LostHalo

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  1. LostHalo

    Worst Mobs Ever.

    Quote:
    Originally Posted by Fulmens View Post
    I've seriously suggested flying to the bank and just letting all the damn Longbow Eagles hammer on our heads at once to avoid the PPD.
    You don't already? The Bank Ambush of DOOM is the only reason to do Mayhems other than the badges (that said, Eagles are buggy so it's better to get ground-based targets instead).

    Beyond that, there are only two PITA mobs I dislike:

    1) Spectral Daemon Lords, pre-25, can take their -ToHit and go to hell until I come back with SOs. I don't mind if their attacks have to hit me to apply the debuff pre-SOs, it's just brutal for a common mob to have a auto-hit effect like that before my toons are properly fleshed out for countering it. Comparatively, Arachnos mobs were made with a little more practice and their vicious abilities show up at a proper pace rather than all-of-a-sudden crippling you as a lowbie.

    2) PPD Ghosts or Equalizers, whichever of the two has the infamous Flashbang Grenades. It's not so much I hate them for it and would rally them to be changed...but it's that it seems, based on the numbers for recharge, aoe, and duration, that the debuff values are a decimal error. And it's not like they haven't made that mistake before. Admittedly, it might not be an error but still, if it looks like a duck...

    After that, things like the Vanguard Sword, Carnies, Malta, Rularuu...I like them. If you can't handle them by the time they start showing up, then that's too bad--they're just better at what they do than you are.
  2. Quote:
    Originally Posted by Laevateinn View Post
    "Bring anything you like" is still the most common out there, even among the minmaxing top DPS crowd. (Narrow-minded people might have some trouble comprehending this fact, but an interest in character optimization doesn't automatically make one highly selective when it comes to team composition.)
    It's rare to see someone that actually understands this.

    "Yes, I still run my TFs faster than you, even when I let the second Tank on the team that can't survive a full spawn and doesn't understand the concept of 'leapfrog'. And then let him bring along his toggle-less Scrapper buddy."
  3. <QR>

    Cheaper than seeing a movie twice a month.

    Actually, around here? Once a month. I shouldn't need to tell you which has significantly more return.
  4. Quote:
    Originally Posted by Calibre View Post
    I never liked BAB's response/position on the Underwater Zone issue.
    Reasoning completely based in practicality rarely is liked but those are the breaks. You just have to consider how long it takes to develop a set like Dual Blades which actually had a large number of new animations, then make animations for various forms of movement, including flight, and then make all of them balanced within given time constraints and make them mesh between themselves. Then consider that to add a new form of movement, they have to do that for every set in the game.

    And I still agree with BAB's assessment that Aquaman is lame.

    As for outer space? Well, I'd imagine it wouldn't be too hard to coat a moon base with a zone-wide movement buff (as though the zone were permanently located inside Hami). Explicit outer space would probably be a bit trickier and fall back to the problems associated with underwater zones.
  5. Quote:
    Originally Posted by Zombie Man View Post
    Travel is not really a big issue anymore for Vets.
    You'd think that but there are a frightening number of 40+ month'ers that have never gone into the Shard because it's so lampooned so that when they do go, they're woefully incapable of traveling through it unless they happen to have Teleport or Fly. And we all know how incompetent people seem to be with Teleport, regardless of their time played. But yeah, I was kind of jumping back and forth between theorycrafting a specialist team and an average team, so I was sort of confusing my point about people's abilities.

    As for MT and AtT, you still have to have everyone in zone and in the one instance that devs hate heroes, every portal into Peregrine drops you on the opposite end of where you want to be.
  6. The only thing that is irritating about the people asking to be invited are those that ask and through them either explicitly telling you or you looking it up...they're usually something like level 15 to your 45.

    I don't care if SSK makes it not matter. I don't want your worthless dead weight mooching off of me.

    What makes it more aggravating is when they do it on a server where I know they can get a team of their own level but aren't trying for the obvious reasons.
  7. It's possible to get under 4 hours (although not really significantly so--and there are easier and faster ways to get merits) but the number of kill-alls requires a large collection of competent, focused players with strong toons capable of soloing x8 spawns. Being capped at 44 used to be a bigger problem than it is now but it's definitely still annoying, adding to the potential slowdown of the TF.

    As for someone claiming under 3? I wouldn't buy that without screenshots from more than one person on the team. Even travel starts to factor in, noticeably, to this silly TF's run time, as it sends you all over the place (this statement assuming your team is competent enough to know how to traverse the shard).

    *I should mention it's been awhile since I've run this TF and say that I don't doubt it's entirely possible to accomplish the under 3 hours time. Heck, as per our (SG/coalition's) standard operating procedure, we've been wanting to figure out a way to get it down to 1 merit/minute return...it's just hard to get up the desire to try it because that TF is so. Damn. Boring.
  8. I'd expect Corruptors to eclipse Blasters before Defenders. Sure, a Blaster "adds" +10 to the team's damage output...but a Corruptor still adds +7 and multiplies the team total by a factor of 2.
    Even saying that, while there may be some fluctuation, I doubt any one AT will "die" as some of the more...excitable people seem to suggest when they create topics like these.
  9. Quote:
    Originally Posted by Thirty_Seven View Post
    Ummmm, I don't believe the word "dank" is one used as an adjective to modify colors.
    Colors can be, and usually are, described in conjunction with emotion. "Dank" is a word that can convey a sort of emotional theme due to the settings the word is generally attributed to, such as a dungeon, cave, cellar, or some other possible locale, all of which can convey differing feelings or emotions.

    Admittedly, not one you would typically use for colors but it's not really a stretch by any means.
  10. Quote:
    Originally Posted by Rinkoz View Post
    Hmm.....I say EM. Possibly WM maybe, I only say war mace cause its like that for tanks, could be diffrent for brutes.
    Have you ever played War Mace since the changes?
  11. High alpha colors of certain wavelengths can cause pain for some people (certain yellows can be particularly vile). If you combine multiple examples of different pain-inducing colors...yeah.

    As for making people literally sick...probably not unless they have a preexisting condition. I'm sure you can find some stuff about epilepsy to get more precise on what to avoid but I wouldn't worry about it.
  12. Quote:
    Originally Posted by Gruumch View Post
    Why go to all the trouble of soft capping defenses when a stone armor brute is already extremely tough with just SO's?
    Because Granite with just SOs on a Brute sits at something like 23% defense to "everything". The difference between 27% chance of hitting and 5% is huge. If you haven't found a need for taking less than 1/5th the incoming damage, that's up to you but don't assume it doesn't exist.

    ::

    And another point about "soloing" the Freedom Phalanx. It has nothing to do with being able to take your Brute in with 7 Stalkers and hold all the aggro indefinitely (with Positron, Telegank Arrow, and the wide array of attack types in the encounter, there is no Brute that can do it alone indefinitely without insane degrees of luck or a large pocket of Lucks).

    The real purpose is that the Phalanx have a wide array of attack types, of which they all also tend to have nukes or regular attacks with huge areas of effect on them (hello Hammer of Justice and Zeus' Lightning Bolt). If say, multiple FP open with their nukes, there is a chance that your team's squishies are going to either be hurting or dead. If you lack a Dark Miasma, it'll take time to get them back up and running. Having a toon capable of giving the team that time helps greatly, particularly if you don't have a Mind PermaDom on hand (like my runs always do but we kind of focus on overloading encounters to make them laughable).

    That said, this point is moot if you're single-pulling for some stupid reason, whereby I will mock you for doing something silly like bring along a min-maxed Stone Armor.
  13. Quote:
    Originally Posted by RabidBrian View Post
    I am curious about other's numbers. I havent completely finished my toon, but aside from the lotg's I need I managed to make it very cheaply.
    My Elec/Stone has 47.5 sm/le, 45.6 en/neg, and 46.2 fi/co defense, with a spread of positional defense around 18% for the random untyped stuff. In-Granite recharge is -35% and runspeed bonus (minus Swift) is only +49% so it's not particularly strong on that front (if I'm using that toon, more than likely I have a Kinetics--if I don't, I have Teleport, Taunt, and Lightning Rod, so it's all good), and finally, 3.8 end recov with a 1.25 drain.
    Your regeneration value was confusing the hell out of me until I figured out it was Earth's Embrace doing it.

    I didn't worry too much on this build beyond getting soft-capped defenses and a nice spread of bonuses with zero sacrifices. It basically exists as my indestructible LRSF Brute for when I need it. I had gotten tired of the plethora of insanely sissy Brutes that won't dive into the Phalanx.
  14. Quote:
    Originally Posted by Samuel_Tow View Post
    Actually, missions very much do have light sources, at the very least occasionally, and all of them look like basic omni lights. They're not in places you'd expect, though, such as torches casting light. They don't, nor do street lights. But in many places, there are omni lights on the ceiling that you can walk under, such as in a lot of Warehouse entrance rooms. The big Arachnos rooms with the pool of green goo also have a rather strong yellow-greenish light at the core of the reactor inside that pool. So there ARE point lights, they just don't provide all (or indeed the majority) of the lighting in missions.
    I'd have to look at them directly but I'm fairly confident those are just ambient light 'emitters'. Basically, you can't put a grate in front of them and split the light or reduce it on the other side, everything in the area is either has the light on or off with no other considerations.
  15. The sun in outside zones is a light source. In-mission maps don't have an actual light "source" rather than a light "ambiance". "Ambient" lighting can't have shadows that aren't static (more or less part of the map itself).

    It's easier to understand if you've done lighting work in bases. Basically, changing ambient lighting is changing the "brightness" setting over an area. There isn't actual light, it's just that in the area defined a three dimensional rectangle X by Y by Z, all objects have magnitude Q brightness. It's...kind of like having a whole room filled with invisible candles. Everything is lit the exact same without an actual place said light "begins". Bah. I'm sure someone else could explain it better.
  16. Well, that's not really the same though, because the bind is effectively activating the power at the same time as you click.
  17. If you want to change Hamidon's rewards, increase the number of S/HOs that are available to drop and like already suggested, make HOs something you can choose.

    I would love for there to be a Recharge/Endurance HO. Or Accuracy/Recharge. Or [fill in the blank].
    We need more variations that aren't tailored to Invulnerability, Empathy, and Radiation. And if you're flagging things like Centrioles into resistance powers as being an exploit...then give us the alternative to make the exploit unnecessary. I like the option of Resistance/Range. It makes buffing on the applicable powers much less irritating. You don't even need new names, just generic associations of say, Cytoskeleton Exposure to defense enhancement and make Cytoskeleton Exposure α, β, or γ, etc.

    I'm also a big fan of the return to the i4 values for HOs. Hell, even SHOs if you're feeling generous--if you can choose the specific HO and SHOs are random with the greater number of options I've suggested, the disparity would already be wide enough. And if I could get away with two Resistance/Recharge HOs for ~90-95% resistance/recharge enhancement in a power like World of Pain, or any applicable Tier9, as opposed to 4 Resistance/Recharge IOs, I'd be ecstatic.

    Anyway.

    :

    And people keep saying nobody raids the new Hamidon? Guardian sometimes gets regarded as one of the "dead" servers and they have a scheduled Hamidon raid. If you're having issues getting people to start raiding Hamidon, the various server forums and global channels exist for a reason. Get it going, lead, and it'll work out.
  18. Quote:
    Originally Posted by Lord_Kalistoh View Post
    St. Martial casinos at night. Specially, The Golden Giza.
    That's going to be awesome. This zone is one of the reasons I wish I had better luck with exiting out of missions at night rather than during the day.
  19. I...actually like this.

    BUT (as always), sometimes you need to just use Teleport instantaneously and don't need it repeatedly (yes, some people do actually use it for combat to leapfrog from group to group, including other uses).
    Secondly, I don't think there really is a way to set up a power to work in this way or at the least, there doesn't already exist an example of it, which then brings Standard Code Rant into play. Perhaps with a screwy retooling of the click-to-move methodology, it could be done but yeah...
  20. These selections are tentative. Neither is really superior to the other, being entirely dependent on the team's layout to determine which is more appropriate. That said, these are my views...

    Quote:
    Imperious Task Force
    FF/Elec
    Giving people potential immunity from a multitude of bad decisions makes the ITF go far smoother. The Romans aren't particularly hard to kill, they happen to hit hard though and that can make people skittish and overall, slow.

    Quote:
    Katie Hannon Task Force
    Rad/Rad
    Survival isn't exactly a key problem with this TF (and if it is, you've got other problems). The only part that takes any time is 10xMary and Radiation will be more useful to cut down the time wasted on her.
    That said, the endurance drain protection can be an absolute godsend against Mary, so you may want to put that into consideration.

    Quote:
    Lady Grey Task Force
    Rad/Rad or FF/Elec
    Depends entirely on the team layout. Debuff-heavy already? Get the FF and apply the same logic from the ITF scenario. Having endurance drain resistance is pretty nice for squishier melee toons when dealing with Famine. Buff-heavy? Go Radiation to help make the threats into a joke. Again, just depends on the need.

    Quote:
    Dr. Khan Task Force
    FF/Elec
    The complaints I tend to log on global channels about this TF and the villain variant are typically related to people having issues surviving the ambushes. Force Bubble and creative positioning can go a long way towards alleviating that problem, not to forgot the defense you're also providing. Reichsman has an assload of health but he isn't particularly hard to take down, it just takes time and as people possibly get bored/sloppy, they might be better off with the extra help from FF.

    As for the Empath... I won't go into the how or why of my thoughts regarding that set.
  21. From what we took from Castle, the threat calculation is supposed to be kind of like this:
    Code:
    Threat = Damage * Debuff Mod * AT Mod * AI Mod * Range Mod * (TauntDurationRemaining * 1,000)
    Chilling Embrace has a 13.5s duration on its Taunt. AAO is 16.9s, meaning it should generate more threat at an instant. Additionally, AAO also boosts your damage, making each subsequent Gauntlet-fueled attack generate additional threat. Granted, it's also worth noticing that CE and AAO both debuff the mob with CE having more than one type, which may factor into it being better. Another difference between the two sets is that CE is a 10' radius versus AAO being 8'. Depending on how you play, that may or may not make that big a difference but it does exist. There also exists Icicles, generating its own relatively large amount of threat per successful tick of damage.
    Whether those factors add up to Ice being able to pull aggro off of Shield or vice versa? Well, that's largely up to the playstyle of the player. Scrappers, like my Fire/Fire, can take aggro off of a Tank that isn't actively trying to hold aggro (particularly if I'm giving them a hard time and using Confront ), so it'll vary case-by-case.

    Basically, the breakdown for aggro control goes:

    Ice > Shield >= Invuln > Stone (this is a little harder to peg, Mud Pots has always seemed a bit flaky to me but it works) > Dark > [ Fire = Electric ] > WP

    Is any one set incapable of holding aggro? Hell no. That's entirely based on the capability of the player in question. Are some sets easier for/better at holding aggro? Yes.
    But that doesn't mean one set has to be some sort of moronic taunt bot while another can just assume everything is glued to them.
  22. Quote:
    Originally Posted by Ultimo_ View Post
    He's pretty powerful, but somehow just doesn't quite capture the "feel" of a godlike character.

    [...]

    What I'm looking for is a character concept that will capture the "feel" of Thor without actually being Thor, and I thought perhaps some of you could offer suggestions. I'm inclined to have a Tank, but I'm open to alternatives.

    Any thoughts?
    Based on those two statements, I would suggest Axe/Shield/Mu, and slot enough KB in your attacks just to send stuff a little distance (a KB/Damage-or-Accuracy from one of the two level 50 sets is probably enough for most of the Axe attacks). Or make a point to slot the Kinetic Combat knockdown proc. If you go with Mace, slot the Stupefy proc and it should help cater to the "Away, weakling"-style of combat you're looking for.
    With Shield, you help fortify that idea with the additional damage from AAO, and with Shield Charge, you get the described "godly" teleportation into combat--making your entrance noticeable, as it were. Not to mention the classic Norse Sword/Hammer/Axe + Shield layout.
    Mu Mastery...more or less just the lightning concept from Thor. However, you might consider this Norse god for your toon (to draw back from the "predicted" Thor theme) and take Leviathan Mastery instead.

    ::

    And I just have to comment on the tagging... You know guys, he may not be my favorite person for some of his opinions but at least I'm better than to childishly troll him (With an additional wall of anonymity no less!) on a rather benign subject. Get over yourselves. Holding grudges is stupid, particularly over the Internet...
  23. Quote:
    Originally Posted by McBoo View Post
    This is a direct result of the fact that damage is king in this game. I have campaigned many times for allowing things like holds and debuffs to be just as viable as damage for apprehending/defeating/killing villains. If one can lock down a thug with a hold to the point that they can do little but stand there and wait to be defeated it seems silly to have to also deplete their health bar when you could believably walk up, attach a teleport beacon and send them off to jail. The same goes for a criminal made as weak as a newborn kitten by debuffs.


    >
    Okay, now all targets and players have a second "health" bar, labeled "Incapacitation". Your mezzes don't actually do any mitigation anymore, they all do "Incapacitation", effectively, damage with a different name, possibly having minor side effects reminiscent of their current form.

    Quote:
    Originally Posted by taekoUSA View Post
    Every AT should NOT be noob friendly. If you are a noob and you don't know what you are doing yet, don't play a tank. There are plenty of other noob friendly AT you can play until you get a better handle on this game. This game is too easy to begin with already.
    I don't disagree with the spirit of your argument (the game is easy enough already, it doesn't need to hold your hand for the last 1% that is child's play to figure out) but I disagree with the presentation of your stance. Making the game unfriendly to new players is bad business sense and no AT is more difficult to play than any other, some just have different methods of going about doing what they do. Whether or not that caters to each individual person varies.
  24. LostHalo

    Animate Stone

    Quote:
    Originally Posted by Weatherby Goode View Post
    Stoney definitely takes Psi damage, so I'm guessing the cap is 90% for all.
    Huh? If he somehow is, then that's a bug. The last time I went through the resistance numbers on my Earth/Sonic, he was 90% to everything but Psi, which was at a nice and health 100%, as described by his "Resistance" auto.