NeoSporin

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  1. KEWL!!
    I'm in the video! My Spines/Invul scrapper Trauma Junky has a short scene performing the attack 'Ripper' on a Rikti. It takes place in PI, between the Parkade and the Arena.

    On the video, the camera angle is from somewhere near the parkade viewing the Arena. That yellow/red haired scrapper dressed all in red chaos leather is Truama Junky. (My favorite hero toon by the way)

    Thank you NCSoft and Cryptic for immortalizing me in your Issue 10 video.

    /e autographsforall
  2. By the way... the MMO you speak of... if you explore their web site... you'll find that they explicity say that the game is base on the excellent books and absolutely not any academy award winning trilogy.

    Yup... only the excellent books.
  3. NeoSporin

    "Moral Combat"

    C'mon people. Everyone knows there was absolutely no violence in human history before the advent of the written language (the beginings of 'media')
    So, logically it is 'media' to blame. All of it!
    I mean.. when was the first official act of violence commited? I bet Cane must have spent hours a day as a child reading comics, watching Bugs Bunny, and playing video games before he finnaly snapped and slew Able!
  4. Thank you Jay, for the return of the male hairstyle 'Buzzcut'
  5. It is important to note that it has been discovered that where in the jello the PA are dropped, and even to some extent when they are dropped, makes a very big impact on how Mito Aggro is handled. Although I do keep in good communication with one or two of the usual PA’ers during the raid, I cannot as yet hammer out a suggested method for the PA team.
  6. [u] Neo Sporin's Issue 7 Method for Improving Aggro Team Healer Survival During Hamidon Raids [u]

    On the Pinnacle server, I have been a healer on the Aggro Team for a very long time now, and I almost never died during Hami raids. Then came issue 7, and suddenly, I am dying more then 7 times a raid. The entire Aggro team now can get wiped out and then the main raid gets wiped.

    [u] The Problem[u]
    Mito aggro is much more aggressive since issue 7. The Aggro Team Healers are dying much more then ever. When rezzed the healer is killed immediately because death does not break the Mito's aggro. The Aggro Team gets wiped out completely now, which is something I’ve rarely seen before Issue 7.

    Some raids, since issue 7, had the Aggro Team healers start off in the main Healing Umbrella until it was time for the Aggro team to “set up” (Start taking Hami Aggro). This was done in the hope that the Main Healing Umbrella would keep the Aggro Team Healers alive. Unfortunately, the down side to this was the Aggro Team Healers would take Mito aggro inside the main Healing Umbrella, and keep it. When the time came to “set up,” the Aggro Team Healers would die the moment they left the main Healing Umbrella. Of course the Aggro Tank would die, followed by the back up tank since neither were getting healed. Then Hami would quickly turn his attention on the main group and wipe them all out.

    Clearly, we need a new method to improve the Aggro Team Healers' survivability. I have attempted to develop such a method, and while the method is not fool proof, and Healers still die, we have not suffered a complete wipe of the Aggro Team since we started using it. Furthermore, I welcome and encourage anyone to please contribute ideas to help improve this method, or even develop a better one.

    [u]The Method [u]
    The object of the method, is to have the Aggro Team Healers create their very own Healing Umbrella and ensure that all Aggro Team Healers stay together at all times.

    Aggro Team is composed of the following:
    <ul type="square">[*]2 Tankers, the Main Aggro Tank, and the Back up Tank. [*]1 Kinetics AT, the Speed Booster[*]5 Empathy ATs (Empathy is preferred as the method calls for both Healing Aura and Heal Other) [*]With the exception of the tanks, the rest of the Aggro Team suffers from mezzez during the course of the raid. So a Force Field AT, the Bubbler, is required to protect the wee heads of the Aggro Team squishies. Unfortunately, there is no room on the Aggro Team so the Bubbler remains an off team participant. Ideally, two Bubblers are great to have in case one is killed.[/list]Each Aggro Team Healer and the Bubbler must set themselves on follow to the Speed Booster and remain on follow to the Speed Booster at all times, even and especially in death and/or afk.
    The Speed Booster is the follow for the Aggro Team because they are the only ones not Speed Boosted and therefore are less likely to overshoot where they intend to move to.

    Being on follow to the Speed Booster offers a few advantages: <ul type="square"> [*]When the tank needs to move, the Speed Booster can follow the tank’s movement, and all the healers will automatically move into position. No one gets left behind.[*]If an Aggro Team Healer dies, and is rezzed, they will automatically move toward the Aggro Team. No need to try and find the other Aggro Team Healers.
    [*]If an Aggro team Healer needs to go afk, they will automatically move with the team if the need should arise.
    [*]Most importantly, if all Aggro Team Healers are on follow to the Speed Booster, it guarantees that all the Aggro Team Healers will be within Healing Aura range of each other. This is how we really improve our chances of surviving without an entire Aggro Team wipe.[/list]
    Each Aggro Team Healer sets Healing Aura on automatic.
    Each Aggro Team Healer will manually Heal Other the tank.
    The Speed Booster will ensure that all healers are in Heal Other Range of the tank.
    The Speed Booster will ensure that the entire Aggro team is Speed Boosted.

    Once all the Mitos are cleared out, the Aggro team can take the Speed Booster off follow.
    Any Aggro Team member with a true hold should go help hold Hamidon, BUT no less then 2 healers should remain to continue healing the tank. This is becuase since Issue 7, Hamidon is now able to fire even when fully held.

    Variants to this method include building a second small team of Healers, who also follow the same Speed Booster and spam Healing Aura. However, we must be careful not to thin out the main Healing Umbrella too much.

    If you have questions, comments or concerns, or, more importantly, ideas to help keep the Aggro Team Healers alive, please let me know.

    Cheers! Happy Hami HOing!
  7. [ QUOTE ]
    Gauntlet is a generic name for a variety of powers which all include an inherent 'Taunt' effect. The text says "Each time the Tanker attacks, he enrages the target, and those around him, enticing them to attack the Tanker."

    So, what is an attack?
    * Any of your Melee Powers which damage a target, and many that simply apply a Status Effect. Single Target attacks are limited to 5 critters effected per attack. PBAoE's such as Whirling Mace are limited to the number of critters that take damage -- in this case, up to 10 critters.
    * Any 'Aura' powers you may have, such as Icicles or Invincibility.

    Note that there is no distinction between Primary and Secondary powersets, Epic Powersets or Pool Powers? These all have Gauntlet on them, to one extent or another (Pool Powers version is limited to 1 target, and only the direct attacks have it.)

    If you are dealing with +3's or higher, it may be worthwhile to slot a Taunt enhancer or two into the powers you are using. They *do* help.

    [/ QUOTE ]I am convinced that the inherent taunt of Gauntlet is far weaker then the tanker's primary power Taunt. Unfortunatley, many new tanker's today believe Taunt is a waste and they opt out of taking it.

    Many Tankers without taunt will argue that they do just as good without taunt. Experience has proven time and again on teams I've been on that the tanker with taunt is far more sucessful at managing aggro then tankers without taunt.
  8. [ QUOTE ]
    I keep telling everyone, the Dev have forbidden the bases to ever be of any real use to anyone. They are time wasters, fluff, and SG destroyers and nothing more.

    &lt;.&lt;

    *Hides the thread from Sleepy_Kitty*

    [/ QUOTE ]I find myself largely in aggreement here. The bases are very low on usefulness, and SGs have become cattle calling side show barkers inviting anyone with lowbies to join. Most SG have become very impersonal and have deeply rooted 'cliques' or inner circles inside them. I see a trend in new commers to SGs getting most of their teams from PUGs rather then SGs.
  9. This would make bases more handy. Currently I find myself at odds with the leaders of my SG because I am reluctant to run in SG mode to build Prestige. My argument being that the only use the base has been are quick trips to Hazard Zones. Outside of that.. bases have no other usefulness for me.

    Others have argued that we can rez at the base and port back to the zone we came from. True as that is, the rez is only partial, not a full rez like a hospital, and most hospital trips keep you in the same zone you came from. So hospital trips remain the better method of rez asided from a rez from a teammate.

    So I have a very difficult time keeping in the spirit of building prestige when the prestige only buys the base more useless stuff. I'd rather build inf so I can buy ehancements.

    Porters that will port us to any zone will be worth building prestige for. Once those are in the base.. then I will once again not see much use in continuing to build prestige.
  10. The Monolith appeared next to Back Alley Brawler in 'A Space Oddessy, 2001'?
  11. Maybe to prevent greifers from hiding the BRB, they could set up a specail lil station to sorta ping the ball so you can see where it is. It wont make the ball move away from where ever it is at, but the ping will let you see where it is so you can go to it.

    Then at this station (perhaps under a tram is a good place for the station) there is a hammer and a button. You pick up the hammer and strike the button with it. This activates the 'ping'

    So to find the BRB, you have to use the Ball Ping Hammer.
  12. [ QUOTE ]
    Do NOT and I repeat do NOT, call yourself a puller...run out in the open, fire off your blast AND STAND THERE. Cut a damn corner, get out of line of sight. Especially if your fighting ranged enemies. It baffles me how some people dont understand this logic.

    Then complain when they're kissing the floortiles, 'why didn't you guys help me?'

    I never boot noobs for being noobs, but man they can try your patience.

    [/ QUOTE ]
    lol, Every time I see someone call out "I'll pull!" and then do what you just described, I call out "n00b pull!!"

    I don't understand how they think a pull is when you launch an attack on a foe. It makes me wonder, when they are in a full scale battle, do they think they are pulling the whole time of the battle?

    lol, I still need an emoticon for rolled eyes!
  13. [ QUOTE ]
    3) I can't speak for anyone but myself on this one, but I don't respond to tells in l33t or stupid internet slang like "do u wan 2 do mish?" Maybe I'm prejudiced, but I think it's lazy and stupid, and not worth my time to reply.

    [/ QUOTE ]
    I agree. I ignore anyone who uses "l33t" speak. Not so much that I think it's stupid (but i do think it is stupid) But because it makes me have to slow down to figure out what it means.

    Any type of chats or tells that require me to "translate" only slow me down. Well actually, they don't slow me down as I ignore them. I wont translate. And if anyone wants to know why I seem to be ignoring them on team.. say something like "Are you ignoring me?" Rather then "R U ignrng m3?" and I will respond.
  14. [ QUOTE ]
    Or you might be a defender/controller that never gets to do their own missions because they're always on teams

    [/ QUOTE ]
    This certainly does not have to happen. I have a level 50 Emp. Often teams did neglect to his missions and he out leveled them. I would of course ask the team if we can do my missions. Usually, the team would not respond.. as if they didn't catch that I put something in chat.

    I would ask a few times, and if I didn't get a response.. I would just say.. "Ok, thanks for the team. I gotta go build a team to get some of my missions done now. Have fun all!"

    Suddenly, the team chat is filled with "Wait! we can do your missions!", "I'll help you with your missions!" and stuff like that.

    Freakin magic.
  15. [ QUOTE ]
    Spark Blade looks like he could be a Katana/SR scrapper with his pistol being his special ability and electricity being is power customization.

    [/ QUOTE ]The pistol is not part of his power sets. He spent 6 weeks gathering 1024 various badges an plaques to get a pistol that takes 3 and a half days to recharge, has a 5% chance of hitting when fired, and if it does hit, it has a 25% chance of doing something useful.
  16. [ QUOTE ]
    Am I the only one who can't resist clicking on the gift inspirations as soon as you get them? I just can't wait to see what it is.
    The few minutes I was actually on and able to play I found 3 naughtys and 2 nice. The gifts were both gift of power.
    I'll save some eventually......I hope. Still haven't turned on my jingle jet yet.

    [/ QUOTE ]If you haven't turned on your jetpack because you are "saving" it, for later, then you need to know that the used or not, the jetpack is gone 30 days after you get it.
  17. [ QUOTE ]
    I personally don't gank in the hospital, but I've been ganked in the hospital. I don't fault anyone because I know going into the zone that it's a PvP free-for-all. That leads to some creative gameplay and I actually like to see how people get around the various challenges.

    And I don't lose anything when they do it... no debt, no material. Maybe it's just that I don't mind getting killed in the PvP zone that I haven't thought about this much.

    But back to the main point, if something was keeping you from seeing, targeting or leaving, make sure you bug it.

    [/ QUOTE ]You will say this until the day comes when you are ganked, and find that you cannot leave the zone. Many players get stuck in a gankcrew who tp foe and never let their targets live long enough to exit the zone. When they "Go to hospital" they rez amoung the ganksters or where the ganksters can see and tp foe them back to gank them repeatedly. For some, the only way out of this, is to log out and wait and attempt a login in hopes the ganksters have left.

    At that point, it is no longer fair game play, its greifing. It is interrupting someone's ability to play the game.
  18. [ QUOTE ]
    Devs I have 3 BIG issues that you need to address and as a beta tester I think you need to look real hard at this.

    Issue #1&gt;

    Base costs are way out of controll and are very unfair to new players and new Super Groups. These must be cut by as much as 50%. So which of you group of DEVS are going to do this?

    [/ QUOTE ]Agreed, Bases are very expensive, and while there are plenty of large SGs and VGs out there that have all the cool toys in them, many Groups are much smaller and are looking at months to get even the basically useful toys.

    However, I believe it was the Devs intent to make things so expensive so I figure, in their eyes, it is something that is not broken. So, before one can ask "When will it be fixed?" We need to first establish "Is this being reviewed as something that may be fixed?"


    [ QUOTE ]
    Issue #2&gt;

    This PvP in my opinion is killing the game. The server population on the hero side has been at an all time low. In the pass few weeks since COV release I have seen the daily pop numbers go from a few 1000 to just a few 100. Plus a lot of heroes are getting their butts kicked and are started to hate their heroes and leave the game. What in the world were you thinking when you do this?

    [/ QUOTE ]Not sure I agree here. Hero numbers have dropped considerably, yes, but I really don't think it was PVP that did it. All the players in my SG that picked up CoV dont do PVP and almost never login any of their heroes. Myself included. I bet most of those who stopped CoH to play CoV were those who played CoH for over a year and want to experience the new content in CoV.

    As for Heroes getting their butts kicked... I'm not sure about that either. Siren's call seems to have been under Hero control for a great deal longer then the Villains have had it. I have yet to see how the other zones are fairing. But I have to say if the Heroes own the zone more often then Villains, then it would have to be Villain butt that is recieving the most kicks.

    [ QUOTE ]
    Issue #3

    Why do masterminds in COV get their pets early in the game like around lvl 6 and in COH they have to wait until level 28 or later to get theirs?

    [/ QUOTE ]Masterminds get their first pet at level 1, not 6.

    There are no Masterminds in CoH. However I believe you are comparing them to Controllers.

    Masterminds get their pets early because being a Mastermind is about pets and controlling those pets. Most of the power selections in a Mastermind's primary are pets, or some sort of enhancement or support for the pets.

    Being a Controller is not about the pets. Getting the pets may be the reason a player chooses a Controller, but most of the Controller's primary is about directly affecting foes not pets.
  19. [ QUOTE ]
    Sorry friend you are mistaken burn was nerfed. Burn now only affects 10 baddies and deals out more fear.

    [/ QUOTE ]My mistake yes burn was nerfed down to hit only 10 foes at a time. I forgot about that one.
    I can't find anything posted by a Dev that states they increased the fear in burn though. Do you have the link so I can read it?
  20. [ QUOTE ]
    Prior to the burn nerf(s), I would agree that fire tankers traded defense for damage. Now, I'm not so sure. Remember that all fire tankers are not fire/fire tankers. My fire/axe tanker now uses Axe to do damage instead of burn. As such, he does no more damage than an invuln or stone tanker with an axe, but his is far more squishy. Please explain that.

    [/ QUOTE ]Fire tanks are squishy because they did trade damage for defense. If you look at a fire tank's Primary it has fewer defense/resistance options then any other tank. However Fire tanks primary has 3 powers that deal damage. Fiery Aura, Burn, and Rise of the Pheonix. That is the trade off right there.

    Ice and stone tanks have only one damage dealing power in their primary. Ice tanks have Icicles and Stone tanks have Mudpots. Invuls have none.

    You may not have select BA, Burn or RoP from your primary but they are still a part of your Primary none the less.

    As for the nerfing on burn, technically burn was not nerfed. It was taunt. See Burn has always had a fear element built into it. But, we used taunt to keep the foes inside our burn patch. It was great. Then the devs nerfed Taunt. They removed taunt's ability to affect foes under the influence of fear. Thus, we could no longer taunt foes back into our burn patch, and it appeard as though Burn itself was nerfed.

    It was at that point they turned fire tanks into fire scrappers.
  21. [ QUOTE ]
    And dish out the damage with what skills? Secondary. Tertiary. That's not the question. The question pertains to Fire Tanking and only Fire Tanking. Not Fire/Ice/Fighting/Whatever else.

    Exactly.

    Again...

    What is the purpose of Fire Tankers? What can a fire tanker do that no other can? List.

    - Boost up the power of Fiery Aura.
    - Ressurect themselves.
    - Scare guys away without the ability to taunt them back.

    That's an amazing set for the purpose of "tanking". I don't care that the developers wanted to kill an offensive skill. I'm more distrubed by the fact they wanted to kill an offensive set by trashing the stronger 1 of 2 offensive skills they had.

    Maybe they can just trash Personal Force Field.

    [/ QUOTE ] Ah, I think I get you now. The Devs decided to alter Taunt so it no longer could taunt back foes that are affected by fear. There is a fear element built into Burn. So it is untankly to have a power that sends foes away from the tank.

    I have a level 50 fire tank, and ever since that change, I have come to regard him as more of a Fire Scrapper then a tank.

    I have a level 50 Invul tank too. Like a real tanker, he tends to keep foes wailing on him rather then running from him.

    There are players out there with fire tanks that apparently still seem capable of Aggro Management with their Fire tanks. although I can only see this as possible if they don't use Burn.

    Burn still is useful, I use all the time and it works but the foes tend to yo-yo in and out of the burn patch. So, they are not achieving that extra crispiness I like so much as quickly as they use to.
  22. [ QUOTE ]
    Yeah, I gotta question.

    What is the purpose of Fire Tankers? What do they do that no other set can do?

    [/ QUOTE ]? You might need to be a little more specific. Fire tanks can tank, but so can all other tanks. Fire tanks can deal damage, but so can all other tanks, scrappers, blasters, etc. Fire tanks do what other tanks and damage dealers do.

    Fire tanks deal a little more damage then other tanks, but the trade off is, they are squishier then other tanks. To compensate as best as possible for this it is in a fire tank's best interest to pick up tough and weave from the fighting pool and to counter against knockback Acrobatics from the Leaping pool.

    When they have all that with their damage resist from their primary, fire tanks can tank well, and dish out the damage.
  23. When buying Enhancements, I used to:
    - Open store screen
    - Buy enhancements
    - Click on Manage
    - Place enhancements in slots

    Now, it has been changed and an extra step was added:
    - Close store screen

    I find buying enhancements to be somewhat tedious as it was, and I am talking about when I have to redo all of my slots. Adding the extra step only added to the tedium.

    So I was wondering why the Devs decided it was necessary to stop us from going straight to managing our enhancements from the store screen with out first closing the store screen.
  24. [ QUOTE ]
    [ QUOTE ]
    With Enhancement Diversification comes a benefit for ALL City of Heroes powers.

    Every power, across the board, is getting a 13.33% reduction in its Endurance cost.

    [/ QUOTE ]

    Better. Now, you're getting closer to a reasonable change. Do the same thing to damage rates, and this starts to look downright positive.

    [/ QUOTE ]Gah!! Careful how you say that or we'll all be hit with an additional 13.33% reduction in damage across the board! (Yikes!)
  25. [ QUOTE ]
    With Enhancement Diversification comes a benefit for ALL City of Heroes powers.

    Every power, across the board, is getting a 13.33% reduction in its Endurance cost.

    [/ QUOTE ]Well, hopefully this might save my Sonic/Sonic Def. As it is now he has Staminia 6 slotted, has on end Reducer in all his attacks, one end reducer in Sonic Disruption, 2 End reducers in Sonic Dispersion (The only shield that benefits me) and he goes through end like mad.
    I am concerned that the hit to Stamina via the ED will turn him into a non attacking boring Shield generator. I guess we'll see how this all meshes out.