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Posts
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Joined
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Is it only the sword (which is really sweet looking as it is)? or are there really f'n big axe models too?
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Quote:I think that you'll find that through this thread since you joined in the tone has gone down hill. That may be everybody else's fault... or it may have something to do with your choice of words and your manner of joining the discussion. I admit, I may be mis-reading what you're saying about the suggestions given and your view on the Time set to be able to say "in fact" it is not an optimal choice. Clearly I disagree with this "fact"; maybe a little more vigorously than I should as it appeared to be an attack on the set I suggested to the OP.Call it what you want and do what you'd like, but 4 /Time will be outperformed and out-survived by many other 4 man combos.
Call incompetence when I say Time sucks, which I did not. But feel free to take other things I say to the extreme. Seems like this community is getting pretty good at it. Bottom line is, if the OP wants an optimal 4 man God-mode team, they could do better than 4 /Times, kill faster, and die less in the process.
It may not be 4frads, but frads has been done to death and the OP knows about that option. 4plant/time brings a pretty darn nice toolset to the game. They have a boatload of +rech, +recovery, -rech, -recovery, -res, -dam, -tohit, +tohit, +dam, not insignificant healing that doesn't require rocking the aura to keep going, before they bring out the controls. I think it is fair to say that they'll walk over regular game content - heaviest hitting AOE immob in the game from lvl 2; Seeds of confusion from lvl 8. They've got the -res to kick the snot out of AVs and immobs to hold 'em still.
And you've yet to suggest a 4 man godmode team. -
Quote:Ok, I'm going to have to call either BS or incompetence on the Time play. My time characters are ripping up content solo and having 3 more on hand would only make that better. Better recharge, better defense, better -dam, better better all around. My plant/time troller is solo holding things none of my other trollers have ever had a chance of doing and that's before slotting. My Time/fire defender is quite capable as well, but high-level steamroller teams are better off with more control than the stronger debuffs / buffs that the defenders can put out. And honestly, I'm not that good of a player... I do die sometimes but I can accept that on a godsquad steamrolling team.A bit. I'm not saying ALL the options are bad, I'm just simply asking the OP- what exactly are you trying to accomplish with a God-Squad? Usually there's an understated purpose or part of the game in mind, whether it be TF/Regular MIssions/AV-killing team, etc.
That gives experienced vets an idea of what you're looking to do so we could suggest the proper/optimal combo's. There will be certain power combos that are good for one thing but not optimal for another.
A good example would be 4 /Times. I've played exclusively with a Time since it's been released, and you'll be able to get away with more with 6-8 of exclusive /Time AT's than 4. Compared to the other options you WOULD like to go for if you're duplicating AT's, /Time may not be quite optimal. In fact, its really not.
FOTM? Yes. Good? Absolutely. But optimal 'God-Squad' in CoX with a 4 man team? Meh, no. But thats just one example.
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Quote:So, I may be misunderstanding you here... but it seems to me that you're saying that your random pug's can steamroll the +4x8 TF with no defeats yet the options that're being thrown out here for a static group are going to faceplant on the same tasks?+4 x8 settings are too low sometimes, yes, I agree.
Unfortunately there's nothing we can do about that atm. If we're in the 'God-Mode' discussion here, a 'God-Mode' team would steam roll +4 x8 Trials/TFs/SFs without taking on deaths themselves. Vengeance jokes aside, it seems like that's what the OP is trying to accomplish.
Plus, if I can lead a pick up group most nights on a +4 x8 TF and beast it, a 'God-Mode' team sure as hell better be able to do it- otherwise it's one hell of a mockery to call it that. -
Quote:See all the excepts there? that's why I say they all play "differently". Fire plays in melee, so does ice (its best mez imo is a pbaoe toggle), plant can play in close but is better at range. Earth is control heavy, fire is damage heavy. Grav is gimpNot sure I entirely agree with that.... the "oddballs" are illusion (which, in my mind, is less about "control" than it is about utter chaos
), and fire, because it's typically played in melee.
All the other control sets are fairly similar:
-ST immob.
-ST hold
-Sleep, (or some other very soft control), which everyone but electric skips
-AoE immob, which I WISH everyone would skip (fire being the exception to this)
-AoE hold
-Pets (except mind)
A few have a damage attack, like carrion creepers for plant, or jolting chain for electric. A few have a stun, some have a slow, and a couple have a knockdown debuff (earth and ice). They have some differences in some secondary effects, like ice having slows, but this doesn't really have too much difference in playstyle.
When you mix in secondary powersets, that mixes stuff up a bit. A heavy buff set plays differently than an offensive debuff set. Add in epics, which can have defense, or melee attacks, or ranged attacks, or none of the above, and playstyles differ a bit more.
Wait... there are "general rules" for squishies? What general rules? Hey, no fair! I never got a rule book! What are the rules for squishies?They all have pets except... they all have an aoe immob except ... etc. Secondaries exacerbate the differences. Earth/Time and Illusion/Storm (heck, fire/storm fire/rad for that matter) are the same AT... they play nothing alike. Unlike, for example, a BS/SD scrapper and a Claw/fire scrapper.
I'd share my copy of the general rules with you but you disagreed with me so... :P -
Did a Posi 1 last night with a bubbler & a sonic (one was a def, the other a troller I didn't check to see who was which.) Smooooooth as silk and the team ripped stuff up with no difficulties at all. I dropped my shields, kept my mez toggle up and spent all my end on just beating stuff up. Our Blasters were all in melee range kicking tail too. All of the other melee toons on the team did the same and we all commented on how it was the easiest smoothest Posi any of us had done with a PUG.
We followed it up with Posi 2 but lost the bubbler & ringer... picked up some /kin corrs what a different experience that was. Successful on both, but the Posi 2 was no where near as smooth. -
Quote:If no one ever gets defeated, the setting is too low. I also disagree with your assertion that a lot of the combinations are going to faceplant frequently (although I've never been on an all SoA team so I can't speak to that...)What is this team going to be doing? A lot of the combinations being thrown out here would faceplant on the higher end trials with multiple AV's and EB's, ambushes, number of mobs, etc.
To me, a God mode team is one where no one dies and everything gets steamrolled. I promise you with some of these combos being listed, you might not all die on the harder TF/Trials/SF's with multiple EB's/AV's/Boss ambushes, etc.- but someone is going to. -
My note on anchors: keep using 'em, just treat them like pet commands "attack my target" Paint the most troublesome mob and the team will rip it down for you. Don't panic if the team kills your anchor, just put it back up on the next trouble-maker.
Second Lt in a spawn is often a good choice for initial target. -
Quote:The problem here is each of the troller primaries is really a different AT (in the soft sense). They all play differently enough that you need to go with the concept of 'how to build an "X/Y" troller' rather than "How to build a troller". A Grav troller plays differently from an Illusion from a fire etc. General rules for all squishies not withstanding and IMO etc etc etcYeah, I'm not just looking for help on the Fire/Rad, but on the concept of "How to build a Troller" That is why I didn't address just Fire/Rad in the title.
Interesting that we already have 2 differing opinions just from the 2 replies. Please, keep the education coming. -
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Just because of how well my plant/time works solo and in teams, I'd say 4 plant/times would rip stuff up pretty efficiently.
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Sounds like you're looking for a Corrupter or Defender. Defenders get better buff/debuffs, Corrupters get scourge.
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Quote:This ^ .As far as my attack chain goes....I'm not even going to try and figure one out. What I'm going to do is take all the attacks in teh set and chain them together in random orders, and maybe throw Kick in on occasion as well (because it looks like the kind of kick a street fighter would use)
To me, the feel and look of this set is far more important then the pure numbers. By chaining things together in a random order it looks like my character is actually fighting someone, as opposed to going through the same motions over and over again. And that's what makes the set fun to me.
And I was laughing a bit last night when I was seeing people complaining about the end cost in help. I started watching carefully and a little adjustment took care of that problem for me... open with a knee to the rib to knock down their res a bit, follow with a couple belly punches, don't use a finisher even though it is ready, knee 'em in the ribs again to knock down that res and then finish 'em off. Obviously not needed on minions, but I was ripping orange/red bosses to shreds doing it this way instead of a paper best chain (without sucking for air) Of course, this is at low level... things may evolve as I get up to higher levels. -
I suspect his blaster complaint is most likely due to not getting in the middle of the fight and punching mobs in the face. If you hang back and shoot, then yeah, the secondary is (mostly) pointless. If you get in the mosh pit and flail around your secondary can make quite a difference.
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Quote:It adds up significantly.No, you are right, I am not looking at the combat tab. And you are very possibly right that the numbers change a little if I am not looking at orange numbers. At the same time, if we are talking about 2 tenths of a point of orange, is there really a noticeable difference then? If I can, with 3 attacks, ALMOST get one point of orange, am I really happy with the -res? Someone else might be, but I probably don't care that much.
http://www.youtube.com/watch?v=wWflNyqXNdg
Rad/Son defender soloing the scrapper rwz challenge. There are lots of video's of /sonic defenders soloing giant monsters etc. if you're just looking at the orange 1's and 2's you're missing how darn many of them there are... and you're missing the rounding - most of those 1's are almost 2's and the 2's are almost 3's -
I thought they had removed stack from same caster to avoid the crazy -rez stacking that it did in beta on each pulse of the dot. I could be wrong about that though. I know for sure that each different power will stack its -res on top of the previous
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Do you have your combat log tab open? Are you sure your numbers are not changing or are you just looking at the orange floaties? You are firing more than one sonic attack, right? Shriek will stack with scream and knock the resistance down further... shriek will not stack with shriek (from the same caster)
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Not even then... there are strategies that involve kb that keep a player safe(r) so they're not using up other team resources like the heal-bot. Nothing inherently wrong with slotting kb enh.
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Quote:Let's play a logic game... First question NO (we'll call that False) A leach is someone that stands at the door and /em dance. Anybody using their powers to help the team is not a leach.OKie I will ask two and only two questions.
Do you think people playing weak sets leech off people playing strong sets in a team?
Do you think some sets are strong and some are weak?
Thats it.
Second question YES (we'll call that True) - there are obviously some sets stronger than others.
So False AND True = False so your argument is fail -
My perspective on this: I had CoH and CoV, didn't get GR - I didn't have any access to demon summoning or kinetic combat until Freedom. I was a paying customer paying my $15/mo but there were power sets I couldn't play... too bad for me, that was the cost of not getting the GR expansion. When Freedom opened up those powersets I said "cool I got me some new powers to play with". Basically, its the same thing, wait long enough as a paying player and you can get the powerset for free.
I used PPoints to get Beam Rifle and some toys (costume pieces, rocketboard etc). I paid another $15 to pickup StJ and some more toys. Under the old model, these would have come in a $40 expansion which I would not have bought and would not have had the chance to play until some kind of merger happened way in the future.
Micro transactions are good for business and good for customers. -
Thanks Plainguy,
I'm glad I'm not imagining it even though I don't like it.... I'll need to figure out some keybind to fix it, I'm running a wireless laptop keyboard with no numpad, but you've given me the direction to figure it out. Thanks again
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hello all,
I've just recently returned from a several issue hiatus and the bots are not behaving like my memory tells me they did... my tier1's are all running into melee when before I only had 1 joker that kept doing that. Is this a known issue? Am I imagining this? How do I get them to stay near me and let loose with their ranged attacks only? -
The set (FF) has been around for 7 years and Sonic for what? 5?... the only reasonable change you're going to ever see to them is adjustment of numbers. You won't see powers changed to a grab bag.
Also, I'd argue that given the sets have been around for so long, those "few" who enjoy the sets and play them as they are outweigh any calls for changing powers by people who may or may not pickup the set if it were more like <x> (except for improving recharge times if number crunching shows that the recharge times are indeed unfair in comparison to other sets.)