ice/Emp Controller (@KayParfait)
6. Blaster/Corruptor
7. Jakara, Ninja Blade/Super Reflexes Stalker (@Jakara)
8. Magenta Bolt, Emp/Elec Defender (@Magenta Boltl)
Backup:
Fire/Emp Controller (@Anduil)
If we do manage to snag a Blaster or a Corruptor, then thanks for volunteering your help.
I'll drop you a tell in-game and let you know if we need you. -
Quote:Updated roster. We still have one spot open, which I'd ideally like to see filled with a Blaster or Corruptor, but anything will do. (Please don't die)I'm scheduling another attempt this Sunday, October 24th, at 6pm EST.
1. Tetujin, Rad/Rad Defender (@Justaris)
2. Accelerator Ray, Kin/Rad Defender (@AcceleratorRay)
3. Tsuin Hyouchuu, Ice/DB Tanker (@Genesis Man)
4. B. Samson, Inv/SS Tanker (@B. Samson)
5. Kay Parfait, Ice/Emp Controller (@KayParfait)
6. Blaster/Corruptor
7. Jakara, Ninja Blade/Super Reflexes Stalker (@Jakara)
8. Fire/Emp Controller (@Anduil) -
I know everyone's busy with the Halloween event, but hopefully we'll get a few more people interested in running this. If anyone already singed up needs to bow out, let me know.
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You've clearly thought about this at length. I'd just like to respond to a few things you've brought up here.
Quote:This is more or less accurate. While I'd like to see base raids brought back in some form, I was and remain oppose to the idea of destructible bases. I'm glad the old system didn't fly because frankly I would never have done the cathedral in my group - it wouldn't have been worth opening ourselves to mandatory PvP to keep the IoP, to say nothng of inviting destruction of our base incurring more Prestige cost to rebuilt and replace things we'd already worked to create. So I'm glad that mechanic is gone.1: Base raiding axed/CoP killed.
I know why this was done. It was a flawed system that encouraged preying on people unequipped or inexperienced in PvP. not only that, the CoP and general raid related bugs/exploits were soul crushing. I'm glad to see the CoP come back with a (PvE) reward befitting its (PvE) risk. Base raids? Still on hiatus. Reason?
Result? All defensive systems, capacitors, and every raid related base item is effectively a really expensive paperweight. Sure they're shiny paperweights that don't look like the other ones, but they're still paperweights.
Quote:2: Ouroboros
Double edged sword. On the one hand, the flashback system being base accessible was a nice upgrade. On the other hand... you can do that from Ouroboros. Bonus? The O-Portal has invalidated in-base teleport upgrades. Stick that hand in hand with transporter powers from day jobs, boosters, etc. and now you've got more paperweights. Why bother walking to a base portal when you can simply oro-hop anywhere you might be?
Additionally, while on the subject of Ouroboros, the "No Travel" and "AT Only" challenge settings on Ouroboros arcs disallow most of the fast-travel options but do not lock the player out of his/her SG base. Those badgehunters with a full base have a huge advantage there.
Quote:: Inventions
Now we're getting somewhere! All those salvage racks, finally useful for something other than the occasional base item! And they're right next to our tables to craft with! This is an extremely good reason to have a base again! Wait, you mean I can do all this stuff right outside the cap base portal too? Why do we still have this thing?
Quote:4: CoP/Silver Mantis redux.
The ONE reason left to have a base. That all important SG raid, was taken away. However, it was replaced with rework of the CoP. We're getting somewhere indeed. Sure, it's old content, but at least the raid teleporter is useful again!
Quote:My question is this:
Why in the last five years of development has every addition to the game been focused completely on the single player experience? On "my" level of power.
You know what makes the Avengers work? The group. Fantastic Four? The group. Superfriends? Okay, that's basically just superman, but you get the picture.
In the realm of comics, there are far more stable groups of heroes or villains than there are random pickup groups to abolish some new threat. However, with each content addition, we've been treading further and further away from that all important concept of the "team that could" Yet again we stand on the eve of an issue that states. "You're all on the same side against a bigger threat. Again."
In this case, not all players are in SGs. Of those, not all SGs will pursue all SG content offered. Making content for SGs is therefore not the best return on investment for the Devs as some players are going to feel locked out of it from the word go, while other players will dismiss it and won't use it (this will happen regardless of what the Devs do - PvP SGs will "lolcarebear" when roleplaying elements are added; PvE-based SGs ignore or actively avoid the PvP-based new raid content they make, etc, etc).
Quote:I don't know about the rest of you, but here's my thinking:
Bases can be content too.
Take a break from new personal shinies for an issue or two and focus on group shinies. How about some tip-style missions for the SG computer?
I'm not sure how this would work. Do the invading mobs do lasting damage to the base? What would the goal be? I think this has promise but seems easily exploitable with mob AI of the type we have now. It'd likely be a trivial matter to set up a base that kills the mobs essentially for you by exploiting their poor AI. Perhaps the mobs could give little or no XP to make this a nonissue, but then it's likely no one would do the content.
Quote:How about letting groups of opposing moralities declare an official rivalry?
Quote:How can we tie bases and supergroups in to other PvE content? How can we tie bases and supergroups in to other PvP content? How about any number of other fantastic (non decorative) suggestions?
I disagree with the implication that bases and SGs don't matter now. They do, and to a large extent the degree to which they matter is a reflection on the degree of dedication, effort and personal investment one puts into them. This to my mind is how it should be, rather than a game setup that demands you be a member of a large group just to do content that you are otherwise barred from ever seeing/doing (as in certain other MMOs). While I would welcome more base stuff, I do not want to see a paradigm shift in that direction for this game. -
I'll be there. I have a Rad Def, Stone Tank, Ice Tank and PB to pick from for this.