Rooftop_Raider

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  1. [ QUOTE ]
    The decision to keep Ice/Ice as a tanker only set was something I came to when we first started talking Powerset Proliferation, long after the COV beta. Ultimately, the concept was not adopted anyway, so the point is extremely moot.

    [/ QUOTE ]

    Can you _please_ consider bringing Ice Melee and Armor to Stalkers? If Placate is fixed then there would be no issues, and the sets would probably work well for Stalkers with minor adjustment.

    Ice Melee: Remove Ice Patch for Assassinate, Taunt for Placate. Rearrange the powers.

    Ice Armor: Remove Chilling Embrace for a S/L DEF toggle, and Icicles for Hide. Rearrange the powers.

    This turns both sets into something worthwhile for Stalkers. Better than Electric sets, at least.

    ---

    Regarding the comments about "villains getting screwed" I don't think that's the case. Only Stalkers get dud sets. Storm Summoning is an effective set, and fills a thematic role with Electric Blast for Corruptors. It is also a very effective combination with MM's and henchmen in terms of ablating damage. And while Dominators have thematically odd sets brought to them, they should both be very effective. Brutes make out like bandits.
  2. [ QUOTE ]
    *sigh* Way to screw villains YET AGAIN.

    *HIGHLY disappointed with the "epic" archetype*

    [/ QUOTE ]

    Clearly the developers disagree with you. It sucks for you, but it does invalidate your opinion.

    You agree with that logic, right AC?
  3. Maybe they will also fix the issue where the Hollows _seems_ like a manditory place to go at level 5, when you get a mission from one of your contacts to go talk to Wincott.

    There has got to be a better way of introducing the zone.
  4. [ QUOTE ]
    The only TRUE way to 'balance' PvP is to open BOTH SETS OF Archetypes to each side and open up power sets to both sides.

    That way,
    * A Blaster Hero Side can duke it out with a Destroyer Villain Side.
    * A Defender Hero Side can duke it out with a Defiler Villain Side.
    * A Corrupter Villain Side can duke it out with a Guardian Hero Side.
    * A Brute Villain Side can duke it out with a Crusader Hero Side.
    * A Tanker Hero Side can duke it out with a Monolith Villain Side.
    * A Dominator Villain Side can duke it out with an Overlord Hero Side.
    * A Scrapper Hero Side can duke it out with a Marauder Villain Side.
    * A Stalker Villain Side can duke it out with a Vigilante Hero Side.
    * A Controller Hero Side can duke it out with a Minister Villain Side.
    * A Mastermind Villain Side can duke it out with a Commander Hero Side.

    Open Peacebringers & Warshades to Villain side.

    [/ QUOTE ]

    Absolutely brilliant. I can tell you spent a good amount of time thinking about this, from the names used, to the arguement. I agree totally. I think we need more power sets to be shared by everyone, even if a few have to be tweaked a little, and the inherents might be a little different between AT's.
  5. Is there any way you can redress the mouse pointer? I'd like something more ... visible.

    I am using the "Ctrl highlights the mouse pointer" feature in Windows but it doesn't work well.
  6. I spend my 2XP weekends on packed teams running missions trying to push the limits on just how much world saving (or domination) can be done.
  7. I installed it. Worked for me! Thanks Vanden and Sapph!
  8. The opening post of this thread is perhaps the best one I've read in several months. Very well-written, and I agree with it.
  9. [ QUOTE ]
    Small correction RR, but Ice Melee has 3 attacks in it's first tiers. Than has nothing until level 28 (Frozen Touch). Frozen Touch is actually its best ST attack overall.

    [/ QUOTE ]

    Well I don't regard that as a good attack since it's got a 16 second recharge on it - and it's nothing like Total Focus which offers a stun or KO Blow which offers a hold. If FT did the same damage as KO Blow, or near to it, I'd reconsider it. But it's not really designed well as an attack, since it is more of a hold with good damage.

    If that were an 8 second recharge with the same damage, I'd consider it a legit attack, IMO.
  10. The problem many of us have with Ice Melee is that it's a poor melee set.

    It is quite simply the lack of single target _and_ AoE attacks we have at our disposal, without having to go outside the set for attacks like Boxing or Air Superiority. And that defeats the purpose of picking Ice Melee. We get two attacks at level 2 and 4, and nothing else until level 28, and that's more of a hold than an attack. Our third actual attack is at level 35.

    So for the first 2-35 levels we are relying on two single-target attacks total, unless we delve into power pools. That's nuts.

    Let's not forget that one of our three single target attacks is weak in terms of DPS - that's Frozen Fists. And we can't even skip it!

    And to top that off we only get one AoE attack.

    We'd kill for Ice Sword Circle, and another _legit_ melee attack. And fix Frozen Fists. But we get get two powers that would better fit in Ice Armor: Ice Slick and Frozen Aura. What a rip!
  11. Ever see a hero have a heart attack...?



    I am so stoked about this upcoming issue. Any chance we can see more information as to what specific powers are in the Dual Blades and Willpower sets? PLEEEEZE!
  12. [ QUOTE ]
    [ QUOTE ]
    Where exactly is this at btw? I know where Austin is, being a native Texan.

    [/ QUOTE ]
    Dave and Busters in Austin. Here's a map - it's basically on the NW corner of 183 and MoPac. The intersection is a little odd if you're not used to it but if anyone has questions about how to get into that particular corner - it's not always obvious - let me know.

    [/ QUOTE ]

    Thank you! 170 miles from where I am at, but it could be worth it taking my kids there with me.
  13. Where exactly is this at btw? I know where Austin is, being a native Texan.
  14. I found this thread by accident. I could possibly make it since I live in Houston. Where do I go for more details and to sign up?
  15. Have you ever considered similar comparisons between Stone, Electric, Energy, Fire and Ice defense sets, as well as Ninjitsu, using the same base HP and res cap as Scrappers? I know that's a lot of work, but it would let folks like me see how those sets stack in similar circumstances. I have high hopes for Ninjitsu, at least.
  16. Thank you Brev! You've answered my questions really well!
  17. Just asking here, I notice Pool A is basically your average types of mobs out there. What is the difference between Uncommon and Rare drops, within that pool? Does that just mean uncommon recipes are just a certain percentage to drop, whereas rare is another, albeit lower percentage to drop?

    That's the gist of what I am figuring out, at least....
  18. Yes, I did know this was coming, so I asked the Devs in advance about it, before it was going to happen. Here are their responses:

    Castle: ___
    Positron: ___
    Geko: "Hey, why are you asking me?"
  19. Putting this here for now to be used later, if needed.

    [ QUOTE ]
    Fictionally, Hamidon evolves. When he's continually defeated using a particular strategy or power he's naturally going to evolve a counter to it. This ability to attack phase-shifted targets is part of that evolution. Why not simply change the AI so it ignores Phantom Army? Because we don't want it to ignore Phantom Army. Using Phantom Army as a diversion is a perfectly sound tactic. We just didn't want PA to be any better than other pets/minions for that purpose.
    _
    We've gotten many PMs with similiar laments about defense, resistance, stealth, etc. All of which are reasonable complaints. However, it's simply not what this particular encounter is. As others have pointed out, in order to make a single entity that can be attacked by 50 players at the same time we have to step outside of the bounds of 'normal' rules in order to make it challenging.

    [/ QUOTE ]

    Back Alley Brawler
  20. [ QUOTE ]
    And I wonder, with the 2 months that I9 sat on test, at no point did anyone realize that EoEs were granting full protection? Not once? Even when the raids were being monitored by in-game devs did they not notice? Sorry, but it smells a lot like Christmas all over again.

    [/ QUOTE ]

    Just making sure we're on the same page here. We had discovered this with the first public raid tests heroside in the i9 private testing and this information was reiterated several times on the forums, and in threads developers also posted in. AFAIK only people who neither frequented the forums or never tried EoE in a Hamidon raid, that also conveniently missed any number of opportunties to ask what an EoE inspiration does, could have possibly not known about EoE granting 100% resistance to all special damage dealt by Hamidon. You don't even get entries in your damage log because zero damage is done hehe.
  21. We've been talking about the 100% resistance of EoE's for quite some time on Test. I _highly_ doubt Cryptic was unaware of it.
  22. Wow thank you! I saw yours and it was pretty good, too.
  23. Here's my second revision of a brief I9 Hami Guide.

    INTRODUCTION

    Before I talk about anything, I just want to make clear that much of what I talk about here isn't just from my experience being a part of practically all the Hami raid attemps on Test but from the many bright men and women who spent a lot of time posting in these threads, a few of whom organized and led successful raids as well as many other tests:

    Consolidated Thread: Hamidon (Hero-side)

    Consolidated Thread: Hamidon/Abyss (Villain-side)

    Hero Hamidon raid - Monday 4-30-07, 9pm eastern

    Hamidon Raid for Villains, Saturday 4-28-07

    My goal is to cut to the chase for those of you who want to know the essential information that's needed to take down Hamidon and his Mitochondria, without digging through over dozens of pages for relevant information. But I'm just the guy posting this writeup, not the ultimate know-it-all on how this raid works.

    HAMIDON

    This foe is so powerful and is such a unique threat, that he's a mob class all to himself. He has the hitpoints of a Giant Monster but he's far tougher than any of them. He's also been significantly modified with Issue 9. There are now 18 Mitochondria that accompany Hamidon when he spawns, and all the Giant Monsters in the zone despawn after a random number between 5 and 50 of them are defeated. These are also classified as Hamidon mobs. But these are not the only 18 you'll fight if you hope to take him down. After you clear them all, and get Hamidon down to 75% of his life, he spawns a NEW batch of 18 mitos. He does that again at 50%. And later at 25%. Once you reach one of those thresholds, he no longer spawns mitos when you cross it.

    We call these occurences of 18 mitos spawning as "blooms" and all mitos appear at practically the same time. Within a fraction of a second of every other mito. Here is what the bloom looks like:

    VIDEO LINK (Youtube)

    VIDEO LINK 2.1MB (WMV video)

    DEMO LINK 210KB (Zip archive)

    It takes only a dozen players, to overcome Hamidon's regeneration, resistance and hitpoints, once regen and resistance debuffs are in place, so not everyone needs to be in the goo attacking Hamidon at this point. Furthermore we estimate that it takes almost 4 seconds for the mito to start attacking once they spawn. Once you see them spawn. RUN!

    The 75% mark is 35340, 50% is 23560, and 25% is 11780 hitpoints.

    Punch-voke (or Gauntlet) does not work on Hamidon-class mobs. However Taunt will. Keep in mind that Taunt only helps the target decide who to attack, not which mito can be healed. Hamidon has an aggro radius of 300 feet.

    MITOCHONDRIA (with all due credit to Iakona for the bulk of the hard numbers)

    Each mito is the equivalent of an Elite Boss in terms of hitpoints. But there are three different types of mitos - six of each kind - with different offenses and defenses. The base "Held" attribute protection for Boss_Mito class entities is -100.

    1) The Yellows. Yellow mitos have a 45 foot PBAoE damage/stun power that activates every 4 seconds, and I am unsure of how much damage it deals. Their targeted power is a 45 foot AoE damage/stun with 600 ft range, 0 CastTime, and 4 second recharge, which deals 521.61 damage with 5 ticks of 31.8 damage. This damage is a special type that is not resistable or defendable. It also does knockback which is notorious for knocking people all the way to the crater walls before running out of EoE. Yellows have extremely high defense to attacks that are typed as "ranged" or "AoE" attacks, but not to "melee" attacks - so this looks like it's intended for melee AT's to aggro/fight/tank. Yellows have an aggro radius of 275 feet.

    2) The Blues. Blue mitos have a 15 foot PBAoE fear/debuff power that activates every 2 seconds, which deals no damage. Their targeted power is a single-target damage/mez with 300 ft range, 1.87 CastTime, and 6 second recharge, which deals 5 ticks of 31.8 damage. This damage is a special type that is not resistable or defendable. There is a chance the attack will proc a lightning effect called "Chain" that will jump to different players ala Chain Induction. The slows will quickly reduce your movement speed and recharge rate with every attack. Particularly the PBAoE aura will _stack_ the same effect on you multiple times, effectively freezing you inside Hamidon briefly. So you don't want to be in melee range at all if you can help it. This is obviously designed for ranged AT's to fight. Blues have an aggro radius of 275 feet.

    3) The Greens. Green Mitos have a 150 foot PBAoE damage/debuff power that activates every 6 seconds but can only affect one target per activation, which deals 101.77 damage with 5 ticks of 15.89 damage. This is a Toxic-typed damage attack which is _resistable_ by toxic resist buffs, but not defendable. Greens have at least 150 feet aggro radius. Greens also have a 70 foot PBAoE heal power that activates every 7 seconds, healing all allies within the radius for 321 HP. Their targeted power is a single-target heal for 1205 HP with 300 ft range, 1.0 CastTime, and 5 second recharge. They have an additional self-affecting auto power called "Regenerative Aura" that activates every 10 seconds and appears to grant capped regeneration (500% HP/minute) and high resistance to damage; the effects of this power seem to have a conditional statement attached to deactivate the effects while held. So this seems geared for control AT's to fight.

    ESSENCE OF THE EARTH

    These are valuable inspirations that can be used to mitigate a ton of damage dealt by Hamidon. Currently it provides 100% resistance to damage from all mitos but the greens, and attacks from Hamidon. But there is a patch in the works that makes EoE conform to the resistance caps of every AT. Tankers and Brutes have 90%, Kheldians have 85%, and everyone else has 75% resistance caps.

    I consider these invaluable for Hamidon raids. In theory an EoE-less raid might be possible. But for conventional, public, raids this is something that _in the very least_ needs to be an essential inspiration that is in the tray of every melee AT present. It's the difference between having Unstoppable for your AT and having zero damage resistance. And with the type and amount of damage Hamidon and it's mitos, it's extremely important. And the reason why the melee AT's need it more than any other, is because they will be fighting against, and tanking the damage of, the yellow mitos and Hamidon, because they do far more damage than either the blue or green mitos.

    You can "farm" these by defeating Devouring Earth Giant Monsters in the Hive and Abyss, and on Monster Island (reachable from Peregrine Island or Grandville). The more teammates on your team attacking a GM, the greater a chance an EoE will drop. In other words if one player solo's a GM they might get one EoE. If 8 players beat one, a couple might get an EoE. Three full teams of players beat one, then possibly 6 might drop. These aren't hard figures here, but the bottom line is: the more the merrier.

    ARCHETYPES AND MITOCHONDRIA

    Here are what I would consider to be the "best matches" of AT's and targets.

    Hamidon: Tankers, Brutes
    Yellows: Tankers, Scrappers, Brutes, Stalkers
    Blues: Blasters, Defenders, Corruptors, Masterminds
    Greens: Controllers, Dominators

    I also believe that Defenders and Corruptors can have dual roles for ranged attack and support for various other AT's within the raid. For example a Defender could be on each melee team, helping to keep buffing with status protection as well as applying extra heals. Also Toxic resist buffs are great against the greens. Controllers and Masterminds can also supply these buffs and/or heals to other raiders.

    RECOMMENDED RAID-FRIENDLY POWERS

    Powers like Tactics, Recall Friend, Teleport, Team Teleport, Rez powers, and Self-Rez powers are important for streamlining these raids. Also, if you can increase your toxic resists, or buff others for toxic resistance, that's a plus.

    RECOMMENDATIONS BEFORE THE RAID

    Gather plenty of EoE. Recommend a separate "farm" time 1-2 hours before the official raid. If the bulk of your raid force has never done a new Hamidon raid, you need more EoE than a crack raid SG with experience, all the tactics down, and a Teamspeak server. My conservative estimate for unskilled public raid groups is 200+ and even ranged and control AT's need at least one each per wave, to help them get in the goo without dying. After that EoE expires they should be all good.

    The more players the better. A full zone is a faster raid, generally-speaking. Though I've witnessed one raid successfully completed by a pickup group on Test in 2 hours and 20 minutes by 34 players. This did, however, require as much EoE as a larger raid force.

    Team leaders should regulate who gets how much EoE on their teams. I've seen raid attempts where a half dozen EoE were burned up by some players, long after the need for such inspiration usage. Hamidon Tankers and melee teams take precidence over everyone else.

    COUNTDOWN

    1) Everyone gathers inside the south side of the crater, or at the South Rock. I recommend one dispersion Bubble, Force Bubble, or anything like an Ice Patch that can help people focus on where to be. The closer everyone is, the more buffs can be distributed.
    2) Nobody buffs until the 1-minute countdown. That way the buffs that are applied last long enough once we go inside Hamidon. And nobody gets burned out mashing buttons all night. Most buffs last 90-120 seconds anyhow, so plan them accordingly.
    3) While Defenders/Controllers and Corruptors/Masterminds distribute buffs, the other AT's summon any other pets they think they need, and get ready to apply their self-buffs.
    4) The 10-second countdown. Start your engines! Apply any self buffs, tier-9's like Unstoppable, or whatever, in this time. At the 5 second mark, you should pop an EoE. It gives you 100% resistance to Hamidon damage.

    TACTICS

    Personally, I believe different strategies will work, so long as the following conditions are met:

    1) Everyone taking part in the raid needs to be in the goo at the same time, fighting the mitos first, using a Tanker to taunt Hamidon.
    2) Melee AT's need to lead the charge, but be followed quickly by everyone else. But melee AT's by themselves cannot take down a mito.
    3) Melee AT's are the only ones who definitely need EoE. EoE for other are optional unless there is an abundance of EoE.
    4) Those who are planning on taking EoE should in the very least have 2 ready for each attempt.
    5) After the mitos are cleared, only a small group needs to remain in the goo to whittle Hamidon down to the next Bloom. 12-16 players.

    Here's what I know won't work:
    1) Only a small fraction of the raid goes in, while everyone else stands around.
    2) Before the raid all the AT's are in different locations, not consolidating buffs.
    3) No countdown to get everyone ready to go at the same time.
    4) Micromanaging the entire raid as a raid leader. You should assign roles to different team leaders. Have them report EoE counts and anything else vital.
    5) Deconstructive criticism against raid leadership. These people generally come early, leave late, and are organizing all the time. Give them a break.
    6) Promptly leaving after the first unsuccessful attempt, or demanding to be put on a team after a short deadline when first entering the zone. Someone "peeking out" constantly and having mitos wipe them out, and nearby players, over and over while teams prepare. Nobody needs those types of players on a Hami Raid.

    I'll give three specific, short, examples of what I think would work. I'll start with the first because it's been proven to work on Test, and the second proven to have worked on Justice.

    1) Attack yellows and greens at the same time. Melee AT's on yellows, everyone else on greens. Typically the melee AT's are split up 6 ways, putting 1-2 of them on a different yellow. The rest of the raiders are all fighting one green mito, bringing it down. Usually the yellows are taken down quicker than the greens, but the bottom line is they are both wiped out before the blues.

    2) Attack all sets of mitos at the same time. Melee teams on yellows, Ranged/Support teams on blues, Control teams on greens. As with the plan above, there is at least one Hami meatshield.

    3) Attack two sets of three mitos at the same time. Half the raiders are on one set of yellow, blue and green, with the other half on a different set of yellow, blue and green. Melee teams on yellows, Ranged/Support teams on blues, Control teams on greens. As with both plans above, there is also at least one Hami meatshield.

    CONCLUSION

    This is longer than I expected, and not as concise as I would like, but it should be a decent primer to someone that has never attended or assisted in one of these new raids. I suspect this encounter will also be tweaked some more in the future, based on how players do against it. But hopefully this can be something that can help.

    CREDITS

    This is an incomplete list of some of the additional sources of information which I gathered this from. If you feel you've been left off this list, PM me what you contributed and I'll add you.

    Marut
    Lemur Lad
    Iakona
    Human Being
    Fashion Sense
    Mister Laser
    TopDoc
  24. Yeah, because other MMO's don't have balance issues or nerfs.