Rachael_Storm

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  1. I have returned....

    As of most recent free trial....
  2. Rachael_Storm

    DP/Dev Advice

    I decided to roll a Dual Pistols/Device Blaster. I've always wanted to try the Dev secondary because of it's more "self-buffing" and "Setup" style. However, I noticed a distinct lack of Dual Pistol/* guides. I like that DP seems to have a lot of versatility.

    So, anyone with experience on Dual Pistols have build advice? Whats good? Whats not?

    Thanks in Advance!
  3. I've signed up for the Austin one!


    I wish I'd known about the Gen Con one a long time back, I'd've arranged to go. I've been thinking about going to Gen Con for a long time; that would have been enough of an extra reason to go.

    Can't get a hotel + plane tickets + prereg now.
  4. I'd have to say that this is my favorite issue since Issue 3.

    I LOVE the Statesman Task Force. The difficulty is satisfying, the reward (when it works *HINT*) makes it worth while, and I have something to do with my level 50s rather than have them simply use up a slot because I can't bare to delete them.

    I like the whole IO/CH aspect. I finally have a non-combat thing I can do in game.

    Furthermore, I have real "goals" for my characters. This really makes it 'addictive'.

    I *WAS* disappointed that there were not more temp powers that could be crafted. BUT I do see that there is a method to add that. I have this idea that I have a Superhero who has a utility belt with things like "Stun Grenades", "Flash Grenades", "Caltrops", "Smoke Grenades" - nothing uber - just things along the lines of temp powers you can in your normal missions. By making them as rare as the current powers you further keep them from ruling the game.
  5. [ QUOTE ]

    I'm afraid this will sound flippant or callous, but no matter when they perform maintenance, someone is going to be inconvenienced. I think you can handle being without CoX for a couple of hours. Gosh, not too many years ago those of us who played online often had games go down unexpectedly for days, even weeks at a time. Of course, we weren't *paying* for the privilege in most cases.

    But then what do I know? My total play time here is probably in the range of 6-8 hours per week. Obviously I'm not structuring my life around server uptime.

    [/ QUOTE ]

    I'm aware that hardware/software maintenance is a vital part of maintaining any software system.

    Yes, I can live without playing today. I lived without it yesterday because I had to put in overtime yesterday morning.

    Yes, people will always be inconvenienced no matter when it is. That is not the issue. The issue is, that this is a deviation from the maintenance pattern that we've come to expect for the past 3 years (Expansions notwithstanding). Furthermore, we got minimal notice on this.

    My point:
    We players know that every day the server maintenance can occur, but we know WHEN it occurs. In much the same way, WoW players know that Tuesday means no game. In much the same way the last start up I worked at, our customers knew "Oh, it's Friday at midnight, the servers will be down." We got flack when they were down for more than 2 hours.

    I'm aware that unexpected outages can and will occur. Its part of life. However, I see nothing here that indicates it is a patch that couldn't be handled the way every previous patch was handled. In fact, the European players have even expressed surprise that the Euro server downtime wasn't moved to coincide with ours. THEY know to expect it.

    Therefore, I can say "I don't like this".
  6. [ QUOTE ]

    Please if you're going to move the maint time, can you give us a bit more notice. Up to now it has always been the Euro maint time that has moved. I'm in Europe (but started on the US game before the Euro servers), so posting at 3am my time that the servers are coming down at 10am is not much use to me, particularly when I had a TF arranged for the morning.

    [/ QUOTE ]

    I'd really have liked a bit more notice also.

    4 am to 8 am central is my playtime. I enjoy getting my missions in before work. In fact, it is a rare occurrance that I can do anything meaningful w/r to CoH outside this time.

    I'm very unhappy about this.
  7. I voted. The choices look exciting.

    I'd like to throw this out of what I'd like to see that I think has the LEAST technical issues (because all the animations exist).

    I know that the vague concept of the powers already exist (Energy Aura is pure defense, as is Ice - but still).

    Give the Brute powers that Tankers don't have to tankers: Energy Aura, Dark Melee, Dark Armor.

    Give Energy Aura to Scrappers.

    (Off topic: Give me my Dark/Dark Dominator!)

    *edit* OMG! FIRST POST AFTER THE REDNAME!
  8. I GOT MY STUFF BACK!

    Thanks to NCSoft Support and Lighthouse for following up with my subsequent probs.
  9. I was on this TF with South (and for once, I wasn't the tank - I was the peacebringer).

    My thoughts on this.
    <ul type="square">[*]"Be Here Now" - The STF is not something you can "autopilot". Any one char can be a point of failure in the STF. You need to be reading chat and following directions. Be aware of the situation. This is demanding enough that I'm not sure I'd even want to do this on a computer I was not familiar with. If you are on the Statesman TF, for the sake of the team, give it your full attention.[*]"Know Your Character" - The details of your character and what powers do can really make a difference. I would rather have 8 kins who know their character backward and forward for this than a "perfect team", whatever that is.[*]"Follow the Leader" - Someone needs to be the "Leader" of the TF. They need to have the plan down and be able to issue instructions. Everyone else needs to keep an eye on chat for warnings and general tactical instructions. If the leader says "Back up!", do it.[/list]I ran this several times on test and I've run this almost every day since it went live at least once. My teams have failed it and we have won it. In fact, I've won it more times than I failed it.

    Our points of failure almost always have ended up to some variation of "This player didn't work with the team". "They didn't pay attention", "they didn't pro-actively buff/debuff/whatever their power is", "they ran off and aggroed 8-10 mobs (very easy to do if you aren't careful)".

    I won't stick my head in the sand and say there aren't powers that are *very* desireable; but I've got to agree with this STF guide.

    This morning, we stomped it with this team
    1 Rad/Psi Defender
    2 D3s
    2 Scrappers (1 kat/regen &amp; 1 dark/dark)
    1 En/En Blaster
    1 Peacebringer (me)
    1 Tanker
  10. Stan and Lou should bug that.

    You aren't supposed to have ambushes in Hazard zones
  11. [ QUOTE ]
    However, it take an action which could have been used to do something else, damage or knockdown. I would also advise that all tankers/brutes that are stoners/invul take it, as a complementary power to their aura.

    But any other tankers/brutes...they are offensive brutes/tankers, and thereby their role is more on the devastating side then on the tanking side. Their aura is doing a fair job. I wouldn't think any ill of a fire tanker that doesn't take taunt, as long as he has his aura, he outaggro every non-tanker in the group.

    See, why should a fire tanker taunt instead of attacking? He is having build up and that fiery thing that also increase his damage...or he can deal no damage at all and taunt...a fire tanker isn't as solid as a stoner or an invul to start with, so if he takes more aggro without doing damage, it is getting heavy on his character.

    Again, taunt is merely an extra to the aura IMO, and only the stoners/invul really need it, other have more offensive roles and thereby should consider more offensives alternatives. IMO. A fire tanker is doing about twice more damage then a stoner...this is important to consider if you want or not to taunt and deal no damage at all. A stoner that sacrifice all his damage to take aggro doesn't sacrifice as much as a fire tanker, and he can take damage a lot more than a fire tanker, and a lot longer...same logic vs an invul.

    [/ QUOTE ]

    By that argument, stone and invulnerability doesn't need it either. Stone has a damage aura as well (mud pots: a power that I run only when I'm logged in ). Invulnerability has Invincibility which is a great power with a high aggro field as part of it.

    You are correct in that I could be using a power that does damage or knock down, unless powers are recharging (as is often the case with Granite) or if I'm low on end and don't want to risk my toggles dropping. It is also true that when I get to higher levels I don't rely on taunt except to fill out my attack change (especially because Footstomp is such a beautiful power and an excellent lead off to grab aggro).

    *edit*
    Taunt also has one other feature that ANY tank can use. When a mob leaves your area and is no longer subject to your aggro, taunt can real them in at range.
  12. [ QUOTE ]
    I have a question why wouldnt you take taunt? Sure some people over value it. But during a 50 level run I cant imagine a build that couldnt use it..

    Perhaps someone with a no taunt tanker could post a build? Id like to see where Id differ.

    [/ QUOTE ]

    I have taunt on all my tanks/brutes at some point, so I can't provide a build, but I can see conceptual reasons why you wouldn't want it. It doesn't fit the concept. "Rachael" (Stone/SS) wouldn't actually 'taunt' someone in her comic book. While she could construct a thoroughly wounding insult, chances are, she wouldn't waste her breath on it. I didn't want to take it initially (back when it was 1 target) nor provoke because it just seemed 'silly' in concept. A bad guy decides not to make the killing blow on a guy who can shoot energy because another person questioned their parentage just doesn't fit in my mind.

    Now, I do have it on Rachael, and I use it a great deal to keep my team save. I even have it bound to a phrase that gives it an RP excuse if I want to pursue that. But I take it because it makes my job tanking easier: it grabs aggro AND uses no endurance.

    I advise tankers to take taunt, but I don't expect it, nor do I kick for it.
  13. [ QUOTE ]

    Sorry, but with eight fully tohitdebuff slotted Rad Infections, Mako still has a 53% chance to hit you. +4 con and 87% debuff resistance is brutal.

    And assuming he has 60% defense, your chance with full defdebuff slotting to hit him is still floored. If his defense is only 45%, you would be at 32% to hit (assuming you have a couple of Accuracies slotted). Making it kind of hard to hit with 8 Lingering Radiations. If you did hit with all eight, you could debuff his recharge by ~40%. But I don't think his defense is only 45%.

    [/ QUOTE ]

    Rachael has been conquered by math! (good post)

    Oh, and excellent post Linea_Alba. I'm taking that one and keeping it for strategery fodder
  14. Actually, I don't believe a perfect mix is required. I could imagine a mixed defender superteam making mincemeat of it. Only the very last mission would I imagine be any problem in trying to juggle Recluse and the towers. I would rather have a team of 8 "good" players than a "perfect mix" anyday. RO superteams exemplify this philosophy.

    NOW, that doesn't mean that I think it would be an optimal solution. Each AT has it's strength and they synergize because of that.

    BUT, I bet a team of 8 Rad Defenders would make this a joke.

    Mako would be a chump with 8 Radiation Infections, 8 Enervating fields and 8 Lingering Radiations. Sure, there is some resistance there, but his Accuracy and AC are FLOORED. If you have a team with Core2 Duo systems, I bet 8 D3s would be real darkity-dark goodness.

    I think any mix would work; some mixes are simply better than others.

    Ryu, you are correct that GW would be tricky with a group of 8 Scrappers. However, I suspect while it would take a while, they MIGHT be able to do it. That heal doesn't come up very often, and a team of smart scrappers could wait for that to happen THEN take her down with their high end attacks before she could get it off again. Honestly, I'm more worried about her hold.
  15. [ QUOTE ]

    Teleport. Quite frankly a great escape tool, or a method that someone can get in the goo from a long way aways. With just one application of Boost Range and 3-slotted Range I can reach 645 feet, or 215 yards. Without Boost Range I can reach 465 feet or 155 yards. Everyone with it slotted for 3 range should be able to reach that second distance. I've personally avoided certain death numerous times in failed assaults on mitos using this power, as well as a couple blooms. Two TP's and I was on the other side of the map, thanks to my friend Boost Range.


    [/ QUOTE ]
    Assuming the taunt strategy that FashionSense tested lastnight, I found this very useful for insertion into position to Taunt Hami. There is nothing that gets you into position faster to keep Hami's attention while the rest of the group comes in.


    [ QUOTE ]

    Inventions. Also, since I've heard the invention system is supposed to allow you to craft many things as a temp power or inspiration, I am wondering if there is a way to build Teleport powers that could be useful in raids for players who don't have the Teleport pool.

    [/ QUOTE ]
    So far, I've seen 4 temp powers craftable at this time: Pistol, Baseball bat, Sledgehammer, and phase shift. I really hope there are more; I need stuff for my utility belt. (Though, Rachael needs a sledgehammer!)
  16. [ QUOTE ]

    A mostly RO team won the STF today. We had a emp/nrg def, kin/Dk def, dk/dk def, ice/storm controller, MC/kin controller, Stone/SS Tanker, Invuln/SS Tanker and a Claws/Reflex Scrapper. Only two people had the leadership pool.

    [/ QUOTE ]

    Yeah, but your stone tank was a bossy pain in the butt....

    oh, wait, that was me.....

    Actually, yeah, I've run this 4 times so far and I have to admit, this is both a hard and fun TF. I really do feel like my character is being pushed to her limits, especially at the end when I'm the 'diversion' on Recluse while the rest of the team takes out the towers. I still have to call for buffs occasionally to keep ticking. That is an unusual experience for me.

    Good job on this one, mission design team!
  17. Excellent guide, I wish I'd seen it sooner.

    [ QUOTE ]
    Myth 7: Once a Tanker enters battle, he's got aggro
    *snip*
    Also, the aggro cap is set to 17 mobs. So if there are more than that around the Tanker, realize that anything you do could strip mobs away from the Tanker and cause them to come straight at you. This ties in with managing your own aggro, because if you realize that the Tanker has more than 17 mobs on him, it's probably not the best idea to launch an AoE that could get you more than you can handle. If the Tanker has 17 mobs aggroed on him, he can taunt all he wants and that mob beating on you is going to stay there.

    [/ QUOTE ]

    Thank you! Entering this into my sig.
  18. [ QUOTE ]
    Excellent!
    Stan and Lou are entrenched in the community of COX.
    Maybe they'll become a permanent part of the game and we could find them in one of the zones, say Outbreak just standing and talking.

    LOL

    [/ QUOTE ]

    That would be spiffy. Or, stick them in Pocket D.
  19. Just throwing my support...

    I love this series! I'm sharing it with my SG.

    Good stuff!!!!

    *If brains were super powers, they'd be a toggle because it ain't always on.*
  20. [ QUOTE ]
    [ QUOTE ]

    Controllers will find themselves greatly desired in the final battle if the team wants to have any chance of winning.


    [/ QUOTE ]

    I'm a little concerned about the implication that Controllers are going to be required to succeed. My SG regularly rolls without a Controller, and I don't believe we have more than 1 Controller in our SG and he isn't able to get on all the time.

    [/ QUOTE ]

    Actually, I bet I know exactly what they are are talking about. Will controllers be required? No. Will they help immensely? Yes.

    Having faced LR, I've seen the following behaviour:

    Lord Recluse has Hami-like code that as he decreases in health he summons more minions. When he hits about 10% IIRC, he spawns about 20 Bane Spider Scouts who all try to AS you at the same time.

    Even a Stone Tank with 7 defenders backing him up is looking at that and shaking in his boots knowing "he gonna die". A controller would go a LONG way to stopping that swarm and keeping the tank afloat.
  21. [ QUOTE ]
    Well it should be talked about if certain "Rare" drops are coming from these Trials/StrikeForces (And supposely the best ones). The developers already stated they want to avoid farming and here is one of the easiest loop holes.

    [/ QUOTE ]

    Erm...I was teasing. It's been a dull day at work, so I'm resorting to teasing people in the forums as I wait for something I can constructively reply to.

    Personally, I'm with the group that says there will always be people like you who are capable of your level of play (that is a compliment - you rock!).

    However, for 90% of the people I've teamed with (who are not slouches), I don't see them pulling off these feats you've accomplished. They cannot even with Nukes+Shivans+Warwolves+Amy Johnson+a jar of bees+Issue 1 Nemesis Staff.

    OK, well MAYBE with the I1 Nemesis Staff.....

    Seriously, my point is: I am not convinced it is as much of a farming/exploit as you assert. I suspect that Shivans are relatively "easy" because the original design of Bloody Bay (a free-for-all zone) they expected teams to have a high likelihood of breaking down into backstabbing as you got toward the end of the process coupled with having to deal with a more populated zone than BB ends up being.

    Also remember.....rare does not mean best. It just means "rare".

    Still though,
    *gives Ultimus pie*
  22. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]


    And Pie.

    [/ QUOTE ]

    Hey. He's good, but pie good?

    [/ QUOTE ]

    Soloing trials in 32 minutes and you don't think that's worth pie?

    Your standards are HARSH!

    [/ QUOTE ]

    Well it is, but one doesn't publicly talk about it.
  23. I just finished the entire Faultline arc (finished Agent G this morn). This was very, very worth the wait. I thoroughly enjoyed this zone. I was somewhat dismayed that there was no TF/Trial here as there is in Striga/Hollows/Croatoa (or if there is, it's not obvious where the contact is).

    I liked seeing the new tech in these missions on the hero side. The story was well done and the game play very dynamic. I especially liked the 3 "tiny" missions that reminded me of the Hess TF "destroy listening posts".

    Interestingly, what is not being said, is that I did find these missions remarkably bug free. Aside from Doc Delilah vanishing, I don't recall seeing any of the weirdness of past zone introductions. Of course, much of this could probably be attributed to the smallness of the zone (less to test providing more code coverage). The only bug I did see was the vanishing Doc Delilah mentioned previously in this thread.

    Nicely, when Faultline was done, I was just the right level to go and talk to Stephanie Peebles in Striga.

    If I have any complaints about Faultline, it is simply, I'd loved to have seen either one more contact or one more mission per existing contact. However, with "Police Band" missions and PvP zone missions, this is not a huge issue for me. I can supplement a bit as necessary without starting a whole new contact.

    There is one other thing I have noticed that I dearly love. It's not "technically" a Faultline thing, but I don't know where else to put it. There are new tiles added to tile sets. For example, when I'm in the standard blue and white office tile set, I'm seeing stairs and rooms that were not there previously. I also see this in the gray warehouse tile set. This is a nice breath of fresh air on existing missions (ie, these don't just show up in Faultline missions).

    Way back (over a year ago, in fact the thread is now gone) I suggested the "Hollows Makeover" for various zones, including Faultline. I have to say, this was SO much more than I thought it would be. VERY WELL DONE! Thank you Cryptic for doing a professional job and gone above and beyond on this one. You've rebuilt much of my CoX "fanboy"-ness that has been waning of late.
  24. Global: @Rachael Storm
    Age: 34
    Location: Austin, Texas
    Height: 6'
    SG Affiliation: Conglomerate/Infinites
    Most Recognizable Server Toon: Rachael Storm
    Favorite Album: Stevie Ray Vaughan and Double Trouble - In Step
    Favorite Footwear: Justin Classic 1409 boots
    Favorite Food: Chuy's Carne Guisada Burrito with Green Chile Sauce
  25. Ahhh, new content.

    I've been running the Faultline missions since I8 went live.

    Very nice.