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Posts
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Joined
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Have fun and such. (I tried to write that in Cobalt style and failed hehe)
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6 hours 34 minutes is my longest... and I'm sure some team somewhere has taken a day break in the middle of it.
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wow, that's a pingu-magnitude CC
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I actually transferred one of my characters to another server a while back to take part in one of these, since Champion never seemed to attempt it. It was pretty fun.
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I just want more issues like i12. That was such a great issue. It's been a decline since then in my view.
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If a team did in fact do it post-i15, I can only imagine they used temps or had some insane damage to overcome the heal. Auras, rains, and killing them immediately do not prevent the heal.
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Spines/Fire is awesome for the towers phase. I've seen a friend at work with his - the two auras make short work of any repairmen in two ticks.
If you had two spines/fire (or four auras of any kind) on team, you might be able to do it despite the repairmen bug, as the first tick from four auras would kill the repairmen. Granted, I don't know how fast the repairmen actually heal the tower, but the auras start hitting them as soon as they spawn (normal attacks can't) so that's another plus.
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sadly this won't work. Even with things like Sleet and rain of fire running their heal hits, no matter what. -
It has been done lacrymosa, by 2 teams in fact. One on champion, and one on another server.
Currently the STF has a bug though, so I would wait till that gets fixed. (The repairmen heal for the towers is unstoppable as of i15 release) -
Yep, what Cobalt said. Has happened on the two runs I've done since i15. I recommend avoiding it until that gets fixed.
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Currently the heal from the arachnos repairmen is autohit for the towers. There is no interrupt time, and even if they die immediately, the heal goes off. This happened in two separate runs now. It makes it literally impossible to finish. I hope this gets fixed.
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The SF is a lot harder than the TF, but still very doable with any team of competent people. It's nice to have a challenge (as opposed to the TF). The leading the patrons part is kind of tedious though.
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Paranoid: Low
Schizoid: Low
Schizotypal: Low
Antisocial: Low
Borderline: Low
Histrionic: Low
Narcissistic: Low
Avoidant: Low
Dependent: High
Obsessive-Compulsive: Low -
I've been doing some experimental STFs with my ill/rad. It seems like he always is occupied by phantom army the first time I summon them. But as soon as I summon them the second time, he never pays them any attention again during their entire duration. Any thoughts as to why? or how to prevent this?
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The heal is the main reason to go for rad/sonic with AV soloing. It makes a huge difference. I have both a rad/sonic and a cold/sonic. My cold/sonic is miles better if I have any teammates, but solo the rad/sonic takes the cake.
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Combat Jumping + Hurdle is amazing, not for the defense, but for the unsuppressed mobility. It is a large part of how I am able to do challenges like the RWZ challenge and Arcana's challenge.
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I'm not sure about the first question. For the second, the mez protection is definitely nice, but you can make do with just AM, especially since mez resistance has a higher cap nowadays. For the third question, it depends on the level of the AV. They have their normal AV resistance to tohit debuffs, as well as resistance based on what level they are relative to you. Estimating in my head, I think you will have enough for a level 50 AV, but not enough for a 54 AV. Even so, you should be fine with that much ranged defense + EF + the heal + the imps.
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I'm not sure what Helios was referring to. I'm hoping to test out my new ill/rad.
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Is it possible to spawn Lord Recluse as a level 54 in the MA? I tried (by adding one of those longbow heavy things that are 54-54), but it just spawned him at 52 for some reason.
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I've completed it as intended on my fortunata (I don't have any scrappers). So my insight may not be too useful for you. You can decide.
A lot of the enemies have tohit buffs. This means you will want one or more of the following:
1. a way to heal
2. higher than softcapped defense (around 60 seems to be the turning point)
3. decent resistances across the board
4. or exceptional tactics (often using knockdown/knockback effectively)
Also, you will want to avoid letting the energy manipulation bosses get into melee. They hit extremely hard as you noticed. The ill/rads can be just as much trouble. I used bunny hopping with combat jumping and hurdle continuously to try and position myself optimally. I imagine that would probably be harder on a melee AT like a scrapper though. -
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I'm sorry, but you are in fact wrong.
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Again, I'm more than happy for people to disagree with me. It's statements like this that make me not feel like discussing it. Thanks for reminding me why to avoid the forums. -
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Actually I'm going to disagree with most here and say there is such a thing, involving the empath heals (or therm or any other with a targeted heal). I quite often used to do this on my emp. If I saw a teammate jump into a situation where I was positive they would be taking a lot of damage, I would activate a heal before they actually took the damage. That way, they would be healed immediately after taking the damage.
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This doesn't work reliably due to network and game latency, and isn't actually preemptive. So, you may disagree, but you're wrong. Healing is 100% reactive. Healing before damage is dealt does not mitigate anything.
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Well, saying I'm wrong is basically saying you're not willing to listen to a counter argument, so I won't bother. -
Actually I'm going to disagree with most here and say there is such a thing, involving the empath heals (or therm or any other with a targeted heal). I quite often used to do this on my emp. If I saw a teammate jump into a situation where I was positive they would be taking a lot of damage, I would activate a heal before they actually took the damage. That way, they would be healed immediately after taking the damage.