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Posts
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Quote:I'd offer you +100 Internets for the awesomeness of this comment, but the offering of +Internets which are in fact totally worthless as a reward for a witty turn of phrase is an internet meme, and thus would sorta go against the spirit of the comment you made for which I am offering a compliment......I guess I just can't endorse anything that....smells even a little like an Internet meme.
So, I'll just offer a rousing, "Here, here!" instead.. -
I agree, but would point out that I know a few non-MMO style games that are not hybrid. If there are any still about and kicking that implies that the model itself isn't without merit. It may, or may not translate well to MMOs. It may or may not have even been tried, but I wouldn't discount such an animal as a Unicorm..
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Quote:I don't find ramiel's arc all that hard. Even on SOs... most recently a sonic/sonic defender.
Yes, but seriously.. Sonic/Sonic defs rock FAR more than people give them credit for, so I don't think this is a fair comparison to a squishie who has no mez protection, or no res, or not res debuff, etc... -
[QUOTE=GavinRuneblade;3906405]The redside arc is easier to solo if you accept the offer to work with the circle because they actually provide help.[QUOTE]
Wow, and I was thinking redside was a PITA, but I kept telling the CoT to bugger off.. Live and learn. But I think I'll still tell them to bugger off. I guess I have it in for them. And have it in for them. And the [SPOILER]
wave after wave at the end is pretty fun..
[END SPOILERS]
Quote:Completely agree.and I agree, take the hero merit. FYI the climactic enemy is work a boatload of exp and prestige. I thought that was very nice. Not WTF (weekly task force) level boatload, btu still far more than normal (12x normal if my math is right). -
Quote:These signature story arcs are described by the giving NPC as a Task Force, which strongly implies they are designed for teams. Is it practical to try and solo these story arcs with anything other than a L50 toon with IOs and/or Incarnates at tier 4?
Pure support types might have some problems, but soloing is scary easy otherwise. It's become a time test for many of us.. Not is, but how fast. My lvl 13 brute with no appreciable slotting of any sort did 4 runs in 44 minutes, counting between time, and I don't think that's even close to a really noteworthy score..
On the other hand, my TA Def is built with all her set bonuses aimed at lvl 40ish. Minus those, and the powers above lvl 25, she just manages progress on her debt badge, so.. It really depends on the alt... And it's not a pure melee v other dichotomy. My rad/rad def had zero problems, and managed some decent times herself. With more than 3 attacks at lvl 25, she'd have been a lot faster. -
I've never tried /poison on any alt of any kind, but was thinking I'd finally give it a go.
Can't decide between 2Gun, Psy, and Bow as the primary. Any suggestion? Any good synergies there? Any one where the two powers will be particularly bad as a pairing?
Also, while I don't want a build guide, is there any particular tricks or tips I should be aware of with poison?
Thanks for any input,
Maddie -
Sure, it's still in it's initial draft phase, as I'm sure I'll be making tweaks like I usually do, but for now, this is what I have...
Can't decide how much I want to worry over the last 1% of melee defense... A few other spots still bother me slightly, but it's a good starting spot I think.
Hero Plan by Mids' Hero Designer 1.95
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Defender
Primary Power Set: Traps
Secondary Power Set: Beam Rifle
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Electricity Mastery
Hero Profile:
Level 1: Caltrops -- Posi-Dam%:50(A), Posi-Dmg/Rchg:50(23), Ragnrk-Knock%:50(23), RechRdx-I:50(25)
Level 1: Single Shot -- Thundr-Acc/Dmg/Rchg:50(A), Thundr-Acc/Dmg/EndRdx:50(3), Thundr-Dmg/EndRdx/Rchg:50(3), Dev'n-Hold%:50(5)
Level 2: Charged Shot -- Thundr-Acc/Dmg/EndRdx:50(A), Thundr-Dmg/EndRdx/Rchg:50(11), Thundr-Acc/Dmg/Rchg:50(13)
Level 4: Combat Jumping -- LkGmblr-Rchg+:25(A), LkGmblr-Def:50(5)
Level 6: Acid Mortar -- Achilles-ResDeb%:20(A), LdyGrey-%Dam:50(7), UndDef-Rchg/EndRdx:50(7), UndDef-Rchg:50(19)
Level 8: Force Field Generator -- LkGmblr-Rchg+:25(A), LkGmblr-Def:50(9), LkGmblr-Def/EndRdx:50(9), LkGmblr-Def/EndRdx/Rchg:50(11)
Level 10: Disintegrate -- Decim-Acc/Dmg:40(A), Decim-Dmg/Rchg:40(13), Decim-Acc/EndRdx/Rchg:40(15), Decim-Acc/Dmg/Rchg:40(15), Decim-Dmg/EndRdx:40(19)
Level 12: Poison Trap -- BasGaze-Acc/Rchg:30(A), BasGaze-EndRdx/Rchg/Hold:30(21), BasGaze-Acc/EndRdx/Rchg/Hold:30(45), BasGaze-Rchg/Hold:30(46), Lock-%Hold:50(46)
Level 14: Super Jump -- Winter-ResSlow:50(A)
Level 16: Maneuvers -- LkGmblr-Rchg+:25(A), HO:Enzym(17), LkGmblr-Def:50(17)
Level 18: Assault -- EndRdx-I:50(A)
Level 20: Lancer Shot -- Dev'n-Acc/Dmg/EndRdx/Rchg:40(A), Dev'n-Acc/Dmg/Rchg:40(21), Dev'n-Hold%:40(37), Dev'n-Dmg/EndRdx:40(40), Apoc-Acc/Dmg/Rchg:50(40)
Level 22: Kick -- Empty(A)
Level 24: Seeker Drones -- Cloud-%Dam:30(A), Cloud-Acc/Rchg:30(42), Cloud-ToHitDeb/EndRdx/Rchg:30(42), Cloud-Acc/EndRdx/Rchg:30(42), Dev'n-Hold%:50(43)
Level 26: Tough -- Aegis-ResDam/EndRdx:40(A), Aegis-ResDam/EndRdx/Rchg:40(27), Aegis-Psi/Status:40(27), S'fstPrt-ResDam/Def+:30(29), S'fstPrt-ResKB:30(31)
Level 28: Cutting Beam -- Posi-Acc/Dmg:50(A), Posi-Dmg/Rchg:50(43), Posi-Dmg/Rng:50(43), Posi-Acc/Dmg/EndRdx:50(45), Posi-Dam%:50(45)
Level 30: Tactics -- GSFC-ToHit:21(A), GSFC-ToHit/Rchg:21(31), GSFC-ToHit/Rchg/EndRdx:40(31), GSFC-Rchg/EndRdx:40(33), GSFC-Build%:40(33), GSFC-ToHit/EndRdx:40(33)
Level 32: Triage Beacon -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-Heal/Rchg:50(34), Dct'dW-Heal/EndRdx/Rchg:50(34), Dct'dW-Heal:50(34), Dct'dW-Rchg:50(40)
Level 35: Piercing Beam -- Posi-Dmg/EndRdx:50(A), Posi-Dmg/Rchg:50(36), Posi-Dmg/Rng:50(36), Posi-Acc/Dmg/EndRdx:50(37), Posi-Dam%:50(37)
Level 38: Weave -- LkGmblr-Rchg+:25(A), LkGmblr-Def/EndRdx:50(39), LkGmblr-Def/EndRdx/Rchg:50(39), LkGmblr-Def:50(39)
Level 41: Overcharge -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(46), Posi-Dmg/Rchg:50(48), Posi-Acc/Dmg/EndRdx:50(50), Posi-Dam%:50(50)
Level 44: Electric Fence -- HO:Endo(A)
Level 47: Charged Armor -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/EndRdx/Rchg:40(48), RctvArm-ResDam:40(48), RctvArm-EndRdx:40(50)
Level 49: Hasten -- RechRdx-I:50(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:50(36)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(25), P'Shift-EndMod/Rchg:50(29)
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Quote:This is not true. I was refunded my points quite rapidly.. OK. It took a day, maybe two. I find that to be quite acceptable speed.It's worth noting that if you do accidentally purchase the same item twice, there are no refunds.
So click carefully.
There may not be refunds in all cases, but that's another matter and I can't guess how they'd judge on a case by case basis how or when to refund Paragon Points. -
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Quote:I'm skipping Trip Mine. Don't like interrupts and it makes me rush in to toe bomb when I think I'd be better served at range using cones and spreading the disintegration effect. Not having tested it, that's just my theory. By skipping it it made softcapping easier, too.Thanks. I think my bigger challenge on Traps/Beam is going for positional softcap (Melee, Ranged, AOE) while trying to retain some proc'd traps.
What's the feeling on Trip Mine for Traps/* Defs? Worth it if only to slot a full Oblit set?
And what's the sense on must-have Beam attacks: I'm assuming 1 or both entry-level blasts, cone, Disintegrate, Overload (hey crashless nuke) ...is Piercing a must-have?
Not sure if piercing beam is a 'must have' but more -res is never a bad thing, so I took it. -
Quote:OK. That made me laugh. Almost enough to try to go back and watch some of that sitcom... So very apropos. Kudos Gob.
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If you're trying to support them, I'd agree, a tank, or barring that a Def.
Therm, FF, Cold, or Sonic/Sonic would be my suggestion. Take your pick from those primaries. All four have advantages, and some disadvantages, so pick whichever you like well enough to keep up with. -
Situationally, jump kick is quite nice. It's not great, but if you're not a melee alt, and you can only get 1 or 2 melee attacks, it's just fine. If it also fits great theme-wise, and can allow you to slot a IO or a Set that helps your build, for sure go for it!
All that said, I'd also probably not put the +recharge proc in it as it will seem like it never fires, as someone else has said. -
Sorta suspected that when the main site went down partway through the server updates. I think part of the problem some folks were having is the redesigned site broke some of the old links/bookmarks. I know my bookmark to the server status page seems borked now...
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Quote:That's what I always thought, but I'm willing to accept this as a learning experience. I *KNOW* it's awesome solo, but for teaming, I don't know how it's perceived. I know I always like it if I team with a stormy, but since my earlier point was "don't just assume you know what's best for your team mates, but find out," I'm going to take my advice and wait for feedback.Freezing Rain is AWESOME, why the HECK would you skip it? Who the heck hates it? I'll learn them a thing or two. Single best AoE -res in the game - it lasts for 30 seconds AFTER the last time a mob is ticked ... that's assuming anything is left by the time it stops ticking!!
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Quote:Well, for the most part, sounds like you already know what to do in teams, but others not so much. Which sorta proves my point... Knowing what helps your team helps you be more effective was what I stated in the start, after all, and you've demonstrated that you're pretty well aware of this.Well, I don't have Tornado or Lightning Storm yet. This toon just turned L32 after all.
As for the others, well I use Hurricane very situationally, and almost only in emergencies. I use it when the ranged squishies start to aggro another mob by accident or an ambush hits us from behind and I need to keep the adds away from everyone. I'll also stand at a "Protect" target with it on so that mobs can't get close enough to hit with melee attacks. Or if the entire team gets overwhelmed I'll use a little bit o' Hurricane to keep the nasty melee-oriented mezzes away from my teammates. As soon as the situation seems under control, I turn it off immediately. Gale is similarly situational and probably gets used even less than Hurricane. I didn't pick up Freezing Rain because most teams with tanks or PBAoE scrappers seem to hate it with a burning passion.
That being said, one of us can still take my advice, and if it's me, well, that doesn't diminish my point in the slightest.... I refer to your comments on Freezing Rain. I play plenty of scrappers and tanks, and have never had a problem, but I may have missed lesson. Or maybe you did. I was under the impression that a slow that's almost across the board as effective as Snow Storm, but also has a big Def Debuff, and a big Res debuff, and can take a load of procs, and has a knockdown, but not KB levels of KB, and can be made perma pretty easily was almost universally loved. But, regardless, my advice on learning your team will apply to one of us.. (I have to admit, I'm really curious as to which of us, as I'd never heard this before, but I could easily have been missing something all this time. It wouldn't be the first time.)
As for Lightning Storm and Tornado, you'll love those, also situationally... -
Quote:I almost went with Traps for my Beamer (I need a bumper sticker that says "My other Corr is a Beamer"), but since I played that set to death I went with Time, which is shiny new. But I know how awesome Traps is already and Beam? I don't have a clue as to how it stacks up against other Corr sets, but just look at all the fun!!
Let's just say altitis is a disease you never wanna cure...
OK. Between the David Tennant avatar, and the altitis comment, and the bumper sticker..... I nominate you as winner for today on the internet. Got my vote for WWW Champ for the entire 24 hour period.. -
I'm working on my build for my SR/MA Tank, and since I'll have CJ, and Super Jump anyhow, this seems like a no-brainier to take. It's a PBAOE that also has some move build in. And I only have one other PBAOE available to me outside of Epics. And I have to wait till 35 to get that one? And it'll have a bit of mitigation on top of the extra aggro grabbing. And it does some damage? Sounds like win/win/win to me.
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Dang yoouuu!! Now I'm gonna make *another* alt. Like I don't have enough defenders...
Quote:My Traps/Beam Defender is now 23 and I'm having a great time with her.
Got SOs last night and immediately afterwards we were doing a Bank Mission in Talos. Silver Mantis decided to show up. She went down faster than [insert tasteless analogy here] after being Poisoned, blinded by Seekers and doused liberally in some Acid. I mean she literally dropped in about 20 seconds once the debuffs ganged up on her.
I live for those points on the map where two spawns appear right beside each other. Instead of "Uh-oh" it's "Woohoo"
Traps is a drop-and-forget set and Beam Rifle appreciates a lot of attention and blasting so it's a nice combo power-wise as well as being very thematic. -
Edit: I felt bad. That was discourteous of me.
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Quote:I think that the flexibility of the game helps create this problem a lot. There are usually 5 or 6 ways to approach most any encounter that all have equally good odds of success. (Note that I say equally good, not all having good odds. In some cases each of the *best* options may be only a 50/50 scenario.) In the familiar scenarios, with more or less normal team balance the 'default' roles pretty much tell everyone how to play, so no leader is needed most of the time. In the edge cases like this, a given percentage just hesitates trying to figure out what's going on, and the rest just assume they know, but often aren't on the same page.I had a team experience a few nights ago that keeps nagging me, and I was hoping I could get some outside perspective on it and the questions it raised for me.
.................................................. .......
Does anyone have any thoughts or opinions on this? Thanks.
P.S.
Since this is an exercise in introspection, I warmly welcome all honest comments, even those that reflect negatively on my gameplay, manners, personality, intelligence, heritage, or personal hygiene
So, I'd say the leader was at fault marginally more for a) Selecting a really tough mission, and then b) Not taking charge to make sure there was at least some sort of coordinated effort.
That said, everyone else could have spoke up, too, and didn't, and you quit without a comment, too, so you're far from excused (but I assume you knew that from the tone of your original post).
As for one's centrality... I think a lot of folks will probably agree with me here, but claim they are the exception, but I'll throw it out regardless. I think most everyone thinks of themselves as central in some way or another. Most everyone feels that their role is *the* critical one. Either 'central support' (I'm the uber critical support type) or 'central damage' or 'central crowd control' or some combination of the above. We're all playing a super hero game and most of us want it to be our name on the cover of the comic. Even if we like being the 'sidekick' or 'lackey' we want to feel it was out key support contribution that made the difference. So, I think we all try to make ourselves more central than ideal at times, but that isn't a condemnation, just a natural result of the type of game we're playing.
The flip side, is a a team with huge redundancy, like 5 defs all with the same powerset, it can be hard to imagine ones contribution even being noticed, and thus one may feel themselves non-critical. Sort of like the 'what good is a mere +2.5 def going to do me' attitude. This will tend to make folks even more hesitant when stacked with the uncertainty of a strange group makeup and the lack of a leadership voice. Some sets, when feeling redundant may also go toward excessive recklessness, too, with the mindset "so what if I die there are 4 other Xs in the group, anyhow." Neither of these attitudes are all that great for team success, though.
So, I guess, I'd say, no real heavy blame or shame needs to be thrown about for that scenario. It's probably pretty normal, given the string of factors. I would say a strong voice, or at least good communication could have vastly improved your odds. You may still have been out of your depth, but if you wiped then, at least there wouldn't have been as many hard feelings if everyone had a role, known what was expected of them, and lept to it as best they could.
Your mileage may vary, and that's just my take on things...
Maddie
PS: That said, I usually don't accept blind invites myself, so that may have been your first mistake. If the leader was too shy to say, "Hi, wanna join the team," then it's a good bet they might be too shy to adequately lead, but of course, this isn't always the case. -
Rad or Traps Defender. Both bring a lot of -res and -regen early, and also add a lot to team survivability (rad with -tohit, and Traps with the +Def FFG), and again, they do so early. That leaves ya free to build to blast, or pick a secondary for more debuffs, if you like. Dark or Sonic would be popular choices, depending on if you want an offensive or defensive focus. Beam Rifle also looks like it has a lot of potential, but I've not played it past level 5 yet, so I'm not an expert there.
Both have the key powers by lvl 12. -
Quote:I'm with Zem. I would not be happy with having my toggle debuffs changed to click AOE. With toggles I can drop and reapply it as needed as the situation changes. Even if the anchor dies I can easily retoggle it. It is a minor annoyance, but not that bit a deal. The AOE area debuff on a long charge would be a nerf.I think that would be a really bad idea. As annoying as having your anchor killed is, the fact of the matter is that your debuff is ready to cast again just a few seconds later. Despite my stalker joke, toggling the boss in a spawn is still often the best idea because even if it dies and your debuff goes with it, so too does a large portion of the total threat from that particular spawn. Unless it's one of those special all-boss spawns in a Task Force or story mission and someone kills the anchor first... then it's time to have words with someone.