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Posts
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Quote:Its end game content its supposed to not be a walk in the park. The only hard mission is the honoree mission and you are encouraged the form a team, you are facing two EBs/AVs. Why don't I hear people complaining that Maria Jenken's arc is too hard, its chalk full of AVs. If you aren't able to solo an AV, knock your difficulty down to an EB, take inspirations with you and if you aren't able to solo an EB with inspirations go get a TEAM.Yes, forums. Do remember me, please.
Some tasks, yes. Some REWARDS, no. "MMO" as a term gets thrown around willy-nilly, but all that means is a large, persistent world that we all share. The term does not inherently assume that we have to interact with each other, and the decision to FORCE interaction is development prerogative. The decision to EXCLUDE solo play is just the same.
I have no problem with TFs and SFs as a general concept, unless they wholly and exclusively gate certain rewards. Right now, I can get everything I could possibly want from the Market, even if it's normally restricted to team-only content. Can't run Hamidon raids? That's OK, I can still buy Hamidon enhancements off the Market. Shards are this mechanic for the Incarnate system, and you'd THINK that solo-friendly, until you remember that it takes a fairly serious arc to unlock this.
The Mender Ramiel arc is not a side TF that you can do or skip and which only provides a better, faster route to most rewards. It is the quintessential lock behind which THE ENTIRE INCARNATE SYSTEM resides. This arc will be attempted by absolutely everybody, of that you can be certain, and not everyone will be able to walk right over it. This will reflect in the numbers and the datamining, just as it always has.
The TFs themselves are unlikely to be made any easier. Those are, after all, the challenges for which the Incarnate system is designed, so difficulty is their point. The Ramiel Arc is NOT one of those TFs. -
Less than what? Your I18 build? Yep it is, but I didn't build off of your I18 build. If you want higher recovery just slot a miracle: heal and you'll have higher recovery rather than the regeneration proc in health.
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I made a few changes to your build to try and lower your endurance consumption, you'll need to the new version of Mid's to see the changes. You can find that at cohtitan.com
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Fire Manipulation
Power Pool: Speed
Power Pool: Leaping
Power Pool: Teleportation
Power Pool: Fighting
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(43), Decim-Dmg/Rchg(43), Decim-Acc/EndRdx/Rchg(45), Decim-Acc/Dmg/Rchg(50)
Level 1: Ring of Fire -- GravAnch-Hold%(A), GravAnch-Immob/Rchg(45), GravAnch-Acc/Rchg(46), GravAnch-Immob/EndRdx(46), GravAnch-Acc/Immob/Rchg(46)
Level 2: Fire Ball -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(3), Ragnrk-Acc/Dmg/Rchg(3), Ragnrk-Acc/Rchg(5), Ragnrk-Dmg/EndRdx(5), EndRdx-I(7)
Level 4: Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(9)
Level 6: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(21), Posi-Dmg/Rchg(23), Posi-Acc/Dmg/EndRdx(27), Posi-Dam%(29)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(34)
Level 10: Fire Sword Circle -- Armgdn-Dam%(A), Armgdn-Dmg/Rchg(15), Armgdn-Acc/Dmg/Rchg(19), Armgdn-Acc/Rchg(19), Armgdn-Dmg/EndRdx(21), EndRdx-I(33)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(13)
Level 14: Super Speed -- Zephyr-ResKB(A)
Level 16: Build Up -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(17), RechRdx-I(17)
Level 18: Blaze -- Apoc-Dmg(A), Apoc-Dmg/EndRdx(29), Apoc-Dmg/Rchg(33), Apoc-Acc/Dmg/Rchg(33), Apoc-Acc/Rchg(34)
Level 20: Recall Friend -- Zephyr-ResKB(A)
Level 22: Aim -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-ToHit(23)
Level 24: Blazing Aura -- Oblit-Dmg(A), Oblit-Acc/Rchg(25), Oblit-Dmg/Rchg(25), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(50)
Level 26: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(27), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Knock%(31)
Level 28: Consume -- P'Shift-Acc/Rchg(A)
Level 30: Tough -- S'fstPrt-ResDam/Def+(A)
Level 32: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(43), LkGmblr-Rchg+(45)
Level 35: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
Level 38: Hot Feet -- M'Strk-Acc/Dmg/EndRdx(A), Sciroc-Dmg/EndRdx(39), Sciroc-Acc/Dmg/EndRdx(39), EndRdx-I(39)
Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42), LkGmblr-Def/EndRdx/Rchg(42)
Level 44: Web Envelope -- HO:Endo(A)
Level 47: Web Cocoon -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(48), UbrkCons-Acc/Hold/Rchg(48), UbrkCons-Acc/Rchg(48), UbrkCons-EndRdx/Hold(50)
Level 49: Blazing Bolt -- Acc-I(A)
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Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Knock%(13)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Defiance
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- RgnTis-Regen+(A), Mrcl-Rcvry+(15), Numna-Heal(37), Numna-Regen/Rcvry+(40)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(34)
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Quote:My Ice/Ice/Cold Blaster Diecembre and my Spines/Dark Scrapper Spiritum. They both were so frustrating to level, both incredibly slow and because their play style was a world a part from typical Blaster and Scrapper styles it took me forever to adjust to that which meant way back when before the debt cap a few million points of debt lol.After getting a character of mine to 50, I've realised something with all the teaming and TFing that's been going on.
I hate my Stone Armour Tanker.
I hate him because if I'm on a team, and there's no Kinetics using character with speed boost, I feel I'm a dead weight.
What awaits me is a series of missions of either getting to the fight last, or of constant toggling and de-toggling as I bring up granite, then drop it, then hope it's recharged by the time I get to the next mob.
And as I do this, it leaves me thinking just one thing:
Why the hell didn't I roll Invun?
As much as I love Rushmore's costume, his style and roleplaying on him, I hate his primary power set (I do love Stone Melee though), and I level slow enough that the thought of rerolling him makes me want to cry in how far he'll be from 50 again.
That's my character I hate. What's yours? -
Noble Savage made mention a while back that if players wanted old content/zones/etc... updated they would look into it. I am paraphrasing of course.
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Quote:I'm one of the 'easy, please' players. I tried 3 times against tge Honoree with my en/en/flame mastery blaster, and then auto-conpleted. The Minotaur wasn't too onerous for me.
I still advocate making everything in the game soloable via scaling tech. Scale rewards too. I don't begrudge the OP his challenge at all, but I don't need Or want the content to be that hard.
EcoQuote:Originally Posted by The Lady GreyExcellent. I must warn you, Character, this retrieval may be extremely difficult for you to do on your own. I would suggest gathering allies to help you in this task. When we speak again, it will be when you have been enlightened by the nature of Incarnates. -
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Please developers, hear my cries, do not make the new TFs or Mender Ramiel's Arcs any easier. I understand that you don't want to alienate people, want more people to play the game, but for once do not relegate me to debuffing myself in order to make the game harder/make me use tactics. Make just a few missions/tf's skill based where you have to put some tactics into your play in order to survive. I realize that there is already a TF that requires some skill and tactics, Statesman's TF, and I applaud you for it, now keep up the good work!
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Sign me up as an alternate for Friday or Saturday after 5pm est with Murcielago, Dark/Shield.
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Electric Melee/Shield Defense Scrapper, because very few can obtain the level of AoE destruction that one of those can. Fire/Shield is a close second with way better single target dps, not to mention how god like /Shield can become.
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Quote:I have never once needed extra knock back mitigation, I already have knock back resistance built into Integration, why would I need extra?heya Sant. Your really not gonna be able to use all those melee attacks in PvP..
If it were me, I'd only slot 1 or 2 melee attacks.
If yer taking Soul Mastery you might as well pickup Soul Storm. The hold can set up your melee attack then can be followed up with a Dark Blast.
I added some thoughts to your build and some kb protection (only 32)
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
WiFry: Level 50 Science Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Regeneration
Power Pool: Speed
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Concealment
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Scorch -- HO:Nucle(A)
Level 1: Fast Healing -- Numna-Heal/EndRdx(A), Numna-Heal(3), Numna-Regen/Rcvry+(3)
Level 2: Reconstruction -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Rchg(5), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-Heal(13), S'fstPrt-ResKB(15)
Level 4: Quick Recovery -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(5), P'Shift-EndMod/Acc(7)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(19)
Level 8: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(9), AdjTgt-EndRdx/Rchg(9), AdjTgt-ToHit/EndRdx(11), AdjTgt-Rchg(11)
Level 10: Super Speed -- EndRdx-I(A), Zephyr-Travel/EndRdx(23), Zephyr-ResKB(27)
Level 12: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(17), Dct'dW-Heal(17), Dct'dW-Rchg(19)
Level 14: Assault -- EndRdx-I(A)
Level 16: Integration -- RgnTis-Regen+(A), RgnTis-Heal/EndRdx(36), RgnTis-Heal/EndRdx/Rchg(36), HO:Golgi(36)
Level 18: Super Jump -- ULeap-EndRdx(A), ULeap-Jump(25), ULeap-Stlth(25), Zephyr-ResKB(27), Jump-I(37)
Level 20: Tactics -- GSFC-ToHit/Rchg/EndRdx(A), GSFC-Rchg/EndRdx(21), GSFC-ToHit/EndRdx(21), Rec'dRet-Pcptn(37)
Level 22: Stealth -- LkGmblr-Rchg+(A), Krma-ResKB(23), Ksmt-ToHit+(33), SW-Def/EndRdx(37), SW-EndRdx/Rchg(40), SW-Def/EndRdx/Rchg(42)
Level 24: Invisibility -- LkGmblr-Rchg+(A), Krma-ResKB(31)
Level 26: Resilience -- S'fstPrt-ResKB(A)
Level 28: Instant Healing -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(29), Dct'dW-Heal/EndRdx/Rchg(29), Dct'dW-Heal(31), Dct'dW-Rchg(31)
Level 30: Confront -- Mocking-Taunt(A), Mocking-Acc/Rchg(39), Mocking-Taunt/Rng(39), Mocking-Rchg(42), Mocking-Taunt/Rchg/Rng(43), Mocking-Taunt/Rchg(45)
Level 32: Greater Fire Sword -- Hectmb-Dmg(A), Hectmb-Acc/Dmg/Rchg(33), Hectmb-Acc/Rchg(33), Hectmb-Dmg/EndRdx(34), Hectmb-Dam%(34), Mako-Dam%(34)
Level 35: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(40)
Level 38: Moment of Glory -- LkGmblr-Def/Rchg(A), LkGmblr-Rchg+(39), LkGmblr-Def(40), Krma-ResKB(42)
Level 41: Dark Blast -- Apoc-Acc/Rchg(A), Apoc-Dmg/EndRdx(43), Apoc-Dam%(43), HO:Nucle(45), HO:Centri(46), Cloud-%Dam(46)
Level 44: Shadow Meld -- LkGmblr-Def/Rchg(A), LkGmblr-Rchg+(45), LkGmblr-EndRdx/Rchg(46), Krma-ResKB(48)
Level 47: Soul Storm -- Apoc-Dmg(A), Apoc-Acc/Dmg/Rchg(48), Apoc-Dmg/Rchg(48), NrncSD-Dam%(50), G'Wdw-Dam%(50), UbrkCons-Dam%(50)
Level 49: Phase Shift -- RechRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- IntRdx-I(A)
Level 1: Critical Hit
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Heal-I(A)
Level 2: Stamina -- EndMod-I(A) -
Quote:You can obtain Incarnate salvage solo.I thought the idea behind this game was that teaming was optional and that everything could be acquired solo.
Now with this release I can't progress my 50's unless I do TFS, do the devs realise how hard it is to get a team together on some servers outside the US ?!
The time zone difference kills us. I am afraid if this doesn't change then this is the end of my 6 year run with this game.
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Quote:You can unlock the slot solo but to get the salvage the notes say:
The components to unleash the power of the Alpha Slot and its Incarnate Abilities can be acquired by completing existing level 50 content:
Statesman's Task Force (STF)
Lord Recluse's Strike Force (LRSF)
Imperious Task Force (ITF)
Lady Grey Task Force (LGTF)
Dr. Khan's Task Force / Barracuda's Strike Force
Hamidon
Cathedral of Pain
A component is also available from the Vanguard Merit vendor in the Rikti War Zone
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Quote:That won't last very longDid some more Apex and Tin Mage TFs. People are really wowed by them, but I am beginning to notice that between the two, more like the Apex TF better. Now that is just awesome!
Each run I've done have been clocking in at around the estimated time of 1 hour or less, to which the participants are amazed by the rewards they get at the end compared to the TF time. -
Quote:While I admire your candor this would never make for a profitable MMO, it would detract a lot of players and would more than likely cause them to leave.Incarnate System: an insult to skilled players
1. Using the RNG (Random Number Generator) to distribute Incarnate Shards puts them in the hands of undeserving players and can deny the shards to worthy players. Randomness should not be used to determine who obtains Incarnate boosts but should be rewarded to those who succesfully demonstrate mastery of their individual skills.
Individual players need to have their skills tested before being rewarded with something as important as an Incarnate Shard. Using the same type RNG system as is used to determine the pick of real world lottery and slot machine numbers is an insult to the Incarnate System and the Incarnate characters. Skill, not luck, should determine who becomes an Incarnate.
2. I am concerned about the lazy programming that we seem to be heading towards with the future of the Incarnate System. Indications are that the future holds nothing but Raids involving many players. This means that the programming staff only need to create a couple of new TF's for each Incarnate slot release and throw them out to the user base while letting the RNG determine who gets the good stuff and who doesn't. Skilled players not required.
Look at the new content for Incarnates in issue 19. Two new difficult TF's...and that's it. Let the grind begin as these two TF's (and the others that give Incarnate rewards) are farmed over and over again by every type of PUG that can be assembled. Surely, the programming staff and management of this game can do better than that to weed out those deserving to be Incarnates from those not so worthy.
3. The Incarnate System should be totally skill based throughout. There are multiple ways this could be implemented but I will suggest two:
a. Create a huge arc wtih Ramiel as the primary contact where the rewards at the end of each mission is a Shard and the reward at the end of the arc is a Component. Each mission would fit with the Incarnate lore and would reveal more as the arc progresses. Missions could be done in teams or individually with equal rewards for a successful (not auto) completion. Arc could be repeated via Ourobouros.
b. Create a large, related series of Shard missions that are offered randomly to level 50 players who have opened the Alpha slot. A similar system is already in game offering TIP missions and a Shard Mission system could be derived from that programming. Yes, it would take a lot of work to create quality missions but this game deserves to have that work done so that individual players have a fair chance to demonstrate their skills to the esteemed Incarnates like Statesman and Lord Recluse.
4. RNG based rewards inevitably leads to incessant grinding which, most players will acknowledge, is the bane of any MMO game. Skilled players want content and massive amounts of meaningful content that provides them with a story line they can follow and be rewarded accordingly at the end for their diligence in completing it. Unskilled players just want the rewards without the thoughtful work and those players should not be Incarnates.
5. The Incarnate System could and should be much more individually testing that what it is and seems to be headed for in future releases. As it is now, the laziest, most unskilled players can join a TF PUG and be rewarded richly while more highly skilled players receive far fewer rewards (or none at all). In the lore of comic super heroes, the lesser skilled pretenders fail while the more highly skilled ones succeed. Allowing the RNG to determine who moves forward and who lags behind runs counter to everthing super hero lore is based upon.
Summary: Even with the first inteeration of the Incarnate System, the players deserve better and more than what has been done to this point. Allowing the RNG to control the system is an insult to the player base and to the Incarnate characters and lore. Change the thinking soon or risk the system crashing into disuse due its denial of skilled players the challenges and rewards they so richly deserve. -
It was a trade off, I'd rather have that large shot of extra defense then have web grenade. Plus there is a temporary power web grenade day job
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Quote:The world as we know it has come to an endYou do realize that a team full of support ATs is already more powerful than any team of all melee?
There are no other options.
For melee the choices are:
- Build for Defense and be extremely survivable and then try to squeeze in as much Recharge as possible.
- Squeeze in as much +HP & recharge as possible on a resistance based set - have a self heal, or a self rez - or both - because you will be using them often.'
There is simply nothing else to actually build for in any meaningful amount other than DEF & Rech. HPs help, but not as much as DEF. -
Bubbawheat your avatar is thoroughly disturbing.
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Maybe if enough people bug it they will change it back? Reverse psychology?
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Quote:The RNG hates me...The Random Number God, who chooses those he adores and those he despises, has smiled upon me today with a blessing. He bestowed on me two Incarnate Shards, with not so much time between them that the "Incarnate Shard Bonded" message from the first could tarry away before the second one was placed in the queue. For these Shards were not merely close together, but came from consecutive enemies.