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Posts
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Here are a few possible reasons;
1. Efficiency. Someone who is seriously Inf farming/merit farming/marketeering/etc. is pulling in at least 10,000,000 Inf per hour. I've seen as high as 25M/hour quoted, but we'll assume 10M. Thats about 2800 Inf/second. Its not worth that persons time to run over to a vendor to sell that common drop for 250 Inf. A subset of this is the person whos on a fun/fast/friend filled team and wants to get back to play.
2. Space. Clearing slots, as others have mentioned, you often have something more important to do with a slot then tie it up for a small transaction, even if its just putting a long term patient bid in on something expensive.
3. "Philanthropy". When I start new characters on other servers (far too often, curse my friends alt-itis!) I often get seed money by buying cheap salvage and running it to a vendor a few times. On my rich characters I'm happy to let others do that by posting cheap, not only may it help out other peoples new characters but its even possible once or twice I've sold salvage to myself on characters on other servers, thus benefiting me directly.
I've personally done this for all three reasons on different characters at different times. -
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People used to TP Foe her onto land, too. She can't be teleported any more, and I don't think she'll swim out of the water any more, either.
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Yes, I saw a screenshot of her "swimming" near the tram one time.
To Wyll, definitely run her through the Faultline arcs; some of the best arcs in the game, IMHO, with several "rescue and fight with" missions, unique maps, several EBs/AVs and time travel to boot. -
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no one will wanna pay the huge prices on recipes, they will dry up and no one will want to waste merits on random rolls when they won't be able to sell them for high,
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Does anyone else see the fundamental contradiction here? I've seen many statements from people that "Pool C will shoot through the roof" and that "nobody will take random rolls because they are worthless".
Those things can't BOTH be true.
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Actually, yes they can. You just don't seem to understand why.
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The random rolls are just too crappy a chance for pool C to be worth it. Most of the pool ranges from so-so to crap. Hence people are going to buy the specific pool C stuff they want via merits.
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You just argued that prices for Pool C won't go up. Thus, they aren't both true. Thanks.
Alternatively, if the supply of Trap of the Hunters goes to near ZERO, and somebody wants one, are you are saying they would rather spend 10 hours or so earning 250 merits then spend, say, $2M Inf to buy one? And if someone else looks at the market interface and sees the last five on Trap of the Hunter going for $2M or higher they won't take 10 random rolls when they hit 200 merits?
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If I spend 200 merits to get a LotG today, then sell it for 100M influence. What will I think if the LotG goes up on the market to 200M when I need a LotG? I'll think I'm a damned dolt and should have just held onto the merits for when I needed it. Merits are a medium of exchange immune to fluctuations of the market, and influence inflation. I'll sure as heck horde them instead of influence.
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And if I'm a speed merit farmer, I'll go out there and make 250 merits in 10 hours of play, get a LotG recipe, and sell it for 200M, netting 20M Inf/hour. Even the best Inf farming builds in Catwhoorghs thread couldn't break about 10M/hour.
Frankly, given the speeds I've seen speed TF runners post and the dedication farmers have to Inf farming, I'd be surprised if LotG doesn't end up closer to 20M heroside and 30-40M villianside, due to competition.
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And to people who are betting that LotG prices will go up from where they were before merits, I'd be happy to take that bet. I see no possible way prices on those would go up from where they are with a combination of some demand satisfied (buying with merits) and some increased supply (speed merit farmers reselling the most valuable recipes in the markets).
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Why would those speed merit farmers resell things? If I engage in speed merit farming, it will be solely to deck out my own alts. Also, why would those merit farmers not charge an arm and a leg if they did want to sell the recipes? They will control the supply. Demand will be set by the poor schleps who don't have time for TFs.
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If I have 5 bins full of LotGs, that supply doesn't let me control the selling price. I can put them all up for 200M Inf, but I can't make anyone buy them for that. See above example for why speed merit farmers may use merits to buy overpriced recipes and resell them; if they can get more loot per time by doing that, they will. They are VERY good at that. . . -
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no one will wanna pay the huge prices on recipes, they will dry up and no one will want to waste merits on random rolls when they won't be able to sell them for high,
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Does anyone else see the fundamental contradiction here? I've seen many statements from people that "Pool C will shoot through the roof" and that "nobody will take random rolls because they are worthless".
Those things can't BOTH be true.
And to people who are betting that LotG prices will go up from where they were before merits, I'd be happy to take that bet. I see no possible way prices on those would go up from where they are with a combination of some demand satisfied (buying with merits) and some increased supply (speed merit farmers reselling the most valuable recipes in the markets).
And I'm happy with the "more than one random roll" increased reward for most of the TFs/SFs, I like to do a variety because its more interesting, now I'll feel that I'm being better compensated for spending that extra time. Yet because they didn't go the route of "fixing" the short ones to make them take longer, I still have that option if I don't have much time. -
Base Repricing
1) How will the repricing of bases affect you personally?
Some of the sgs my friends and I have will be able to add more functionality; I won't know which ones (we range all over the place in size) till I start experimenting.
2) Will you dismantle your base to gain the additional prestige from the repricing?
Yes. Note this means around 8 bases, my friends have serious altitis but little interest in base building, so I do most of it.
3) How long would this process take you if you were to engage in this practice?
I'd estimate a week (5-6 hours of play) for our main base, another 2-3 weeks for the various alt bases we have on other servers. Total of a month (20-30 hours) for about 8 bases.
4) What are the positive and negative concerns regarding repricing?
Positive; more stuff in our bases. Negative; not getting a rebate means rebuilding, but I'd have to do some of that anyway to add the extra goodies.
5) How will this feature affect you long term and short term?
Short term; time rebuilding bases instead of playing. Long term, more cool stuff in bases. Overall, net positive.
Base Salvage Exchange to Invention Salvage
1) What is the negative effect on your base for this feature implementation?
I've already sunk about 10 hours into prep for this by going through bases and transferring salvage and precrafting some things, though this included research time as well to find out which things I should do this on now and which to wait. My fear is that the increased demand on the specific salvage for teleporters, which heroside especially you need a ton of, will lead to flipping on those items and higher prices. I've already seen this on Reactive Gas, price floor has gone from around 5k to around 50k. I'm good with the markets, so its not a big problem for me, but not everyone will enjoy shelling out over 500k to build 10 teleporters for a heroside base.
Other main concern is event salvage storage, 30 is tiny for even a medium sg when 4 pieces are needed for a costume or 15 candy canes for an award. Thats the big one I see going forward.
2) What is the positive effect on your base for this feature implementation?
Some actual use for the salvage rack to transfer IO salvage on various characters. Currently it sits largely ignored.
3) How long will it take you to adjust to learning this new system?
I'll probably have invested about 10 hours in research when its all said and done. The actual new crafting system is much easier, since you don't have hundreds of options with obscure salvage to make something.
4) What side effects to this system do you currently see from transitioning the old to new system?
Huge, unpredictable fluctuations in IO salvage prices as supply (Brainstorms) competes with demand (new teleporters, as with the prestige grant, dual builds).
5) What security concerns do you have regarding this change?
No additional ones, I already didn't put anything I really valued in a base with anyone not a good friend having access. I see obvious potential problems with larger groups with more strangers. I'd love to see more flexible bin permissions. -
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Recently I've found: Snow Storm, Darkest Night, and RI all interrupt bane summoning (even before the red tower is down, cast it as soon as the tank has Recluse aggro. It helps.) I'm sure i'll find more, I learn something new everytime it seems
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This is true for ALL toggle enemy powers. both rad infections, snow storm, and darkest night. all of them have this effect.
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My understanding is that his summons is interruptible *providing* LR is at full health. So it may be important to use only Taunt (avoid that psi damage proc!) rather then add in Gauntlet to hold his attention.
Does anyone happen to know if non-foe anchored debuffs also interrupt the summons? In particular Hurricane and the sonic ally-targeted -res debuff, whose name I've forgotten? Just looking to get a complete list in case I'm on a team without an enemy anchored debuff. -
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I'm having a hard time re-creating the Defs in the 40%s. It may be a Mid's error, I'm not sure. Any help is appreciated.
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Note the little circles above (or maybe next to?) the various powers; it shows whether that power is being applied to totals. So if you have Combat Jumping, say, taken, but that circle isn't white to show that its turned on, Mids doesn't add it in.
Especially important with things like Hasten. . . -
While most teams I've been on can handle a double pull, I've been on a couple of marginal ones that really struggled with it, which is sort of where you need to pull out the stops tactically.
Do they cage the blue while they take down the red, to block his +30% tohit bonus from the blue?
I'm also curious whether anyone has found if the sonic ally-targeted debuff rings (don't recall the name) interrupt LRs bane summons, like the other toggle debuffs do. Its set to "not notify the target", so I wasn't sure if it would work.
After a recent bad experience with tons of Banes summoned before we got a toggle debuff going, I don't want to go on another STF without someone having a power that can interrupt him. -
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The kin didn't use Transfusion much,... Those two factors alone easily doubled the time for the TF.
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Let's say an AV has 31,000 hit points. They regen from zero to full in five minutes. That means they regen - roughly - 103 hit points per second. A level 54 AV has 87% resistance to debuffs, and when you take that 13% effectiveness and apply the purple patch, you're looking at around 6% effectiveness for your debuff. Transfusion applies a 50% -regen effect. 50% * .0624 = 3.12% -regen. That means you just lowered their regen rate from 103 to 99.78, meaning a whopping 3.22 DPS from casting Transfusion.
Now let me ask you. Does your normal attack chain exceed 3.22 DPS? Oh, it does? THEN STOP WASTING YOUR TIME AND USE ATTACKS.
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Well, to be fair, you edited out the part of my comment about Freezing Rain, which I considered more important, though I didn't make that clear. And total effective "damage" for Transfusion over its 20 second debuff duration according to your calculation is 64.4, which is comparable to what a controller can provide via an attack, so its not a horrible choice. With the /kin I was actually more focused on trying to get all the ranged damage types into his Siphon Power radius, since we needed all the dps we could get, but I didn't go into that nuance above. I'm always surprised why more blasters don't gravitate there for the buffs. I would also have liked a bit more Siphon Power spamming, but I don't have as good a feel for normal recharge time on that one.
I would definitely agree with your overall point, though, that -regen is overrated against AVs, -resist is much more effective because AVs don't resist it (in general, ignoring odd cases of resisting because of particular attack types). Thats why I asked the /storm several times to spam Freezing Rain more often. Either he didn't pay attention or didn't have it slotted for recharge, my lvl 25 Storm Defender can easily get near 50% up time. I even asked at one point for the kin to keep SB on the /storm for more FR spamming, which for the OP is an example of synergies you have to look for in whatever team you happen to have. -
You mention playing around with the detain powers on this; can you do this to the Patrons, if you get a double pull?
Can both a defender and controller version work on AVs? I'd read that at one point the controller would, but the defender wouldn't. -
Heh, I did the same STF as Overclock (the two of us had to sort of take over leadership of it after the original leader bailed half way through).
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Some things that will make it easier:
- A solid tank or two. The AVs in the STF aren't wimpy, have some unusual tricks and Lord Recluse is flat out ridiculous when buffed by the towers. It's possible to beat the STF without a tank but it's a hell of a lot easier with one. Two can be handy as well for managing aggro and keeping the squishies safe.
- Regen and Resistance debuffing. These two debuffs radically alter the difficulty of fighting Arch-Villians. Just having them on the team isn't enough though. The players need to be aware of them and need to use them. For example: Transfusion from Kinetics has a Regen debuff component. This means the Kinetic needs to spam it as often as they can (since they'll miss occasionally) to insure that the AV's regen is supressed. Using Transfusion only when people are injured is not enough to get the job done.
- A Toggle Debuff. This one's a bit odd but it's for one purpose -> throwing a toggle debuff (like Enervating field, Snow Storm, etc) onto Lord Recluse will prevent him from summoning Bane helpers or at the least keep their numbers drastically reduced. This is critical in keeping your tank, even a Granite backed up by an Emp, alive for longer than 30 seconds or so.
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Overclock covers some of the basics there. On our STF, we had a /kin controller and a /storm controller. The kin didn't use Transfusion much, and the storm didn't use Freezing Rain much. Those two factors alone easily doubled the time for the TF.
We had a stone tank and an emp. The stone tank died easily 15-20 times to Lord Recluse, with full time Emp support. I think neither the tank nor the emp was well slotted or on the ball. It was the tanks first time tanking the STF, and I think she was surprised when LR dropped her in under 10 seconds in Granite. Definitely bring an Emp, though, unless you have a very good team used to working together otherwise, the Lord Recluse tank *will* need healing, and Recluse has stupid levels of defense till the yellow tower drops, so its very hard to pull a targeted heal off him, and aura heals (e.g. rad) are risky near him.
It took us 6 hours, over 4 in the last mission.
That said, everyone seemed nice, and nobody was trying to sabotage the TF, and with the exception of the leader they hung in till the end. They just didn't have great builds or good enough play ability or some combo thereof; I guarantee the team we had could do it much faster on paper, but most of the game doesn't require wringing the most out of your character.
We ended up beating it by (1) going back to our base and grabbing lots of medium and large purples to give the tank so she could survive long enough for us to take down the first couple towers, and (2) using Snowstorm on LR and having the tank just taunt him, no damage, to prevent Bane spawns. That got us through it.
As Overclock says, this is one mission in the game that demands a level of leader knowledge and player ability above the others. If you want to lead it, I suggest learning what buffs and debuffs are needed, and what ATs and powers have them. You can make up for some things with Insps, but -resist and -regen debuffing are pretty important if you don't want the final fights to take hours, and not all teams are willing to wait around to fetch insps.
Your dark defender, btw, should have been able to provide what you needed. Providing they slotted Tar Patch for good recharge. Ditto Storm, with slotted Freezing Rain. Ditto Sonic (though I'm not sure if the ally toggle debuff prevents the Bane spawns). Certain support characters may have to change their usual playstyle and focus almost exclusively on support in some fights, though.
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I'm thinking Kheldians are the key, just based on both their inherent powers and the inherent defense / recharge debuffs attached to their powers. Of course, Kheldians are extremely hard to come by.
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This was particularly entertaining given that we were playing our Kheldians, a WS and a PB, on the team; first time we'd had a chance to get on a STF.
They might help more post I13, when they get some buffs. Otherwise, consider them a blaster (assuming they built Nova form up for that) or scrapper. Being able to swap is definitely handy, though, Overclocked tanked the spare Patron AV when two came on a pull, and Kheldians tend to be happy to get invites to this, they don't get a lot of chances.
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Granted, I've wanted to retry for the badge, the accomplishment and to see Recluse in battle, but when I do beat it my reaction isn't going to be "We saved the world!". Rather, I'm going to think "hooray, our numbers were finally better than theirs."
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They actually made this TF tough enough that, assuming no "dream team", you need knowledge. Our first try ever ended in failure, but without that failure to drive us to learn more about what powers AND what tactics are needed we wouldn't have learned as much as we have about how to play the game. And we would have lost on this last try.
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I would have really like to have done more to get from 45-50 than continue failing the same task force.
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One other tip, have most of the team at 50. You are fighting +4 AVs at the end. All your powers, including damage, work only 50% against them because they are +4 (note that most debuffs work far worse, AVs have special resistance to those). A sidekick is fighting +5 AVs, so their powers only work 28% against them. Thats a big hit on their effectiveness. -
A few suggestions or alternatives for people to consider on the goal build;
1. Via frankenslotting with the new Endmod sets, you can get Acc Met with pretty much ED capped recharge and EndMod with only 5 slots. That frees up a slot to put an Achilles Heel (-Res) proc into Neutrino, very handy since a rad is often called on to fight AVs and GMs where it makes a substantial difference to machine-gun it. Bonus points if you can get one into Radiation Infection as well.
2. Oh, the pain, to do that much slotting in Stealth for set bonuses. . . I actually took Hover to get my LotG in, and the Leadership pool to put another one in Vengeance. A Rad is popular for the STF, and Tactics can make a big difference against Mako as well as a few other high level situations (MOGed Paragon Protectors, etc.). Vengeance is also very handy for tough high level content. I do miss Recall Friend, though, sigh. . .
3. The Dark epic was good for leveling, I eventually respeced into Psi for two main reasons, Mass Hypnosis isn't broken by debuffs so you can get everything else going before you wake the spawn (very helpful with mezzers) and Domination gives some additional control to either perma-hold a boss so they won't run away with your debuffs or deal with a second mezzer beyond what Cosmic Burst can do. AoE Sleep is also nice to deal with a second spawn thats getting a little too interested in your team, or an ambush, since your debuffs are often already tied up somewhere. Side bonuses are that the sleep purple set for Mass Hypnosis is very cheap, and Domination does as much damage as X-Ray Eyes. With those two plus EMP, I actually feel my defender is a more effective controller then my grav/FF controller, which is a bit sad.
4. If you can find enough recharge elsewhere for perma-Hasten/Acc Met, consider frankenslotting Cosmic Burst to max out the stun time as well as the damage as much as possible. Again, perma-stunning bosses, or taking lts out long enough to do something else is very handy. -
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With the changes to acrobatics (not sure if this was done before or after) is it still worth going for?
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The only thing changed was the amount of knockback protection Acrobatics provides. From a PvE standpoint, it went from 100% to 99.99% protection, as there are a handful (literally) of mobs that do enough knockback to get through the "nerfed" Acrobatics.
The main reason for it on a rad is the bit of Hold protection it provides, not a lot but enough to stop some mezzes. -
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I find that there's a paradox when it comes to estimating PuG task force time. When you have a team of people honestly willing to commit to say 6 hours to do Positron, you end up with great players and as a result it only takes 3 hours. But when you get a bunch of people expecting to do it in 3 hours, that's when it always ends up taking 6 hours (assuming it doesn't fall apart at Rollister). Anyone else have this sense?
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That doesn't surprise me, actually. People who are willing to commit to a TF for 6 hours have enough patience to listen to directions and look at something other than the next mob standing next to them, so they're more likely to play well together and be successful.
Nice work on getting PUGs through those, OP, I would have expected it to be hard to find people to run those on a whim unless they were badge collectors. -
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In battle, if I switch to PFF, my team mates suddenly lose 21.32% defence, which would probably get me dirty looks.
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In general, when I've used PFF its one of two situations;
1. "Ghetto stealth" to get to an objective, often solo but sometimes on teams where we are trying to bypass parts of missions (Katie TF, Posi TF, etc.). Team will obviously be fine with this.
2. The team is moments from a tpk, and nothing anyone is going to do will avoid that. If I turtle up I may be able to either pull the mobs away from the team, so they can rez in safety, or get to a safe spot to teleport them to (I like Recall Friend). It tends to be a lot faster to get a team back in action if it has one survivor then none, especially since folks can start sharing insps to build a wakie. -
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I can usually buy Halloween parts on my server for 10-20k in the morning, then turn back around and sell them for 40-80k that afternoon.
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Just a note, you may have been aware of this but the market is cross-server. This sentence implies that its separate on each server.
And to join in with a couple of others, for some characters it makes sense to sell all your salvage for 1 Inf. Even a fairly pathetic lvl 50 farming character is pulling in 50-100 Inf per *second*. A marketing character may have 5 minutes to pull six stacks of arcane salvage and relist it for an expected profit (over the next 24 hours) of a million a stack. The last thing either of them wants is to have to take several minutes to run to a store, zone in, sell salvage for 250 Inf, zone out, and run back to the market or mission. That common and uncommon salvage is either selling in seconds or getting deleted to free up market slots.
Plus dumping salvage cheap brings both direct (selling gets a badge which gets more market slots) and indirect (my lowbie alts on other servers want to be able to arbitrage salvage for starting capital) benefits. -
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Or hovering accross Preze Park because running was WAY to dangerious... and i could use the time to make a snack...
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Heh, did that too; I'd heard about how dangerous Perez was, and picked up hover because I'd had a mission to get CoTs on top of buildings in KR, and I couldn't find any *other* way to get up there, and no doubt this would be the start of many, many future missions on tops of buildings, right?
But it turned dark in Perez, and a group of heros were fighting clockwork at the boathouse below me. Electric arcs crossing streams of fire and green bolts in the dusk below, it was like something out of a movie. . . -
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Like you, I feel sting of the wasp, divine avalanche, lotus drops, soaring dragon, and golden dragonfly are the only needed attacks from the primary and do not really desire cloak of fear from my secondary. Unlike you I chose the body mastery pool for focused accuracy, because I still felt I was missing too much and hate -perception,
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If you take Cloak of Darkness, by the way, it gives +Perc, which is nice against those Red Caps and Arachnos who have -perc powers.
Based on Arcanaville's analysis Dark Armor has some of the best PvE damage mitigation of any scrapper secondary, providing you use the powers well (esp Dark Regen). If you don't, it falls below a couple of other sets. So don't expect it to be a "turn on the toggles and forget about it" set, but I like a set that rewards extra effort with extra performance. -
Oh, one suggestion on Eclipse; slot it up with Recharge/Resist IOs from various sets instead of just common Resistance or Recharge IOs. They aren't terribly expensive (certainly compared to HOs), and you can pretty easily cap both in the 4 slots beyond Accuracy that you are allotting.
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Traps: a 30 second overview
Web Grenade: as far as powers that you have to take, this one is so-so. It inflicts a mag 3 immobilize which stacks with itself, and a 50% -recharge which doesn't. The immob is useful at level 1-5, when you have one bot with one attack. But, when your Deadly Robots quadruple in power at level 6, keeping mobs away from you stops being an issue.
Web Grenade gets better at level 32, when the Assault Bot gets Incendiary Missiles. Forcing a mob to remain in a burn patch is brutal. However, you'll need to stack them to immob a boss, which means boosting it's hold, accuracy, recharge, and endredux.
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Seeker Drones: at first, this looks like a good power. It summons two flying flashbang grenades, which deliver a mag 2 stun and debuff damage, accuracy, and perception. However, the AI on the drones is awful. They flit merrily about, ignoring the mob pounding on you, then aggroing the group 200 feet away. To add insult to injury, Protector Bots will waste their end bubbling them. You pretty much have to summon them on top a foe... and even then they sometimes don't go off!!!
Slotting: 1 accuracy, 1-3 tohit debuff, maybe 1-2 recharge
Trip Mine: a very good power... that's useless here.
Trip Mine is great for Blasters and Corruptors. Set up half a dozen at the fork in the hallway, fire a shot at a group, retreat behind cover, and chortle evilly as the mobs are spattered across the walls.
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If you want to solo AVs (and really, theres not much below that that you have to work hard at beating with a bots/traps) these three powers are quite useful. Web Grenade will hold them in the flame patch, and as a note, most AVs and bosses don't resist Immobs so one shot will pin them. Seeker Drones to pull a now-debuffed (to the tune of 40% - damage, won't sneer at 40% "team resist all") AV. Onto your pile of a dozen or so Trip Mines, which both clears out the chaff and focuses the AVs attention on you, where you want it, so damage is dispersed many ways in BG mode. Plus it dents him/her a bit, always handy in a long fight.
Oh, and caltrops with procs are a very decent source of ongoing damage in long AV fights, plus providing crowd control when you really don't want meleers coming up and beating up your bots. While not many melee fighters including AVs can drop *you* in BG mode, plenty can 1-shot your bots.
I use Trip Mines fairly regularly in normal spawn fights too, after dropping Poison Trap with my various defenses running I can set it without too much risk of interruption from the few foes not puking and speed up spawn takedowns noticably. -
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The mez resistance part is a very unique creature.
It is indeed a "set bonus", but instead of being activated for just being slotted in the power, it is triggered by activating the power. So the mez resistance bonus is only activated once you activate the power. It is neither a "proc" or a "set bonus", but a rather interesting mix of the two.
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Wow. That is odd. How does it work if you put it in an auto Resistance power then? Is it pinned at 5% forever? If so, thats going to require some reslotting on my Kheld, sigh. . . -
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Interestingly enough, zombies seem to have a reduced distance as it is very easy to yank (or you can pull one zombie away from another when they are much closer together than normal minions).
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More specifically, if you take out the Mortificators (the surgeon looking guys, I think thats their name) and/or other lts in the spawn, the perception range of the "normal" shambling zombies drops to almost nothing. A scrapper can just about run up, hit one, and run away and the rest of the spawn won't follow. The fact that the Mortificators also run faster then the zombies allows for a specific tactic against them.
If you are facing a tough group of Vahz (Positron, say), and your team just can't handle the whole spawn, have the team wait a very long distance away. One person takes a shot, ideally ranged, against the Mortificator. The whole spawn comes running in most cases, the puller runs away. Keep the Mortificator selected, and watch him come after you. Right to where the rest of the team is waiting to beat him down.
The rest of the zombies trundling along behind the Mortificator stop and stand around waiting for new orders, whereupon you can separate them easily.
Another, more general pulling trick; stand next to something you can jump behind and leap sideways towards the cover, firing off a ranged attack in midair. Typically you land as the shot finishes animating and shoots *through* the wall. This prevents any return fire (which tends to alert the rest of the spawn) and just gets the target running to you in many cases. In fact I've sometimes tried this and the pull was *so* good the critter just stood there, alerted but not knowing where to chase you. Sometimes showing yourself will get them to come after you, but it may get them to shoot you instead which can alert the spawn.
Different spawns and different missions seem to have different pulling rules, though. Castle has said critter AI has something like 50 adjustable parameters, and I've definitely seen some mob types and missions where its almost impossible to separate spawns, and they will chase you huge distances. Always be prepared for the whole spawn to come, no matter how good you are at pulling. -
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I can remember being in the drop team on old Hami and tping dead raiders up to my ceiling with Mutation queued up. They would fall past me and be rezzed mid-air.
Nice trick if they are ready for it (otherwise they tend to fall back into the goo and get annoyed).
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I've even done this aimed so that they will fall back into the "group fly" zone and rejoin the PA dropping crew. It even worked sometimes.
You don't need an uber computer to use TP, but it is a pity that its the most computer dependent travel power. I like it, and use it on a few characters, though my favorite is superspeed for its in-mission speed and stealth. I like to team though, and don't tend to have a lot of play time at a stretch so get a lot of use out of Recall Friend so I've actually got a chance of getting the team through a mission before I have to log.
The new "team recall" month 42 vet reward should really help regrouping at Hami raids, though. -
First PvP guide I've seen that included tips on how to fight in zones vs arena and vs different ATs, very nice! Maybe other guides don't focus on that because most ATs don't have a very wide range of things they can do compared to a Kheld? Controllers/Dominators use mezz effects, Blasters/Scrappers hit things, etc. . .
I don't know if you managed to persuade me to do more PvP (I'm usually on 7-8 AM EST, not exactly prime time for that, sigh) but you convinced me that maybe a WS wasn't as doomed in PvP as I'd thought. -
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They are still do-able content and have the additional reward of the rare recipe for anyone running them to choose from. Like anything in life, there is always room for improvement. Lets not get too down on them. Thanks.
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Eden Trial is great, but I tried the Sewer Trial once, and even after we gave up doing it properly and swapped sks/exemps (not enough 50s to do all of us) we still couldn't finish it in time.
Would it be possible just to bump the timer up some on that? The 4 hour timer on Eden is more than enough, but 90 minutes on one where you have fast respawning AV shield generators with really tough guards is, well, let me say I haven't encountered anyone whose done it successfully at appropriate level since the "mezz to bring down the shields" bug in it was fixed. I'm sure its been done by custom teams or elite sgs, but I've not talked to anyone involved.