Madadh

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  1. Quote:
    Originally Posted by Red Valkyrja View Post
    The problem with this is that the F2P players that don't have access to Globals don't see this.

    Really? I didn't know that the F2P crowd couldn't use globals. I knw they couldn't do tells and broadcasts, but global is new to me,

    But even so, I don't care a whole lot. I just want to do DfB when I want to do one. If I announce in a global and it fills up, I don't care overmuch if it's only VIPs that are joining me. It *is* valuable knowledge, so I"ll know in future to also announce in broadcast if a team is filling slowly, but beyond that, I don't care much.
  2. Quote:
    Originally Posted by Wing_Leader View Post
    Well all of this raises an interesting question (to me anyway). And that is, how do speed runners and Master-of team leaders know who is experienced enough to be able to keep up and who isn't prior to inviting them to the team? Presumably these teams prefer players who know how to handle themselves in these high-challenge scenarios. Since there is no easy way to advertise that you are an expert or that your build is all IOed out (or that the opposite is true), what is the usual recruiting method that maximizes success?

    Do players respond with tells saying things like, "Hey I'm a Master-of expert, please invite me", or "I'm a Master-of noob who needs experience, would you take me"? And what sort of response do tells like the latter typically elicit?
    Experience. And your global friend network, and the ability to rank and comment said friends. I often get invites to Mo runs since I often play debuffers. I assume I have a positive comment or That alone has earned me a reputation among my circle of friends. So now when they, or some one connected to them, thinks of doing a Mo, I often get a call.
  3. Quote:
    Originally Posted by Arcanaville View Post
    Not really: I don't even have aid self: recharge doesn't help...
    So sad to see this. Buff over heal in this game, folks.

    Not a commentary on Arcana, but more a comment on the game in general that she felt that she should phrase it this way..
  4. Quote:
    Originally Posted by Wing_Leader View Post
    I'm certainly willing to believe you, but if this stuff isn't strictly necessary, then why are people so gung ho to fill their characters up with them? Is it bragging rights?

    If slotting all purples does little more than make it easy to "steamroll" through the content, then what's the point? Non challenges sound about as appealing as insurmountable challenges. On the other hand, if the top tier end-game content is simply too hard to be very much fun without fully slotted top tier IOs and Incarnate powers, then it seems the barrier to entry to that content has perhaps been set too high because it is really only open to those players willing to be maximally hardcore.

    I remember having lots of fun working out optimal builds when SOs were the norm and HOs were simply "gravy". Then came the Invention System and the game sorta lost me. Everyone kept saying IOs were optional, and so I pretty much ignored the entire system (I am not a fan of crafting systems in general in MMOs). I left COH for a few years and am coming back again with a renewed interest in my all-time favorite MMO. But I'm wondering if I've been left hopelessly behind because it feels like learning, mastering, and then exploiting the crafting/auction system to the degree necessary to "keep up" with the hardcore players is like trying to get an MBA. I don't remember that much post-graduate work necessary to take part in the Hamidon raid back in the day, and that was the pinnacle of COH's end-game content at the time.

    I'm starting to feel so old...
    I'm sure in some cases it is bragging rights. But I don't think that's the usual motivation. I slot high end stuff because I can. I can afford it. I have lots of alts, and most have tons of merits, and a hero merits. It makes making a new high end build fairly easy. And I'm far from the more extreme case. Some folks do it for bragging, so for avoiding feeling like the lost, "avoidance of death." So want t feel they are doing all they can for the team they are on..

    The bottom line really is.. Heck yeah, they help. A lot! If you have eh time and cash, why wouldn't you go for them (and be picky about getting the most bang for your buck). But they really, seriously, aren't needed. People mostly chase them to keep up with the jones..
  5. First of all, Wingy, I like the cut of your jib. Liking your posts and comments in general lately; even whenI don't agree with ya... That said.

    Quote:
    Originally Posted by Wing_Leader View Post
    I guess what I'm wondering is this: has the game become one in which the top tier stuff is necessary to adequately participate in all the end-game content?
    Not even vaguely. It's all perception..

    Quote:
    If so, then it seems to me that the game design needs to find ways to make this doable without such an artificial and unpleasant metagame practice as farming. If not, then why are so many players chasing the top tier stuff as if it was necessary?
    Because we want the best.. And those of us that are forumites largely are willing to devote some time to getting the best. It comes down to.. We want to be L33T.


    Quote:
    To my mind, simply expending effort is not farming. In game terms, doing missions and TFs and Trials (without repeating any of it) should be effort enough; it becomes farming when the only reason you are repeating content over and over and over again is to accumulate rewards in a manner and at a rate not supported by the mechanisms of normal play.
    OK. That's your perception, and perfectly valid. It isn't universal, mind you, but almost nothing is.


    Quote:
    And for the record, my day job doesn't feel like farming. I do not repeat the same tedious task over and over again (or sit in a "room", raking in the rewards, while someone else does all the "work"), and even if I did I would regard that as a miserable commentary on my career choice, not as an unenviable but necessary stage in personal development.
    I SO hear ya there. I have, sadly, had jobs just like this. Thankfully. not currently. But, as I have, I can easily imagine some folks who haven't been lucky enough to have been in the same boat. If so, I can totally see where they are coming from.
  6. Quote:
    Originally Posted by Jin_Tou View Post
    Glad this was posted, i had been trying to figure out how to start this trial for a while now. (i have never done the higher level trials or anything else before) But my question now is, where is the looking for group button that you are talking about?


    *edit* I found the button in the menu at the top, will be handy for my low levels.
    Glad you found it. For clarity, and for the benefit of others..

    It is attached to the window you chat in. The one you enter all your text into. It is either on the top, or the bottom,based on how you position the chat window. The buttopn you are looking for is just labeled as.. "LFG" if I recall correctly.

    Hope this helps..
    Cheers
  7. To the OP..


    Necessary? No.

    A really solid idea. Yes; for sure.

    Sadly, the RMTers have made this so. Anything tha can be done to keep them out of CoH is a good idea. Obviously, there will never be total victory, only damage control. But mitigate as much as ya can..
  8. Madadh

    Purple IOs

    Load up on purples =/= awesome.

    I found that out to my misfortune early in the invention era. Use a purple *only* if you need the set bonus it offers, or if this specific power really demands the higher bonus scale Purps offer.
  9. Quote:
    Originally Posted by Granite Agent View Post
    OK here's the best I have so far for Traps/Beams. Managed to proc out Acid Mortar and Poison Trap, and put the -RES into cutting beam. Also got the recharge of Single Shot basically down to its activation (well, close).

    Problems: No heals. I suppose I could replace Charged Shot with Triage Beacon. Worth it?

    Poison Trap: I keep hearing different things about procs. Some people say "not worth it - not a proc-nuke" and others say "hey the procs have a chance to fire on every target." I have 3 damage procs in this build in Poison Trap, plus lockdown +2hold. Worth it?

    PPP: Has to go redside to get PowerSink and ChargedArmor.
    No heals... No issue. Keep a few greens handy and there ya are... This is not a heal-centric game.

    I think that comes down to taste, in a large part. I like procs a lot, but I think I'd skip one or maybe two for increased effect or recharge. But I have heard of it being nice either way, so until I muck with all the possible builds personally, I'll say it's jsut a play style difference.

    I think you could take Charged Armour (which I love) without going red side, so that would eliminate that problem. But, a side swap isn't a bad thing at all, especially as some accolades are easier red side. Go red, get your PPP, get some accolades, then go hero again. Easy stuff..
  10. FWIW, I wasn't able to fit in Spring on my alt that it would have fit perfectly for theme wise. It was a close call, but the very long recharge time and low-ish damame made it a no brainer to dump this power.


    Does that mean the power sucks? Not at all.. It just doesn't measure up to non pool powers, usually, which is fair. If anything, it shows that some pool powers are OP..
  11. Quote:
    Originally Posted by Oedipus_Tex View Post
    Sorry, I'm not "lobbying," I'm stating a fact. Psi Blast has longer range blasts than other sets. It starts at 100ft. Other sets are not capable of reaching the same range, even when incarnated, in part because many of them have only a 40ft base range on their Tier 3 attacks. And I think plenty of people would disagree that considerations of what a set will look like at the incarnate stage is completely irrelevant.

    OK. Fair enough. Let me rephrase. I'd leave the the discussions of what is within the realm of possibility with incarnate powers set aside, unless someone specifically asks about end game potential.

    That said, your mention of the range is a very, very valid one, especially for a lot of play styles.


    And I never said it was *completely* irrelevant. I said that considerations on Incarnate ability were "a fair amount of playtime when it's irrelevant." I think most people would consider 1-50 a fair amount of play time.


    Edit: I have been known to get bombastic, so I even triple checked what I said.. And I can't find anyplace where I said it was completely irrelevant. If I did make such a stupid claim, I retract it, and admit to making such a claim out of a desire for bombast.. Obviously, depending on your enjoyment of the incarnate content, incarnate considerations are not irrelevan. But they are universally irrelevant prior to hitting lvl 50.
  12. Quote:
    Originally Posted by MriBruce View Post
    How fast is the dominator version in overall speed, when compared to the blaster? How long does it take to build up a good roster of powers for an attack chain? How much more or less endurance-heavy? Any particular strengths and/or weaknesses that might surprise me if I didn't have you nice folks tipping me off?
    The Dom is quite fast.

    Not long at all.

    It is very end heavy, but Drain Psyche and Domination make that almost irrelevant.

    I find the Dom version to be stupid tough, *IF* you don;t make a mistake. If you forget something, it seems to be very unforgiving. But, blasters in general are pretty unforgiving too.

    In general I'd say, Doms safer, by a large margin, and able to handle more, but blasters being very much better at single targets, especially single hard targets.

    It might come down to IOs. Doms will be slotting a few purple sets taht are cheap, while the blaster version will be after the most costly sets... My opinion, and YMMV.

    Good luck.
  13. Quote:
    Originally Posted by Oedipus_Tex View Post
    TWith incarnate powers its possible to.....
    While I agree in general, I don't find it helpful to lobby for a set based on what it is possible to do when incarnated out. For 1, that's a fair amount of playtime when it's irrelevant. For 2, almost everything is capable of everything when fully incarnated out.
  14. Madadh

    /Poison

    Quote:
    Originally Posted by Kioshi View Post
    I wouldn't do DP/Poison. I rerolled my Beam/Poison into Beam/Traps because Poison's debuffs recharge so quickly you redraw all the time.

    I'm still looking for a good primary to go with Poison tho. Sonic looks the best to me (-res) but I find it boring, Dark and Rad look good too but I hate their damage, so maybe I'll go Fire.

    And the -dmg from chem ammo is really nothing special, as countless threads have said, you're better off with fire ammo all the time unless you are soloing where normal ammo is good because of the kb. The slow from Cryo Ammo and the -dmg from Chem are too low. Ice Blast for example has much better slow than Cryo, since they put all those effects on the different ammo types, the devs made them too weak. DP has to use fire ammo to get close to a middle of the range set in damage.
    OK, it's a vote against 2Gun, but is it a vote for Psy or Archery? I can't tell. And please feel free to add your /poison tricks or slotting advice, too.
  15. Madadh

    SR/MA build

    Quote:
    Originally Posted by LSK View Post
    Scrappers and tanks are 2 dif archetypes, tanks take damage, while scrappers deals it out. I looked at the MA side and had close to max on damage on them for a tank.

    If you build a scrapper for durability, which plenty of folks do, it's not going to be *too* different conceptually. Granted, the tanks higher numbers mean that you can spend slots elsewhere, but otherwise, the concept will be similar..

    Now if you wanted to focus on all damage output, that's on you, but you can't say that that is a flaw with build X being too scrappery, as some folks would love a tank build built to max damage output..


    All comes down to personal preference.
  16. Quote:
    Originally Posted by Airhammer View Post
    Im holding out.. waiting for Street Justice or Titan Weapons !!!

    I like the idea of Street Justice. (Titan weapons a lot less). But even so, I find it hard to believe that either one can have the synergy of MA or KM. SR/KM and SR/MA just seem to be pure win.
  17. Quote:
    Originally Posted by Arcanaville View Post
    Awakened have a lot of psionic attacks, and I believe a lot of them are of the non-positional variety. As SR, you only have melee, ranged, and AoE defense in your toggles and passives. You have scaling resistances in your passives, but they are for smash/lethal/fire/cold/energy/negative; they do not protect against toxic or psi.

    So you have a few specific vulnerabilities as SR (tanker or otherwise):

    1. Non-positional psionic attacks. Attacks typed psionic but not melee, ranged, or AoE. Mind control-like attacks in particular tend to be typed this way.

    2. Tohit buffs. One day you'll be fighting Nemesis and six Nemesis Lts will die at once. Then you're likely to follow them ten seconds later. Also, the quartz enimator dropped by crystal DE Lts buff all nearby DE with a +100% tohit buff. You'll want to kill those fast: they essentially eliminate all your defenses.

    3. Autohitting stuff. Most autohitting stuff doesn't hit for a lot, but it can start to add up. Tanking the Knives of Artemis can get ridiculous when you discover you have thirty caltrop patches stacked on top of you and your health is going down slowly but inexorably.

    Outside of those three basic weaknesses, which aren't exactly common but also not exactly rare, you'll be extremely difficult to bring down typically. Most debuffs will glance off, and few things will be able to hit you to damage you. Oh, and I recommend finding someplace to stick this: Winter's Gift: Slow Resistance.

    20% resistance to movement slow and recharge debuffs doesn't sound like much, but it stacks onto Quickness' 40% resistance to both. Getting that to 60% resistance to movement debuffs and recharge debuffs can actually quite useful, and you can always throw it into Sprint.
    I totally agree. My personal experiece with SR (as a scrapper, mind) bears all of this out. Yes, get the extra slow resist IO. Totally worth it, if only to jog (at a halfway decent clip) out of the Knives of A caltrop of death patch.

    To offer my own opinion on things.. Nemesis is a pain, but even 6 stacked, isn't as bad as that insane Quartz.
  18. Quote:
    Originally Posted by Caulderone View Post
    Enough recharge (bonuses or slotting) to have PB overlap (plus your desired attack chain), defense (cap or over) to taste, endurance management to taste, as much +HP as possible, and then as much +regen as you can get. Tough (slotted) is also pretty darn nice for stretching survival.

    That's my view.

    Others will tout Aid Self, too, though I personally loathe it.
    I'm in the same boat as this. Recharge to overlap PB, some +def maybe (as needed by your build), end management, and as much +HP and +regen as you can manage. That recipe made my scrapper stupid tough, I can expect more of the same or better in the tough dept from a tank..

    Would not skip tough, but that's just my preference.
  19. Quote:
    Originally Posted by Granite Agent View Post
    Below is the best I could come up with today and its not great. Inspired by the build above but I tried to fit in procs.

    Need to consider Pink Pup's advice above and do another try.
    Wow.. Very impressive build..

    Feedback on it.

    1) I know it's probably oversight, but I'd add something in that last slot for overcharge. A Nuc Hami seems a good choice.

    2) I'd lose Conserve Power and take a travel power. I *have* skipped travels before, and unless I slot a lot of +speed powers, I usually regret it, if for no other reason that I love to have a slow resist.

    3) I'd stay with Elec Mastery for teh 30% resist to energy damage, especially in iTrials.. That having been said, having a 'god-mode [Force of Nature]' just plain rocks, so it's REALLY hard to critique ya there.

    4) Health and Stamina seem underslotted. If you ever plan to go blasty-tastic, you'll probably want more Stamina slotting. I agree that regen is much more subjective a benefit, but I still think one slot leaves ya too weak, but, obviously, YMMV.
  20. Madadh

    /Poison

    Quote:
    Originally Posted by Obscure Blade View Post
    Nope; there's several people in this thread, and I have a lowbie Energy/Poison corruptor.

    Well then, feel free to comment regarding my original question. I'd love more feedback.
  21. Madadh

    Best confuser

    Quote:
    Originally Posted by Fixer View Post
    This is going to be a pretty general question actually, I have a name and a concept that makes me want to make a character that uses confusion powers. It doesnt have to be all they do, but something I can regularly use. I'm leaning towards a troller as I already have a tricked out dom, and I'd like to do something a bit different. Plant/ Mind/ Ill/ and Elec are all options, but I'm leaning towards Mind/ and Ill/ mostly. The other two can work, just that they require a slightly long conceptual leap.

    I'm looking at a character that can do a bit of everything, solo, TFs, trials, pvp, whatever. I dont feel the need to excel in all those fields, but its nice to have a decent time at any of them.

    Also open to suggestions for secondaries.

    I'm leaning towards Mind/poison right now, simply because it looks like it'd be some nice single target damage for when I do solo, but could still add some good debuffs on a team environment, but I'm sure I'll change my mind 5 minutes from now.
    Mind Poison could be fun.. I'd still say Mind/Psy Dom, but really, whatever you enjoy.
  22. Quote:
    Originally Posted by Celestial_Lord View Post
    I'm a flight junkie. I love to fly. Pre-Issue 21, I slotted Fly with a BotZ Knockback Protection IO, and called it a day. Now, with Afterburner, I'm not sure what the most optimal slotting for Fly and Afterburner are. Any ideas?
    Optimal slotting... Skip Fly and take Super Speed.... Slot with a Slow resistance IO. Skip afterburner and take hasten. Slot with a recharge IO.

    Joking aside, 1 fly speed (or -KB, or -slow resist) in Fly, and one LotG +Global Recharge lvl 25 in Afterburner
  23. Quote:
    Originally Posted by BackFire View Post
    Every time I run one I simply Broadcast and post in Exalted-United, "Death from Below trial forming, hop in the queue" and then click into the queue.

    Team forms up in seconds, automatically.

    A couple times I didn't zone in as leader, but I think that's because I had the Join Trials in Progress option checked.
    And if you announce the DfB trial in a global channel, I've heard of 2 or 3 groups almost instantly forming.
  24. Madadh

    /Poison

    Quote:
    Originally Posted by Shadey_NA View Post
    My 2 cents worth. You spend some time with a /poison char being semi to very squishy, but by the time you get all your powers you are much better. Early you rely on the splash effect on envenom and weaken and you neurotoxic breath for much of your damage mitigation. The big problem is the splash effect is a small radius and only half as effective as your single target portion.

    So, with damage mitigation in mind, I would say 2gun (DP) with it's versatility and psi would do you better than arrows. With those three choices, I would go DP. You can use different ammo types when needed. I'm thinking that chem rounds would be very nice early on for solo/damage mitigation.

    Psi has some very nice mitigation powers in it too, but you are more single target bound. And the tier 9 does the end drain thing on you.

    Awesome. Thanks for the feedback. This sorta sounds like TA, but with -regen, but most single target. Is that accurate tot eh leveling up feel?

    Either way, I love 2gun,and -dmg is awesome, so I'll certainly give your advice a lot of weight (perhaps a stupid huge amount, as it seems you might be the only person out there to have played /Poison as a corr that frequents the forums..).
  25. Quote:
    Originally Posted by Wing_Leader View Post
    Heh. The leveling pace nowadays sure is different than when I first started playing. Back then the "terrible teens" were excruciating. Now there are so many ways to hook up with Lvl 50s and watch your xp bar fill up it isn't funny.

    These tips missions (which are utterly new to me) are turning out to be a rocket ship to god-like power.

    I love tips missions. I enjoy running them as a lvl 50 and never mind a lvl 6 or 13 coming along. Bonus both ways.