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Posts
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Your first build is remarkably similar to the one that I've been working on since I reactivated my Bots/FF. I had speculated he might have some end problems, but figured it wouldn't be much of a problem since I always have a tray full of insps anyway.
Out of curiosity, how necessary do you find Provoke to be to tank for your pets? I remember testing it out at lower levels and speccing out of it because I found it unnecessary, but I've been thinking of working it back into my build when I respec at 50. -
I figured it was a bug and they just forgot to even add the recipe to the vanguard merit table. Now at least I won't go crazy pulling my hair out over it.
Thank you both very much for taking the time to confirm it. -
Quote:This is good advice. imho. Debuff effects also carry relatively high threat values, and your proximity to the enemy also affects threat so if you have a secondary with strong AoE/PBAoE debuffs like DM or Time they're likely to make better use of it than a mostly buffing/healing set.Provoke on it's own is rarely enough to hold aggro for an extended period. it can hold aggro for a short period, which is often enough against minions but against tougher foes you might have trouble. Taunt effects multiply the aggro gained from damage so it is best to follow provoke up with an attack of some sort in order to maximize the amount of aggro you get.
Additionally while it makes enemies attack you it doesn't stop them from moving so combining it with an immobilize (either Web Grenade or an AoE immobilize from one of the epic pools) is also a useful option. -
Unfortunately, I never did get a resolution for this.
The way I figure it, either the costume piece isn't supposed to be viewable in Pulse Rifle weapon customization because it's not available to Bots, or they finally proliferated it but never added the recipe to the game. I honestly expect it's probably the latter, but either way it's a bug. -
I'm usually a very optimistic person, but I learned not to hold out any hope for bug fixes in this game a long time ago. The Paragon dev team (and Cryptic before them) both have very strong historical tendencies to simply pave over existing bugs with cement and keep building on top of them. I still have to pay my SG group's upkeep by sending monthly bug petitions and I've been doing it for years.
The unsummon bug has been there since COV beta and the pet AI "fix" has been active since 2009. I honestly don't have a lot of confidence that either of them is even on the dev's to-do list. -
Thank you very much. That would be a huge load off my mind and I greatly appreciate the effort.
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Quote:This isn't my first time to the rodeo either, and I've been playing Mastermind (with custom keybinds) since COV launch. Passive > Goto > Bodyguard/Attack spam works most of the time, but it's a band-aid fix on a much larger underlying problem. As The_Spad_EU pointed out, Pet AI is virtually non-existant. They simply rotate their attacks and stand wherever they feel like standing to accomplish this.
As for the AI being "broken" - it's annoying but it isn't broken. The ranged pets seem to have a cycle of attacks they use, the lowest priority being the lone melee attack. When all other attacks have cycled the pets will resort to the melee attack. This can be dangerous for them if you need them huddled in your force field or something.
The way to combat this is to get a feel for the rhythm of their cycle and click the "gather to me and ignore enemies" option when it's time for the melee attack, or when one starts running forward and then tap "Attack the selected target" option followed immediately by the "Defend" option.
If you get the timing right the F1... F2 F3 move will essentially allow them to reset their attack chain and start at the beginning of their ranged attack cycle again. Each pet type has a different delay between F1 and F2 to let the first ranged attack recharge.
Pet AI routines are essentialy a series of scripted conditions. "If attack A is available, use attack A. Else, use Attack B" or "If standing in a fire patch, flail around in random directions and run six rooms away to aggro everything on the map." I don't feel it would be difficult or unreasonable to change the pet AI script to behave depending on 'ranged' or 'melee' preference (they're already supposed to do this to a degree, and the behaviour can be clearly seen in enemy AI.)
Melee preference would simply act as it currently does now: fire off whatever ranged attack they have and then close the gap to cycle their melee attacks. Fix the "randomly switch targets from the specifically designated enemy to a different one six rooms away" problem and this is already pretty workable.
The fix for ranged pets is, on paper, as simple as changing the condition to: "If attack A is available use attack A. Else, if enemy is in melee range, use Attack B. Else, wait 1 second until attack A is available."
This is obviously an overly simplified example, but it would fix ranged AI to the point of being usable with sets that incorporate knockback (like Bots/FF, or god forbid, storm summoning or teaming.) As it stands now, they end up losing more DPS from constantly running around putting themselves in danger than from simply ignoring their melee attack to begin with. -
I appreciate the reply, but your post doesn't answer my question. As clarification:
- I am a VIP player currently. It is not an available costume piece.
- When editing my costume via the tailor/trainer, I can select the Vanguard 'Redding' Rifle (both variants) under weapon customization, however, the weapon is locked until purchased.
- I've already completed the intro arc and earned the merits on this character and went to craft it but it's not a selectable option at the merit exchange table.
This makes it appear as if the piece can be purchased through the store, but not earned in game. - I am a VIP player currently. It is not an available costume piece.
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I'm going to echo the sentiment from the last couple of posts and say that I specced out of Repair and replaced it with Aid Other a long time ago and never looked back.
The interrupt can be annoying at times, but my bots' HP bars only seem to ever exist in three states: full, half or dead. In those rare cases where a bot survives with like 1 HP left, I find that it still works as a bandage and my Protector will follow up with their own heal. Add to that its utility on teams by giving you a way to save squishies from near death and it's a great choice for bots/ff.
Repair still makes a good emergency heal, but my build is fairly tight and I just can't justify taking it over Aid Other considering its massive cooldown and lack of utility. -
I came back from a haitus recently myself, and while I haven't had this old annoyance pop up yet (thankfully,) I can't help but notice that pet AI is still incredibly broken to the point of rendering certain combos virtually unplayable.
I feel your frustration. I've lost count of all the little bugs and annoyances I've noticed since coming back that have been there for years. -
So, having recently returned to the game with Freedom, I rebooted my legacy Bots/FF mastermind and couldn't help but notice that the Vanguard 'Redding' Rifle is available for customization when speaking with any tailor. "Sweet! I've always hoped they'd proliferate it over to Pulse Rifle" I thought to myself. So, off I happily went to go farm the vanguard merits needed to unlock the rifle and when I go to the crafting table, I notice that it isn't even an option.
So basically, what I'm seeing is that Bots Mastermind, and only Bots Mastermind, can purchase the Vanguard Rifle for use via the costume editor but not craft it? Is this correct? I'd love some verification here, because I wouldn't even put it past NC Soft to make it an option on the costume screen just get Masterminds' hopes up. -
You both bring up a number of valid points. I do however agree with Timeshadow that not everyone is comfortable with spending 6 hours and multiple attempts doing ITF, as an example. When things aren't running smoothly, people have a tendency to start losing interest rapidly. One person gets frustrated and leaves, and it affects everyone else. One person becomes three. Three becomes the entire team. I have been invited to TFs/teams that were slapped together in minutes and fell apart equally quickly after the first wipe on more than one occasion.
I don't expect people to have IO'd builds. I don't even expect everyone I group with to have every one of their "unskippable" powers. These are things I cannot control, but they do have a direct impact on the performance of the group. As Dechs pointed out, you can try to lead by example and turn a few people around to your build/IO philosophy, but the people you get through to will be the minority.
What I can control are things like the group's basic composition (do we have enough support to do this comfortably? Enough damage to do it expediently?) and the overall tone of the run. As such, I do not think it is unreasonable for me to try and give my team an advantage if it is in my power to do so. If that means choosing between a defender that has no primary powers and one that took most of his primary powers, I'm probably going to choose the latter. There is no guarantee they will contribute more to the team than the person with no primary powers, but they are more likely to than not, and that's usually all I have to go on. -
Quote:You may feel that a team asking for a specific AT or type of play-style is "unnecessary," but that hardly makes someone delusional for doing so.The problem is, in my limited experience with teaming, "what we're looking for" is a delusion on the part of the one with the star. I have been on teams of solid single ATs. Including a team of all stalkers. They seem to do just fine. Yes, buffing and healing and extra defense are useful, if they're available. But they *aren't needed.* Outside "Master Of" Task Force attempts, there really isn't much in this game that can't be overcome by throwing enough damage at it.
It's all a question of context. What does your group want to do? My friends and I are "conceptualists." We do not play a build or specific team combination because they're the most efficient, we play them because they interest us. That having been said, we don't particularly like to die repeatedly and I think it's fair to say that's true for most people. As such, we try to make sure the basic essentials of team play are covered, unless we are going out of our way to challenge ourselves by placing arbitrary limitations on our team such as the "all one AT" scenario you described above.
Your line of thinking is a two-way street. You may think it "delusional" for us to want at least one "support" AT capable of buffing, healing or debuffing, for example, but if we know what kind of challenges we want to go up against and are looking for a certain AT or playstyle to round out our groups strengths, who are you to assume that we are incorrect in knowing what we want? If that is what's fun to us, then we are no more delusional than you are for choosing to roll a fire tanker with no fire sword attacks because they don't fit your character concept.
Quote:Yes, it *is* possible to build a nearly useless character. I've even teamed with a couple - the most common I've seen are Masterminds who take almost nothing from either set in favor of Pool powers. ("So... Hasten and Tough and Weave and Stamina and the entire Leadership pool... you can summon pets, right?") And "support" type characters who are so busy taking support powers that they can't actually hit anything. "Great. So, we've got 60% defense and 120% resistance to everything. I don't suppose anyone can actually *attack* the enemy?" Funny thing though, all the useless characters I've met have been "team" builds that centered on the idea that someone else would be doing all the damage. But I guess they were pulling their own weight, right?
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Quote:stick to not posting if you are gonna make stupid arguments -
I understand where you're coming from and agree that you should be able to decide how you want to play the game, but power choice preference and team performance are not always mutually exclusive. That is why I qualified my statement by providing a clear-cut example:
Quote:I understand and accept that not everyone plays the same way that I do, and that is why I make every possible effort to ensure that they are actually a good match for the team (and visa versa) before sending an invite. Continuing the example, If you want to play a force field character that doesn't have any defense buffs, you are within your rights to do so. I am not going to tell you that you're "doing it wrong." However, not having these powers excludes you from being able to fill the role I asked for.If I send a tell to a FF character saying "We're looking for party support and extra damage," I expect them to have and use basic powers like their shield buffs. If they don't, I will ask them why. Perhaps they were on a solo build earlier and forgot to change, or perhaps they're a new player and don't know what their powers do. Most of the time, there has simply been a breakdown in communication and this player has not taken "necessary" powers because of conceptual reasons or because they simply don't feel like using them. In this case, they will politely be asked to find another group. I do not hold their play-style decision against them, but it is not my group's responsibility to pander to them, either.
Sometimes a warm body that isn't sitting at the door is all I want or need. In that case, you are welcome to bring whatever character you think is fun to play. However, if I ask if you can fill a specific roll and you're not capable of doing so, you're going to get passed over. It isn't a question of whether or not you're "good enough" to play with us, which is why I get annoyed when I see names like "build-nazi" or "elitist" get thrown around, it's a simple matter of you not having what we're looking for. It's no different from a scrapper asking to join a team and getting turned down because they're looking for a defender. -
I agree that challenge is what makes the game interesting.
However, there is a difference between content being challenging and pointlessly annoying or frustrating. Using the same taskforce example from above, we were having a lot of fun... until it got to the point that everyone's job became cleaning up after that one problem individual. Suddenly, it wasn't fun for most of the people in that 8 man group. There were several complaints. People were clearly unhappy.
What one person finds fun may be frustrating for seven other people. That one person may pay their $15 a month and feel entitled to play the game any way they want to, but that does not mean they are entitled to do so at the expense of others. -
Quote:That is neither what I said nor the message that I was trying to convey.I find it fascinating that the solution to "We keep needing to do your work for you" is "I'll kick you, that way we're literally doing your work for you."
Additionally, your argument makes the flawed assumption that a person kicked off the team for "making everyone do more work" isn't actually making the team more difficult for everyone. Your justification here seems to be that if you kick such a person, you'd have to cover their job against the same number of enemies with fewer teammates, so you're not really saving yourself any work. Sadly, this is often not the case. That person may be putting the entire team's safety in jeopardy or forcing them to slow down in or order to accommodate their "unconventional" playing style. Even if it didn't result in actually making anyone's job harder, your team would be receiving better rewards for doing the same content with one less person to take a cut of the rewards.
Truthfully, I can't recall the exact number of people I've kicked from my team in years of playing, but I'm pretty sure that it's in the single digits. There is a very simple reason for this: if I ask someone to join my team, I am very clear about what we need and what is expected of them, and this changes contextually depending on what kind of content we're doing. By avoiding a misunderstanding or conflicting goals in the first place, this rarely happens.
If I send a tell to a FF character saying "We're looking for party support and extra damage," I expect them to have and use basic powers like their shield buffs. If they don't, I will ask them why. Perhaps they were on a solo build earlier and forgot to change, or perhaps they're a new player and don't know what their powers do. Most of the time, there has simply been a breakdown in communication and this player has not taken "necessary" powers because of conceptual reasons or because they simply don't feel like using them. In this case, they will politely be asked to find another group. I do not hold their play-style decision against them, but it is not my group's responsibility to pander to them, either.
In extreme cases, there isn't a reasonable explanation, and they knew they were expected to use these powers and chose to join anyway, even though they had no intention of using them. This is rare and I've only seen this happen a few times. At this point, I frankly no longer care what they want as a player, as their $15 a month is not more important than anyone else's. They will be kicked from the team and provided with a reason why.
As a more practical example, I teamed with a controller recently that would run off on his own into entire spawns start pulling them indiscriminately. Not sleeping or locking them down: pulling them. It didn't matter if we were already at our limits fighting things; he would diligently repeat this behavior for almost every group we encountered and then run back with dangerously low health... on a timed task-force run with limited defeats. It quickly got to the point where he put everyone else in danger and caused them to stop having fun because they were too busy constantly cleaning up after him. Several of my teammates actually said things to this effect. Since we were relatively close to the end, we simply asked him to stop, toughed it out, and then made a note not to play with him again.
I feel that this is a reasonable, balanced approach to the situation and it has worked for me for years, both in this game and elsewhere. -
Going to have to say I agree with Timeshadow and the original poster on this one, even if not on all of the individual points they make.
It is not about setting a bar and requiring that people have builds that are *this* efficient to join my teams: it is about ensuring that the team is fun, productive and running smoothly.
If you want to play a build that, for whatever reasons, does not take powers that are widely considered to be "essential" to the set, that's your business. When you want to play that build on a team, that becomes everyone on the team's business. A team is as strong as its weakest member. Expecting others to pull your weight for you so that you can have fun is selfish no matter how you spin it, and your "right" to have fun stops the moment you start using it to impose on other people.
Calling this attitude a form of elitism is missing the point entirely. It's not about excluding people that don't have "optimal" builds... it's about ensuring that everyone on the team has the opportunity to have fun and contribute without feeling like they're doing other peoples' work for them.
My two cents. -
Technically, you could always turn your tickets into invention salvage or gold recipe rolls and sell them on the player market or trade them for the specific recipes you're looking for even if they're not available.
So, to put it simply, even if a specific recipe doesn't drop from the MA ticket reward system you could still effectively farm it exclusively through MA.
Sorry for the roundabout answer, but hopefully it will be of some help. -
I can see there's going to be some good competition out there. Here are a few of my short opinions (I can PM details if you'd like) - I hope you will follow up with a few of your own!
Baisliac - I enjoyed a number of your creations. My favorite pick out of the bunch, however, would probably have to be Ms. Hypatia. I'm also a fan of Siberian Spring.
CharlieGirl - I'd have to agree with Bubbawheat on his choice of character. Between the two costumes, I found myself drawn more towards the second one.
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And my possible submissions follow:
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Naginata - Katana/Super Reflexes Scrapper (Natural)
http://img512.imageshack.us/img512/2...classicyl7.jpg
http://img512.imageshack.us/img512/3...natanewuu6.jpg
Reizei was born into the Hakugin clan, a village hidden in the snowy mountains of Japan. The son of a master smith, he and his older brother Ishuda were exposed to a harsh lifestyle of constant training and supervision from an early age. As they grew, Rezei become skilled by sword and anvil; yet despite this, Ishuda always seemed to surprass him.
Eventually, they both fell in love with a young woman named Hirata. Although Ishuda pursued her, he was ultimately rejected and she chose Reizei, who abandoned his sword and devoted himself to building a life with his love. With plans for a wedding in motion, he was named the successor to the clan by his father and the couple was presented with a beautiful white wedding spear.
Outraged by his father's decision, Ishuda murdered his father and Hirata and fled the village. Left with nothing but his grief and a desire for vengeance, Reizei took on the Naginata's namesake and reforged the weapon into a brilliant white sword and pursued Ishuda into the snow.
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Shougun - Ninjas/Dark Miasma Mastermind (Magic)
http://img512.imageshack.us/img512/6...icfrontoo8.jpg
http://img512.imageshack.us/img512/1...sicrearpm8.jpg
"At long last, I have found it. With this power, I will take back what is rightfully mine and restore our name to its former glory!"
The intimidating figure, clad in obsidian armor, emerged from the shadows and approached the magical altar in front of him. Set upon it was a mythical amulet, said to be engraved with the power to control dark spirits.
Another voice spoke from the shadows. "My master, we must move quickly. I sense that the usurper moves closer with every moment we delay." "Very well then," Ishuda replied, "we will take the trinket and go. You will stay here and provide a diversion." The figure nodded obediently and faded back into the shadows.
Ishuda took the amulet and carefully tucked it away. "Long have you dogged my steps, brother, hiding behind your false mask of honor. Paragon may know you as the Hero 'Naginata,' but soon, all will know of your treachery. You will bow before me!"
Outside, a new dawn had risen on Ishuda's bloodstained past. He would have his revenge.
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I have two others I'm considering, but would like to test the waters with these first.