Obitus

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  1. Quote:
    Originally Posted by newchemicals View Post
    They should just merge the two incarnate shard/thread currencies and be done with it.
    That might be a nice gesture, but I really don't even think that's the problem in this particular case. The Incarnate powers' interface is probably the main problem, followed by the absolute lack of clear naming conventions for components.

    The fact that there are two separate and distinct baseline currencies is almost irrelevant, because one of them is only useful for Alpha, which most of us probably had squared away before I-20 even launched. You can convert shards to threads, but that's as far as shards go with respect to the new content.

    The devs clearly want Alpha to be more generally accessible than Interface through Lore. They want progress in the later slots to be limited (largely) to people who run the Trials. You can debate whether theirs is the right approach to gating progress, but that's probably a subject for a different thread. The false-complexity issue would remain even if there were no Shards.
  2. Quote:
    Originally Posted by theheat View Post
    How do I check my chance to hit +4s, and +3s in mids. I think you have to adjust chance or percent to hit, but don't know how much, or where to see your actual chance once you do adjust it. If someone can give me detailed instructions i would much appreciate it.
    I don't have Mids' installed in front of me right now, but if you look under options (I think it's called 'Configuration' in the Mids' menu), and then you go to 'Effects and Maths' there should be an area near the bottom where you can adjust the base chance to hit.

    For +4s, that's 39. For +3s (off the top of my head) that's 48.

    If you type in those numbers and select Okay, then all of your powers' ToHit will be calculated on that base. (Visible in the info window when you right-click on a power).
  3. Quote:
    Originally Posted by Venture View Post
    Codswallop and poppycock. It doesn't require thought, it requires drawing up a list of what components you're going to want in advance. For every character you plan on taking through the Incarnate process.

    That's not complexity. It's tedium masquerading as complexity.
    Venture's spot on.

    Flavor is great, but the Incarnate crafting system is only complex to the extent that the devs seem to have gone out of their way to punish you for the smallest and gameplay-meaningless mistakes. You shouldn't need to consult with an out-of-game checklist every time you get a reward table, for fear of picking up the wrong component.

    Complexity is fine, if -- as Arcanaville pointed out -- that complexity provides interesting choices. That's not what we have here. I'm not ashamed to admit that I've wasted a couple of components because on occasion I've lulled myself into using the spectacularly unhelpful Incarnate crafting interface to figure out what I needed. And misread it.

    Those mistakes have nothing to do with gameplay. They're just a waste of players' time.
  4. Obitus

    Tray Management

    Quote:
    Originally Posted by Ace_of_Hearts View Post
    I've recently discovered an issue on my mind/trick arrow that I have never experienced before and it completely baffles me!

    I dont have enough slots in tray 1 to use all my powers when I want to!

    Let me explain:

    In the past I have made toons that usually end up with four or five useful attack powers and they end up in slots 1 - 5 of tray 1. The other five slots are taken by powers that are useful but not used as much - buffs etc. Toggles are normally stored in tray 2 (accessed via CTRL) with travel powers and tray 3 takes up miscellaneous powers that come in handy at times (accessed via ALT).

    On my other toons this has been fine. BUT on my mind/trick arrow I have too many REALLY useful powers. And they're all clickies!

    So I thought I would rearrange my trays so that group lockdown powers (mass hypnosis, total domination, mass confusion, emp arrow) are stored in tray 1, debuffs (glue arrow, acid arrow, poison gas arrow etc) are stored in tray 2 and finishing moves (mesmerise, dominate, leviatate etc) are stored in tray 3 and use macros to switch between the three. This works OK but gets REALLY confusing in fast paced missions what with all the tray switching and stuff!

    I suppose half the problem is that I am used to keyboard playing rather than using the mouse but my mouse is unreliable at best (one of those crappy laptop ones). I am probably over-thinking everything but in my build I will have about 18 / 20 powers that I need to access quickly and I have no idea how to do it!

    Does anyone else have problems like this? Can anyone suggest a solution?
    Yeah, tray management is like half the game, IMO.

    Personally, I try to put attack-chain powers (the powers I most often spam) in slots 1-5, with 5 usually being an AoE effect of some sort. Then tilde (the key to the left of 1) gets a supplemental power that I often spam. On my Dom, for example, that's Confuse.

    Other powers that I might find handy to use without having to find them with a mouse click go on tray 2 from numbers 1-5. That way, I can just press Alt+1 for Mass Hypnosis (for instance). 10-11 powers are easily accessible with my left hand while the right most often rests on the mouse. Toggles and lower priority powers go in slots beyond 5 or in the third tray. Really low-priority powers (temps and teleports) go in trays 4 and 5.

    I'll also toss an emergency-esque power on button4, which is the back button on the side of my mouse. In the case of my Dominator, that power is Mass Confusion.

    Basically everything else gets the manual click treatment. For what it's worth, here's a picture of my current layout (keeping in mind that the two cleared spaces on tray 1 are for Lambda-trial temp power drops; ordinarily those would be filled):

    Picture
  5. Quote:
    Originally Posted by Hopeling View Post
    Changing the Archetype in the power info in-game does not change the +hp numbers (which is consistent with other Destiny powers, and I guess makes sense since it's a team buff). It's pitifully low for everyone.
    I thought so, but I also wanted to be sure I was fair, given that I wasn't sitting in front of the game at the moment.

    Quote:
    It's just severely worthless compared to the benefit of the Radial path.
    Yup.
  6. Quote:
    Originally Posted by Arcanaville View Post
    I still like MA: my MA/SR scrapper is by far still my favorite scrapper. But MA has had issues for every second of its existence from beta to two seconds ago. Its a fun set to play, but it has always had performance problems.
    The above-quoted post 1,000%.

    The reason I originally registered on the forums was basically to campaign for MA, back in May of 2004. I did that for a long while, and though the set did see some fairly large improvements in the early life of the game (not due to my campaigning, mind), I gave up after awhile. Arcanaville has pointed out MA's flaws far more effectively than I ever did ever since.

    And the set has seen even more improvements, I think largely as a result of her efforts, in recent years.

    But MA is still, at best, a stylishly mediocre melee attack set. Haven't paid much attention to all the number-crunching work you guys have been doing in Scrapper land lately, but I'd be shocked if MA rated higher than about third-to-last in its presumptive specialty, single-target damage. Martial Arts is, to me, a monument to the sometimes mystifyingly disproportionate weight the development team has always placed on certain effects. MA has a lot of control in theory, but it seriously lacks for useful control.

    But hey, I guess we can all hang our hats on the fact that disorient no longer gives staggering NPCs superspeed.

    TL;DR: There's certainly nothing wrong with liking a powerset, but the OP's premise -- that there's no reason to play anything other than MA -- struck me as hilarious in a morbid kind of way. Heck, I'm not convinced this thread isn't an ingenious attempt at reverse psychology.
  7. Quote:
    Originally Posted by Nihilii View Post
    My reasoning regarding buff vs DPS is the same as Flower, with a 1/3 uptime I'm not big on the buff side so I go with the DPS lieut.

    I first tried Seers for the ranged psi damage against highly resistant mobs - Statesman in LRSF, Hero 1 in LGTF, Minotaurs and Cyclops in the ITF, or even Longbow Wardens popping Unstoppable in regular missions. It didn't turn out as well as I expected. The Diviner runs into melee and dies quickly. The Seer only has one psi attack out of three - her Dominate doesn't do damage, and Levitate is smashing. Still useful for the intended purpose, but not so great by itself.
    I went with the other branch of the Lore Seer tree, so maybe that explains why I have a completely different experience: Using the T3 Seers with the buff Lieutenant, I've never seen either of them even attempt to close to melee.

    In comparison with what I'm reading about Victorias, the Seers damage ain't very good (added about 70 DPS to a Pylon run on my Dominator), but the Augur does have some control ability and a rare damage type. Absolutely PWNed Elite Boss Statesman in a Mayhem mission, for what that's worth.

    For a Scrapper, I'm a bit torn. I know that people like to see their DPS number skyrocket, but for general purpose play I'm not sure it isn't better to diversify. As you point out, the pets are only available 1/3rd of the time, so there's an argument to be made that the pets are more like a quasi-panic button than they are a DPS supplement. The Seer tree seems to be one of the best options along those lines. Then again, the DEF component in the Seer buff pet's Fortitude doesn't stack with positional DEF, so that's worth considering.

    Will have to experiment more with other Lore pets. Not sure yet what to take on my Tanker. He doesn't have an obvious thematic fit.
  8. Quote:
    Originally Posted by InstantCarnation View Post
    I think a more appropriate pylon test for incarnates is how fast you can kill 3 or even 5 of them in a row... because you are exactly right, the "short" duration uptime of the pets are definitely skewing the numbers. However, at the same time they last long enough for many builds to kill all but the toughest of enemies before they expire, so who knows.
    Heh, true. I'm probably being too nitpicky. If you were to take two turns -- one with the pet, and one without -- then you'd have a decent idea of what you're capable of doing. That thread is basically a catch-all at this point, and a lot of the things posted in there are just for fun.
  9. Quote:
    Originally Posted by Microcosm View Post
    That doesn't seem quite right. +HP acts similarly to adding resistance: it takes more to kill you, and allows you more time to regain control of a situation. It also makes whatever +regen or heals you already have more potent.
    That's true, and if the Rebirth Core offered +HP in commensurate amounts with the +regen available from Rebirth Radial, then the former would be more attractive.

    But it really doesn't. The lowest (permanently sustainable) regen buff Radial offers is +200%. That's basically 8 Regenerative Tissue procs. The average +regen buff Radial offers is +433%. That's much higher than you can get from IOs, or even from most +regen powers.

    Dispari's guide shows +HP numbers from an undisclosed AT's version of the power, so I can't assume they're accurate for Tankers (who have the highest HP in the game). Still, we're talking about a comparatively minor sustainable +HP boost, easily achievable through IO bonuses if you were so inclined. For instance, Dispari's numbers show Rebirth Core Epiphany at +53.54 HP for the last 60 seconds of the duration.

    Even if we assume that that number is tripled on a Tanker, we're only looking at ~160 extra HP, permanently sustainable. That's less than 10% of base Tanker HP (~1875 IIRC, capping at 3534).

    I'd say that if you're playing a build that doesn't need the +regen, then you're almost certainly better off with Barrier or Ageless than you are with Rebirth Core. Frankly, I'm not sure there's any AT or build out there for which the +HP branch of the Rebirth tree is a competitive option.
  10. Quote:
    Originally Posted by Dr_Mechano View Post
    Heh well that gives me something to do, taking a break from 'what AVs can I now solo thaks to the pets' to, How quickly can I solo a Pylon...
    Some people have already gotten below one minute

    Still, the Lore-included DPS figures in that thread seem a little beside the point to me. Once you've gotten the Pylon down below the five minute duration of the pets, you're no longer measuring the average contribution of the pets. It's almost as if someone tried to measure his DPS using only the 10-second duration of Build Up. Lore is basically long-duration burst damage, because the pets are only available 1/3rd of the time.

    That said, the numbers people are pulling with Lore pets and buggy Ion Judgement are hilariously impressive. But all of the above is a bit off-topic, so I'll stop here
  11. There are definitely flaws with the system. The only time I've gotten the LFG system to work at all was on the first day of I-20's release -- when Global channels were down, and people were still trying to figure out what the heck was going on.

    Needless to say, I failed the three trials I ran that day.

    Ever since, everyone on Triumph seems to gather in Pocket D, and I haven't personally seen a failed run since. It's not that we (and I use the term 'we' loosely) are hand-picking teams for the optimal AT/build composition; quite the opposite, in fact -- but we are at least assured of a certain number of participants with a certain, minimal knowledge (at least having figured out where to go to get into a League as opposed to just pressing a button) and a certain measure of commitment to their teammates if we pre-form before a Trial.

    On occasion, just for kicks, I've hit the LFG button just to see how long it would take, often while I'm alt-tabbing in and out of the game to do other things. I've waited well more than an hour with no bites, even with what you'd think would be the most laid-back and inclusive options enabled -- both trials checked, willing to join trial in progress. No luck. Granted that Triumph is a relatively low-pop server, and granted that the pre-made Leagues limit the number of potential trials to join through the Queue, but jeez.

    In order for the Queue to get any serious interest, it has to keep filling past the minimum, even if it waits until the trial has technically started first. It'd also be nice if you could run missions while in the Queue. As it stands now, it seems like the one big feature addition in I-20 is worse than an abject failure.

    Sorry for rambling.
  12. Just for interests' sake, here's a build I drew up ages ago for my Fire/MM Blaster, with soft-capped DEF to Smash/Lethal/Energy/Ranged (and ~40ish% to Negative). It is definitely playable, and if I hadn't decided to shelve my Blaster in favor of my Dominator (which is basically a mechanically superior reroll of the same character concept), I'd probably use this build or something very close to it.

    That said, the build does make compromises. I don't like not taking Psychic Scream, for instance, because though I rarely use it, it is nice to have a basically continuous ranged AoE attack chain in your backpocket -- and the -recharge debuff is pretty nice too. Also, ideally, I'd prefer to take the Fire APP for thematic reasons, but I've found that high-end Blaster builds heavily favor DEF over RES because the former helps you to avoid the copious mez effects you're gonna face if you solo on anything approaching a high difficulty level.

    I'm also not in love with the endurance situation. In normal play, the idea is that you'll use Drain Psyche, which will eliminate any end issues -- but if you go into ranged mode (for hard targets in team content, for instance), there's a shortfall there. Then again, you could (and I do) swap out Spiritual Alpha for Cardiac. Cardiac's extra range is absolutely delicious on Fire Breath and Blaze, but then your recharge becomes mediocre.

    Attack chain is Blaze-Blast-Flares. Subdual is slotted as an attack because stacked immobilize and the change in damage type are situationally useful. (Edit: Oh, and I forgot that Mids' automatically turns off Accolades and Alpha bonuses. Please tick them on if you view the build).

    Click this DataLink to open the build!

    Temper Fugit: Level 50 Natural Blaster
    Primary Power Set: Fire Blast
    Secondary Power Set: Mental Manipulation
    Power Pool: Speed
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Mace Mastery

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1445;706;1412;HEX;|
    |78DA65935B4F134114C767DBADB5B495722D955B4BB9165828A03EAA5C9A68A8291|
    |47D12EB0A9BB2496D37659BE89B1F41346A8C22E027D0A0F85D802F60BC3EEB433D|
    |FB3F536CD24D3BBFD9FFF9CFCC3933B3E9478B01219E5C154A70A1A06F6FE7E6A9B|
    |58DB2F7966E57CA7A21B0663CB48C723455C99BB65708119186DCAA5ECC1B9B5ACA|
    |2C1B3C285E8B642B96552ADB5ADA28DA7A2197D68BA65529E8B6592AB6DC286E196|
    |5D2B55AA729532A15B4AC65189B7E74530533BF6507B9EF74CD623E80B76543B7E8|
    |25B264991B5A6DB1B4BE6150E3F41F77517E09FA5F17B5A7EA11BB845ED1F98EB10|
    |774ED03170F18EF819DC651179C485284F681D603A0C7996A44F4EC01F3D42A3C4A|
    |55665C8EC135CB9803DA2F312E03D7C8E8968BB8791195535339B5564E6D8C531BE|
    |3D416A8F5C8453C8790CE7D627C06CE1F31BE008BD47AA5DD7B84A49B128C0F40E0|
    |90F1118893D7C776E18B411A20C98FB2AA2EFF38A441C630C34F86208F5182A72E6|
    |CD609F082B46619697E4B529B08BD0152A4B5C8DA5BB8F628D71EE5DA635C7B8C6B|
    |8F71ED4BC219CBF3B5F17C93BB808B72E8E088BB2303F3D40A614024571959C04DB|
    |EB09C211C56700166DC4E152A4522B2CC4807227D21C589F45D215115A2931CDDEC|
    |50BAD93186905BF828D42B07F7CAC12738E4C43176E22585FA7139AA9EFE1518A2B|
    |78191554696B1064CDD015E3939F3B49E81BB982FBECEB8C7C80183F7193AF09AFC|
    |435CA36BE82B961FFEC6F80EFC0909312A376BF4296A9CD801269F0153CF81BFE41|
    |B97558D735513ED6CE79D0953D99ADC4DED188B274F812E8A4CF35031CDF7A8473D|
    |FBA6DC2283D348F01125F88826F98896FFFBE8478FC8A867DF9550A0C4D4DAA756A|
    |D669A9CE5B9BF5ED77F50D7F785CE3EB5EA0FD215999A12476A3FEBA55148BFEAA5|
    |9BA8FD77BD14856BBA21D74483926C50E61A94D9066585EE795266AFD755F20F4A4|
    |DF077|
    |-------------------------------------------------------------------|
    The bottom line is that you can do some pretty impressive things with any AT, given a lot of time tweaking and a lot of influence to invest -- but every build has to make trade offs.
  13. Quote:
    Originally Posted by NobleFox View Post
    So what you're saying is "I don't feel like writing a macro to turn all the powers on or click a few times. My (incredibly minor) inconvenience trumps all these lowlifes who can't afford better computers! So what if I'm ruining it for dozens of folks at a time, it's far better than you selfish pricks expecting me to go through all the effort of clicking my mouse. you people sure are selfish pricks!"
    There's a limit to how much responsibility anyone bears for someone else's hardware deficiencies. If you ask nicely, I'm sure most people would be willing to shut off their more gaudy toggles for you, but the first, most reasonable and polite step for anyone with a low-end computer is to adjust their own settings first, before expecting everyone else to accommodate him.

    So much of this thread seems to circle around a middle ground in which I think most people here would agree. I guess it's just more fun to create extremes to knock over, though.

    But I'd be lying if I said it didn't make for a fun read.
  14. Quote:
    Originally Posted by UberGuy View Post
    There's a long way to go before we have a good grasp of this, but the "smoking gun" data aligned with anecdotes about things like leadership activities point down a path I consider dank and unpleasant.

    If the devs have constructed such an activity-based metric, and were so terribly idiotic to fail to realize that it demotes reward for people who spend time leading via channel text rather than button mashing, I will be incredibly annoyed at our devs. I would rather permit leeches than dissuade leaders or punish people who have builds that don't call for frenetic power spamming.

    Bearing in mind that we don't have proof yet, I don't like the look of this at all.
    For what little it's worth, my only two Very Rares came when I was leading the League and typing a fair bit. Oddly enough, one of them came on a BAF when my team didn't even touch the reinforcements at all. (I had structured the League so that all the people who still needed iXP were in the adds team.) Leading is rare for me; guess I just don't like the feeling of responsibility.

    Then again, I've been playing a fairly high-damage, AoE-capable character (Mind/Fire/Fire Dominator). Up past 30 runs now and only one Common, btw.

    Maybe I'll run some Hero Stats tomorrow. Interesting stuff in this thread.
  15. Quote:
    Originally Posted by Chase_Arcanum View Post
    Well, it isn't a ROBOT per se, but if you delve deep into the piggs, you'll find info on a 'the internet' villain contact... a contemporary of the radio, television, and slot machine.

    Essentially, the internet became self-aware and started learning at an exponential rate. Missions are given out in the form of forum posts, social network updates, and tweets as it starts sequentially taking over each of these services. At each point, it learns, studies humanity, and comes up with a plot to advance itself further. By the time it gets around to taking over the military equipment, the forums, social networks, and tweets have led it to conclude that humanity has no redeeming value-- it must either be exterminated or placated into harmless meat-blobs that sit at terminals all day for its entertainment. Your villain must choose whether to destroy the Internet before he, too, become a victim, or work with it... eventually making billions from the victims hooked on your latest MMO.


    Edit: in case it isn't obvious... this really isn't in the piggs.
    Aww. That sounds like an awesome CoV contact.

    Course, it'd have to be pretty darn charming to sway me away from Television.
  16. Quote:
    Originally Posted by Ironik View Post
    Yeah, the downside is that he has to eat it through a straw.
  17. Quote:
    Originally Posted by RemusShepherd View Post
    The Barrier buffs are better than FF or Sonic buffs for 30 seconds, as you say. But the recharge is 1:30. So they're better than non-incarnate buffs for 1/3rd of the time, and for 1/3rd of the time they're comparable.
    Barrier's cooldown is 2 minutes, not 90 seconds. At Tier 4 (Barrier Core Epiphany) you can get the duration up to 120 seconds -- basically permanent, with a tiny gap for the activation -- but the buff is really pretty weak for 90 of those seconds.

    10 seconds of godmode (+90% DEF/RES), 20 seconds of very good protection (+32.5% DEF/RES), and then you're looking at 30 seconds at 7.5% RES/DEF, and the remaining 60 seconds at 5% DEF/RES.

    Quote:
    You might want to take a look at those numbers again. Remember that the Barrier buffs both resistance and defense. +30 resistance and +30 defense is far, far better than +47 defense from a FF bubble.
    Kelenar already handled this quote admirably (and with a fancy chart, no less!), but just to reiterate: layered mitigation isn't always better than one-dimensional mitigation just because its layered. 45% DEF (in non-Incarnate content) is 90% damage mitigation. 32.5% DEF/RES works out to 1 - ((1 - 0.65) * (1 - 0.325)) = 76%ish mitigation.

    Granted, most people will have some DEF on which to stack Barrier, so you may well find that the latter, layered option is better in practice for a lot of teams. Then again, the higher-order DEF buff from the Force Fielder gives you better protection from ToHit buffs and DEF debuffs. In any case, as noted earlier, we're only talking about 32.5% RES/DEF for 20 seconds out of every 120.

    I'm sure most people on the forum would agree that Force Field is an underwhelming powerset, or at least that it's too one-dimensional. That was pretty much the consensus even long before Incarnates were announced. Heck, it may have been the consensus even before Inventions came along and gave everyone the opportunity to add lots of DEF to their builds. But a single Barrier doesn't come close to replacing a fully matured FF build's contribution to team survivability. Stacked Barriers? Sure, I'll buy that.

    Quote:
    The incarnate abilities give powers that are every bit as attractive -- and in some cases more desirable -- than powers in ATs who are specialized to those tasks. Proliferation is meaningless in this system; everybody's the same.
    Consider what the devs are trying to do here, though. For perhaps the first time in this game's long history, they're emphasizing multi-team content. It's important that people can at least make a good-faith attempt at these trials without spending hours trying to create the perfect mix of teams. Blurring the lines through Incarnate powers achieves that goal, and I think it does the job rather admirably.

    As above with Barrier, you're gonna have hard time making the case that any singular instance of this-or-that Incarnate power replaces a given build or AT. Comparing Barrier with FF is probably the best example you could pick given that FF is such a one-trick pony, in fact. That said, the Incarnate abilities are designed so that if they're layered effectively, you can succeed -- even succeed with flying colors -- with any old collection of ATs/powersets.

    I think that's a good thing, in a game that has traditionally shied away from starkly defined team roles (the holy trinity, if you will). Concept and uniqueness are double-edged swords, after all: the more mechanical uniqueness you enforce in the name of letting your players feel special, the less wiggle room you allow your players with respect to succeeding with whatever unique character concept they want to play.
  18. Obitus

    Mind Doms in BAF

    Quote:
    Originally Posted by Seldom View Post
    A fun little quote from an incarnate trial run, to my mind/ dom:

    "Confuse more plz!"

    They didn't have to tel me twice, but were refering to a Vickie that escaped the mass confusion. Still, it gave me a chuckle after all the silliness I've come across on the "Don't confuse! NPC's kill steal!" end.
    Heh, it is funny how things change over the years, ain't it?
  19. Quote:
    Originally Posted by Arcanaville View Post
    As to the contribution table thing, we know the devs were playing around with that kind of tech, and considering I got literally one common table out of a ton of runs (that I recall, anyway) purely random chance alone seems less likely to me. If its random, it seems to be weighted towards uncommon. But here's what seems just suggestively fishy to me. My main is a blaster, and has the bulk of my runs. She's not a damage powerhouse being Energy/Energy, but she has a gigaton of recharge: Torrent + Explosive blast is almost an attack chain for me, so I put out decent damage. Uncommon almost every time, and more rares than commons. I recently started running my MA/SR through the trials. Dragon's tail or not, she's basically a pure single target killer. First four runs: two common and two uncommon. Small sample size, but it does make me wonder.
    For what it's worth, in 20+ Trial runs -- of which only about five were BAFs, because the low population on Triumph seems to favor Lambda at the hours I tend to play -- I've gotten one Very Rare component, five or six Rares, one Common, and all the rest Uncommon.

    The one Common was on a Master-of-BAF attempt that went bad after our League messed up the timing for killing the two AVs, a raid in which I spent most of my time lagging out and running from the hospital. (You know the 9CUs are out of hand when you have Rise of the Phoenix and ~170% in global recharge and you die twice in every cooldown cycle.) That was almost certainly my worst run in a personal-contribution sense.

    All of the above occurred on a Mind/Fire/Fire Dominator, which isn't exactly an AoE specialist, but it ain't no slouch either. As you say, a small sample size. Everyone I talk to seems to agree that Commons are anything but common, though.

    Quote:
    ** I will be honest, though: once I figured out what was going on, I would position myself in such a way that I could shoot single target attacks at the AV, and then fling AoEs the other way towards the adds, whenever my team pulled ahead of the other AV team. That way, rather than just slow down I would be dealing damage to the adds.
    I've done the same thing. Getting iXP on BAF when your team is not on the ambush team is painfully slow. In any case, I figure that tossing the occasional AoE control and damage power at the adds can't hurt anyone.

    Ideally, the League lead would determine ahead of time which player on each team is both well-suited for reinforcement duty (good AoE damage and/or control), and isn't crucial for AV duty -- and then assign those players to the adds so that every team got a roughly equal amount of Threads/iXP.
  20. Obitus

    Sucker Punch

    Quote:
    Originally Posted by Father Xmas View Post
    Well that's better than writing him off as a has been like some others. Or automatically assuming the new Superman will be as equally unsuccessful because of his involvement.
    Heck, the guy's flair for action sequences might help Superman a lot, considering that most of the action sequences we've seen from Superman in film have been variations on Superman versus heavy object.
  21. Obitus

    Mind Doms in BAF

    Quote:
    Originally Posted by Sardan View Post
    Don't apologize, that was a good post. I have to try that "sleep the spawn, confuse a boss and smack it" trick!
    Heh, thanks. The only problem with the sleep trick is that if the boss uses an AoE attack near his buddies, he'll wake 'em all up and then the AI will no longer give the Chamber/Crate target priority.

    I can usually get a good bit of extra damage on the crate with that method if I confuse a Vicky, though. War Walkers and the IDF guys have too much AoE.

    Keep Terrify/Total Dom/Mass Confusion in your back pocket, regardless
  22. Obitus

    Mind Doms in BAF

    Yeah, I guess it is kind of frustrating that the minions don't respond to Terrify. Maybe I'm just biased because I play Mind/Fire/Fire, which allows me to play quasi-Blaster during the escapee phase. Don't even really try to control anything; Terrify's just another small source of AoE damage. YMMV and all that jazz.

    Again, though, there's a bit of an upside: I was surprised to see just how well fear works against all of the robots in both trials. If you toss Total Dom and then Terrify right afterward, then you've effectively made a resilient and long-duration sleep for the smash-and-grab phase. (The mobs are held for prolly 10-15 seconds -- depending on your level shifts -- and then when they wake up they're feared and can't respond because no one should be trying to attack them. Even if someone does attack them for whatever reason, they only get one shot back.)

    Another favorite trick if alone is to use Mass Hyp around a spawn guarding one of the Weapon Crates or Containment Chambers, confuse the hardest hitting boss in the crowd, then hit that boss once to wake it up. Because it's the only un-slept target, the Crate/Chamber should become the boss' only target.

    And if your League tries to down Marauder without using any Molecular Acids (for the badge), a single Mind Dom can lock down countless reinforcements while the rest of the team beats on the AV.

    If you can't tell, I've played more Lambda than BAF, and it's not even close. The smaller population on Triumph seems favor the smaller trial. Anyway, I think the bottom line here is that the trials are intentionally designed to throw curveballs at various builds. Damage mitigation (+DEF/+RES/+regen) is spotty against 9CUs, BAF turrets, and even the IDF in Lambda if enough of those buffing Battle Orbs are allowed to congregate. Control is spotty against the escapees, but potentially uber in the sabotage phase of Lambda, or against the 9CUs.

    Sorry for the ramble. I'm digging the trials.
  23. I wouldn't be too quick to draw conclusions from Sequestration. I've gotten warnings when I wasn't even attacking the AV, but rather the reinforcements -- and once the warnings have been given, they seem to linger for a really long time, long after you've shed whatever aggro you may have had.

    Whether Sequestration is working as intended or not, I can't say. But it doesn't seem reasonable to blame anyone else on your team for losing aggro just because you got warned.
  24. Don't have it on my (INV/SS) Tanker yet, but Rebirth's very nice even on my Dominator, which has about 1/3rd of the Tanker's HP.

    For Tankers, the numbers are darn impressive.