Rodion

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  1. Empyrean merits are the "sure thing" reward from the trials. With 8 you can craft a rare. In my experience I've usually gotten enough components and empyreans to craft all my T3s by the time I unlock all my slots via trials. If I'm not mistaken, you can do all the trials and get enough emps in a single day to craft a rare.

    Getting to T4 (and needing VRs) is a very long-term goal.
  2. I got two more commons for yesterday's run and today's.

    I agree that this is a reasonable place to record this data. Drop rates are a legitimate game play issue. In a recent patch a new contact was added who gives out 2 empyrean merits if you repeat all the DA arcs instead of grinding the easiest one over and over. The change to 10 threads from Ephram's repeatables also helped a great deal. Feedback like this may well have pushed the devs to make these changes, because they provide certain progress toward a goal that random drops alone cannot.

    After exactly one month I have made four T3 powers, and a T2 in Interface, consuming every piece of incarnate salvage I have but for an ancient nictus fragment, one thread and one shard. I unlocked the Lore and Destiny slots yesterday, and in one fell swoop today I used the nearly 400 threads, 20 astrals and a Notice of the Well that I'd accumulated in the last month.

    Although it's possible get to 50+3 in a month, it requires soloing two or three arcs most days, running a decent amount of DA content on large teams with other players to get enough iXP to unlock the slots, as well as running a WST. I did this with a stalker, which I imagine is easier to solo than many squishies.

    (PS: forgot about the several SSA runs I made where I took the 10 threads reward instead of the hero merit.)
  3. Quote:
    Originally Posted by Primordus View Post
    Seemed to me BAF was really hard. The mobs just mowed us down quickly.
    This can happen on a BAF if someone isn't paying attention to the rings and someone gets sequestered. If you don't know what I mean by that, it is likely that was the cause.

    Check out the BAF strategy page on ParagonWiki.
  4. Perhaps it's an origin-based power pool, and Magic's pool is called Sorcery. Since it's an incomplete implementation the bug isn't just that Sorcery is there, it's also that Sorcery is listed for characters of other origins and should be called something for them. (I checked both Magic and Mutant origin characters and both list Sorcery.)

    Players have long wished that character origin counted for something other than which DOs and SOs you can buy. Maybe this is how that will be implemented.
  5. Quote:
    Originally Posted by Negative_Man View Post
    I like the idea of some kind of damage mitigation, because I don't really have that now.

    Also, am I shooting myself in the foot by delaying Snow Storm for such a long time?
    Sleet actually provides pretty decent damage mitigation with the knockdown and slow, though it takes corruptors a long time to get it. It's very nice because you can hide around corners and fire it off, avoiding an immediate alpha.

    I used to use Snow Storm all the time on my Storm/Electric and Cold/Ice defenders, but over time I came to use it less and less. It does help somewhat to keep mobs inside Sleet/Freezing Rain, but often as not someone kills your anchor in short order and it's gone.

    Another thing about Snow Storm is that it can make it impossible for melee characters to see anything in the vicinity of the anchor, especially if you use custom colors to make it more opaque. I have intentionally made it as transparent as possible because I hate not being able to see anything in melee.

    You might try copying your character to test or beta and do a couple of respecs to try out Snow Storm at an earlier level to see how it works with your tactics.
  6. Quote:
    Originally Posted by Lobster View Post
    Also - is anyone still using placate? I haven't used it once since i22. I mean, I *could* use it for the crit but I just don't feel the need. It's no good for a set mule so I'm debating dropping it... I was thinking it might still have some use as an OSH#$ power or vs EBs/AVs or something. Eh, I'll probably hang on to it with the initial slot, maybe respec and grab it at 49.
    I have Placate still. It's nice for things like the fight where you have to beat on the Sentinel, then stop beating on him and beat on the runes. Placate makes him ignore you, and half the time he never regains interest in you at all until you've finished with the runes. It's also nice for the mission where the Tsoo elite boss is protected by four Ancestor Spirits, and you have to defeat the spirits first, one of which inevitably goes and hides by the ceiling.

    If I needed the power slot for something else Placate would probably be the first power to go, however.

    One of the problems I noticed when CoV was reelased was that their original AT mechanics all required them to be played in a certain way, at a certain tempo. Brutes always had to go-go-go to keep Fury up. Stalkers had to pause a lot to wait for Hide to come back, then sneak up and get to the mobs early so they could initiate assassinate to avoid AoEs from interrupting them. Dominators sometimes had to slow down or make detours through additional mobs to make sure that Domination was available for boss encounters. MMs always caused major slowdowns at the start of missions or after their pets bought it, and the pets often interfere with the reliable operation of other ATs by constantly getting in the way and sometimes making it hard for melee characters to do their jobs properly. Only corruptors had a straightforward mechanic that didn't demand they play a certain way, or make them the source of repeated delays or detours.

    A lot of these problems have now been fixed for other ATs, but the change to stalkers is probably the biggest, because you just don't need to mess with assassinate if you don't want to. You can charge right in with the brute or tank, or you can lead, or you can follow, all depending on your team makeup or the nature of the mobs you're dealing with, and you can still be effective.
  7. The problem with your build is that there's no real underlying theme to it, so it's hard for people to respond with constructive suggestions. You're not going for defense, or recharge, or anything in particular that people can help you maximize. You're Frankenslotting some powers, not really aiming for any particular design point except perhaps having high recharge on particular powers, and ignoring global recharge for the most part. Basically, you have an idiosyncratic build optimized for what you want, and only you can answer the question of what's right for you.

    It seems like you're also minimizing cost. I notice that you've included a Steadfast: +Def, but you've only got 10% max defense. When your defense is inherently low, 3% doesn't really buy you anything. When you're at 30 or 40% defense, 3% defense is worth chasing. But at 3 to 7%, it's not really doing anything for you. You can also get by just fine with the cheap Karma: -KB IO; anything more than -4 KB is generally overkill for squishies. Also, you've got two slots in Hover, which is something I'd never do, but is obviously what you like to do for the way you play.

    As far as whether you should take Bitter Freeze Ray, I always do. It's very useful because you can basically hold bosses immediately by hitting them at max range with BFR, then taking a couple steps and hitting them with Freeze Ray. Depending on what slots I need in other powers, I might not dedicate many to BFR.

    I have a Cold/Ice defender on a server I don't play much on, and if I were respeccing now I'd build for more ranged defense (the current build is somewhat like yours, except that I've got 52% global recharge). I also have damage procs in Sleet and Snowstorm, so that's something you could look at.
  8. Because of the Joker and the Riddler, Paragon is going to be extremely wary of creating "official" clown ATs to avoid the appearance of stepping on DC's trademarks. The Marvel suit showed that providing the tools for users to create characters that resemble trademarked characters was very close to the line, but making official clown ATs would probably be considered over it, especially since DC now has their own superhero MMORPG property.

    That, as much as anything, is why clown-summoning MMs will likely remain a joke.
  9. Last night Gabriel appeared once in my Active contents tab and twice in the Inactive contacts. I had done all arcs twice previously, receiving a total of four empyrean merits, two of them yesterday.

    I noticed this later in the day, when I was running Heather Townshend and Mu'Vorkan's arcs with a team (outside of Ouroboros). Gabriel did not consider those arcs as having been completed, even though I had just done each one of them.

    The sorting was also goofing, inserting Taskmaster Gabriel into the list at apparently random locations without regard to the selected sorting criterion.

    Today when I logged in only one copy of Gabriel exists, in the Active tab.

    I submitted a /bug in-game last night when the bug appeared.
  10. Since I made cookies persist only as long as the browser is open, I haven't had any problems getting logged out in the middle of making a post (which was the worst problem). It does mean that I have to log in each time I restart the browser, but that's a trivial thing to do if you let your browser remember your password.

    Do I think it's a fabulous solution for everyone? Nope. But it's a decent workaround that I came upon by accident after deciding for other reasons that I don't want websites to track my every move with cookies.
  11. Have you looked at the Mace Mastery Patron pool? Scorpion Shield provides high S/L/E/N defense. It was a hassle to switch to villain and back to hero, but that's what I did for my Fire/Energy blaster.

    I actually prefer Scorpion Shield over Cold Mastery for most blasters because the effects for Frozen Armor are so obtrusive.
  12. Quote:
    Originally Posted by Golden Girl View Post
    That did seem like a heck of a lot of work for just one mission map

    Not only does the Earth rotate, it also has a separate layer of cloud cover - plus the textures on the space isalnd seemed to be totally new, rather than reused rock textures from First Ward or Dark Astoria.
    Can you say "moon base?"
  13. Quote:
    Originally Posted by Snow Globe View Post
    The developers seriously <censored> things up with the LFG Queue for this. The league star should NOT be going to some random person when the trial loads.
    The problem is, if you have an open league and someone queued by themselves, or multiple teams queued separately, the system has to choose a league leader arbitrarily from among the possible choices. If their heuristic was "make the person that was league leader of the biggest league" it would work most of the time, but it would essentially be random if all other things were equal.

    Leagues obviously have some weird stuff going on with them. When the trial actually loads after queuing, the system spews out a bunch of "X quit the team" messages. The weirdness with who gets the league leadership probably has a lot to do with the way the league is reassembled as each player pops back into the trial.

    It seems that the whole concept of teams inside trials is kind of murky, given the fact that the league may have to be assembled from as many as 24 separately queued players, and the maximum number of teams is 6 (or is it 8?). Given that, there are cases where it would impossible to do anything "reasonable" based on the limitations of team size and number of teams in the league.

    Nobody currently uses the LFG system in that fashion, but they coded it in a general way to make it possible for people to queue singly. If you have some people on teams, and others not, the system would in some cases be forced to rearrange the teams to fit the requirements.

    It's probably having to deal with these weird possibilities that the trial mechanism goofs up and messes with the teams on occasion.
  14. I've got a Time/Electric defender, a Fire/Dark corruptor, a Rad/Kin corruptor, a Sonic/Rad defender, among several others.

    The Fire/Dark is one of the most robust characters I have -- I can wade into x8 mobs without fear -- and does a lot of damage.

    The Time/Electric defender is even more robust (the only problem she has tanking is getting mezzed, but with Clarion that's only a problem when I forget to use it). The downside is that damage is pretty lacking, though she functions fairly well as a sapper. I wish I had made her Time/Fire, but I'm a sucker for build concepts that are "logical."

    The Rad/Kin corruptor was the hardest one to get to like. He was extremely fragile till I softcapped him to S/L. That made him functionally useful, but the damage still seems rather mediocre even with Fulcrum Shift. The -defense in Rad is of little utility these days, as most characters at level 50 use invention sets and they usually have accuracy bonuses coming out the ears.

    The Sonic/Rad defender is one I haven't played as much or as recently, but you just don't have the AoE options with Sonic.

    With /Time, you've already got a lot of mitigation, so you really don't need secondary effects from your primary, except more damage. Sonic would help give you more damage, but the lack of AoE is huge disadvantage.

    The other thing is to consider is the playing style. I haven't looked at the numbers for Corruptors, but my Time/Electric defender is way over the softcap in all three positions with Power Boost. That means I can run into almost any mob--Carnies, Malta, Warworks--and go nuts. If that's the playing style you want, then you need a primary that supports it. And Sonic, though I like it, is for a more methodical playing style, given its heavy control orientation. Fire is best for the "run in and scorch them all" playing style.

    As I mentioned before, Rad's secondary effect is mostly worthless. Electric's secondary effect is typically not enough to make a difference in short fights, but in Elite Boss fights it's very easy to completely drain the EB, leaving it able to attack only infrequently.

    So, if I were to make a /Time corruptor, I'd go with fire, if I could make the defense numbers come out high enough.
  15. Quote:
    Originally Posted by Nihilii View Post
    What do level shifts have to do with trial success? How did you people accomplish anything back when the trials just came out?
    When the Lambda and BAF came out, probably nearly every character had a +1 level shift. We'd had months with the Alpha slot, and I had had enough time to get to +1 on a couple of dozen characters.

    The +1 doesn't seem like a lot, but when you're getting hit for nearly all your hit points, it can make the difference between success and failure.
  16. I usually slot the four Kinetic Combats and a level 50 Crushing Impact: Acc/Dam/Rech. Then I typically have several sets that provide accuracy bonuses, such as LotG, Positron's Blast, Thunderstrike, etc., to give another 40-60% acc bonus. I monitor Last Hit Chance to see when my acc is debuffed (or the targets have high defense), so I can tell if my misses are just random chance or something else is wrong.
  17. Quote:
    Originally Posted by Fritzy View Post
    Taskmaster General and 2 Emps is nothing more than a bribery system set forth to encourage players to satisfy Positron's intrusively weird obsession with trying to get players to play all the content. Again, why should he care what we play as long as we are PAYING?
    My guess is that they've done research and have found that people who tend to do just one thing burn out on the game more quickly and don't subscribe as long. I know that if all I did was play one character I wouldn't have lasted more than a few months. Similarly, if all I did was grind one fire farm solo I wouldn't last a week.

    Most people also tend to desire human contact, so promoting team activities encourages players to have a wider circle of friends and provides more "social inertia," making it more likely that people will stay because the people they know are still playing. Players seem more likely to quit when all their acquaintances drop out, and the smaller your circle of friends, the more likely you are to quit as well.

    You may in fact be different. But you're the exception: most people need variety to avoid burnout, and are bound by social interactions.

    If you want to do nothing but grind the same thing over and over, you can still do so and reap maximum rewards by making multiple alts and grind the same thing out on each of them in turn. Yes, it will take you more time to accomplish the same thing. But that's the entire point of these exercises: to keep us subscribing.
  18. Quote:
    Originally Posted by Warkupo View Post
    Beyond that, the only way to add a pet would be to remove another power. The structure of how powers are set up, how many we can have, and at what level is "set in stone" more or less.
    While this is more or less so, it would be completely possible for the devs to make it so that at level 32 both a "pet" power and Mass Confusion would become available. They could code so that you could choose one or the other, or get both of them.

    There are many sets that give a number of different options for getting powers at a certain level. Epic ATs in particular have several options at particular levels, and when you take a power pool you get a choice of two different powers. Dual Pistols has one power that, when taken, actually gives you three different toggle powers.

    This last brings up the possibility of the following: the level 32 power bestows two powers that would be on the same recharge timer or have some other mechanic that prevents having the two powers from being excessive. This way you could retain Mass Confusion while making another pet or similar power available.

    My personal favorite would be to pair Mass Confusion and Enthrall. Mass Confusion works as the current power, while Enthrall would be a sort of a "super Confuse" that would affect bosses in one application: a single-target high-mag long-duration confuse that turns the target into a pet that follows you around like a regular pet, using all its powers to benefit you. As long as you keep the pet alive and regularly reapply Enthrall, it would be your pet.

    The real question is whether Mind Control greatly suffers in comparison to other powers because of its lack of true pets. I've played Mind Control controllers and dominators, and well as nearly all other controller and dominator primaries, and I do not find Mind Control severely lacking due to a lack of pets. Controller/dominator pets are actually pretty stupid and ineffectual. Some of them do provide additional damage and can attract aggro to keep the character safer. Mass Confusion does this too, but with some caveats with regard to experience.

    The real question is whether the level 32 Mass Confusion power is devalued by the fast-recharging Seeds of Confusion in Plant/. Mass Confusion can affect 32 targets but has a 240 second recharge, while Seeds of Confusion has a 60-second recharge and affects 16 targets. (The Cone vs. Targeted AoE difference is moot in practice, duration is similar.) Seeds of Confusion comes at level 8.

    That's my only real complaint: Mind Control is getting stiffed by comparison to Seeds of Confusion.
  19. Quote:
    Originally Posted by FREAKZILLA View Post
    If i had the choice (obvious i don't lol ) i would get rid of the single confuse power, i don't see whats the point of having a mass confuse and a single target confuse power.
    Quote:
    Originally Posted by FREAKZILLA View Post
    so then i supose the best power to loose would be fear.
    The single target confuse is very useful for confusing targets like Sky Raider engineers, Rikti Guardians, and so on. In their confused state they treat you like allies: the Sky Raider force field generators of confused engineers protect you. The Guardians put bubbles on you and their Accelerate Metabolism affects you. Since this power recharges so quickly, it's very useful in any fight, whereas mass confusion takes forever to recharge.

    Terrify is an excellent power. Besides being a good opening move that functions much like a short hold, it puts out a decent amount of AoE damage, especially if the targets are already mezzed (for example, you sleep them, then Terrify them, then hit them with another couple of AoEs from your Epic power pool).
  20. Rodion

    Burn these days?

    Quote:
    Originally Posted by Atomic_Avenger View Post
    What does it do today?
    I highly recommend it for tankers and brutes. When Fiery Embrace is up it can melt minions very quickly and put a big dent in LTs and bosses.

    It's no longer auto-hit, so you need to make sure you have enough accuracy, as well as damage and recharge. Sets like Obliteration work quite well in it.
  21. Quote:
    Originally Posted by Ironblade View Post
    Minimal effort? It's not a question of effort. They intentionally, deliberately changed the capacity of the storage racks. Changing it back would be virtually effortless, since the higher capability was already implemented.

    They CHOOSE not to make that change.
    One reason the capacity was large originally was because there were a LOT of different kinds of base salvage. You basically needed to hoard all the salvage you found in order to have any chance of finding the piece you needed when you finally wanted to craft something. Since the only thing you could do with salvage was make base items and temporary character buffs, demand was pretty low because most people didn't do either of those things.

    When they reduced the capacity of salvage racks they also eliminated base salvage drops, switching over to invention salvage for base and buff crafting. That meant that even more things needed invention salvage, and certain pieces of invention salvage were already in extremely high demand. If salvage racks could still hold 2500 items, everyone would have hoarded the salvage in their bases instead of putting their excess on the market.

    That could have driven invention salvage prices even higher, and made many players even more unhappy.

    Even now, people still complain about how much Luck Charms cost, and it's trivial to get them by the truckload with tickets and random common salvage rolls. Today I needed seven, so I spent five minutes in a fire farm and quickly rolled everything I needed. You don't need to hoard salvage in your base, nor do you have spend a ton of inf if you don't want to.
  22. The whole point of trials is to encourage people to team and get to know a lot of other players, to encourage us to continue playing the game because we know a lot of other people and can find teams when we want to. By telling people they can't bring a straight 50 to a BAF or Lambda you are alienating a lot of players, thus completely circumventing the entire point of trials.

    If the league in a BAF or Lambda won't have the right stuff to succeed, it's reasonable for the team leader to ask a couple of people to alt to a character that will help out more: for example, we ran a BAF tonight and I was on a stalker, but we were melee-heavy, so I alted to a Fire/Dark corruptor for better AT balance.

    Having a +3 level shift is not a requirement for those two trials, not unless you're going for a specific badge. Vanilla runs on these trials are intended to be run by level 50 and 50+1 characters. A level shift is even less important when the player involved has already run these trials a zillion times and knows exactly what to do.

    Keyes these days doesn't really require a level shift; knowing how to navigate its gimmicks is much more important than raw power. TPN doesn't require a +3 either, but being +1 or +2 is definitely a help.

    However, I have no problem with people being picky and wanting level shifts for DD, or UG, or MoM, or if you're going for badges on any trial.

    The whole reason people run these trials is to get iXP and salvage to get the level shifts. If you exclude people who don't already have level shifts, they won't be able to get those level shifts in any reasonable amount of time. Condemning non-elite players to the darkness of DA or converting shards or astrals to threads is selfish, and harmful to the long-term survival of the game.
  23. Check your options and make sure that you don't have the one that requires that the senders of emails to you be members of your SG. If you don't have an SG and that setting is turned on, you won't be able to send emails to yourself.
  24. Quote:
    Originally Posted by SlyGuyMcFly View Post
    Yeah, Agility doesn't do much at all for endurance issues. It's a great alpha, but the endmod is not why you take it. Unless playing a Sapper of some sort, I guess.
    I took Agility on my Time/Electric defender for that reason (and the defense and recharge, of course), and it didn't help my endurance recovery at all. Between Chrono Shift and Conserve Power I don't usually run out of end. But if the OP has no other recovery tools and was depending on Cardiac for end reduction, they will not be happy switching over to Agility.
  25. Quote:
    Originally Posted by Yoru-Hime View Post
    In the end, the structure is far more worried about making sure you're nowhere near the rewards for what you're not doing (iTrials) than rewarding you for what you ARE doing.
    My guess is that the solo content is as slow as it is to give people a taste of what Incarnate content offers. The devs fully intend that players be frustrated with the slow pace and decide to do trials to speed up the process.

    Why? I'm betting the #1 reason people leave the game is that their friends are leaving the game. The wider your circle of friends, the more reason you have to continue playing.

    When large-league trials were announced the group of people I had been running SFs with knew that they would have to expand their membership and made plans for it. On smaller servers the players all need each other in order to make a go of trials, and greater interaction and cooperation among more players is a net improvement to the game.

    If everyone is off running DA content alone or in tiny groups, you just don't have that same vibe, and in the long run non-soloists will feel isolated and alone, and will quit the game. If that produces a "cascade failure" in subscriptions, soloists will ultimately be affected if the game is shut down.

    Moral of the story: soloists need lots of people to subscribe to the game in order for it to be profitable enough to survive. Even if you hate teaming, you should go out and join an iTrial once in a while when a league needs members to make it happen. You'll be doing the game a service, and also speed up your incarnate process by a factor of 10.