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Quote:The other thing which to me starts making this more plausible is that by the time you have a mature Incarnate character, there will be a ton of play time and effort invested in that character. It certainly wouldn't encourage "throwaway" characters, so doesn't shift the game towards people who just want to come and go in a few weeks or months. It also shoots down the counterargument "just make another alt and level them to 50 if you want a different powerset" because getting that alt through Incarnate would could well take longer then getting to 50, even ignoring outright powerleveling.Basically, if you get to the point where your character is a full Incarnate and has most of the Incarnate slots unlocked, a significant fraction of that character's net ability will be in the Incarnate powers. Changing primary or secondary might not be the same thing for such a character as changing powersets would be for a leveling character or even a level 50 character, because the net change in the character is lower.
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Quote:I've occassionally had something I needed to craft right then, usually when I'm about to have to log off and I have barely enough time to buy something, run into a base to craft it, and drop it into a bin or email it. Generally when I'm making something a different character is going to use, and I'll never remember who was in the middle of what to go back and check them later, and I can buy the salvage NAO in less time then it will take me to make a note, then log back into that character later, craft the thing, put it where I need it, and log back over to the character I really want to play. Its a tradeoff; for the extra 100k I spent on a piece of salvage, I can log over to a serious marketing character instead of checking that one again for whatever I was crafting and turn stuff over for much more Inf.There has literally never been something I wanted to craft that I needed to craft right then. Now, I'm not saying I won't get impatient and pay far more than I need to in order to have it right when I decided I wanted it.
To the OP, it seems much more likely to me that you saw someone impatient and rich then someone trying to move a salvage price from 5 Inf up to 200k. People in the market forums have experimented with that kind of thing as tests, and it turns out there are much easier and safer ways to make Inf. I'm working on several builds simultaneously right now, including for a friend, and its time consuming enough that I've actually started buying enhancements rather than recipes for some lower priced items, even though I know I'm rewarding some ebil marketeer who is buying the recipes cheap and crafting the IOs. Curse you all and your convenient stocking of things I want to buy!! -
Quote:I still remember the first time I saw someone use Confuse when I was new. I didn't even know there was a power that did that. I immediately made a mind/psi dom. Then I found out there's a thing called: Mass Confusion. Seeds is fun too but that whole mind control set puts a maniacal grin on my face.
Ah, Confuse, the power that says "I'll never be bored waiting around for a teammate who's afk. . . "
Despite Propel not being a very efficient power, it is unique in the game; if only everyone viewing it saw the same item, it could be the ultimate team conversation piece, sigh. -
First time I got monkied, I was stealthing through a mission. I wasn't sure if critters would aggro to it, so I kept going to test it, and nothing shot at me. Awesome! Its like the Faultline mission, where you get an Arachnos disguise!
I found out in the next mission where I got monkied again that the first time must have been a fluke. . . -
If Arcanaville's "Scrapper Challenge" mission is still available, thats also pretty tough, might be interesting to compare to yours. She had some video somewhere of the original version beating a dev using a special cheatery dev character with all the controller powers (pets, debuffs, etc.), though she's toned it down since then.
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Quote:In answer to your question, a set of IOs will provide its set bonus down to 3 levels below the level of the highest IO in the batch. So if you have a lvl 20, 20, 23, 21, 21 slotted, you would still have the 5 set bonus down to lvl 20, and the 4 set bonus down to lvl 18, and so on. Regardless of the level of the power. Note that SOME procs work differently, it depends on the proc. A LotG works like a set bonus, a Numina +rec/+regen or Stealth proc doesn't, and works based on whether the power is used, regardless of the IO level. A lvl 50 stealth IO in sprint works fine at 2nd level.I wanted to get everyone's thoughts on a new build I worked up. It's mainly for low level TFs and exemping with my SG. It softcaps to E/N with one small purple and softcaps to S/L with two small purples. I didn't worry too much about S/L defense as I should have around 70% to S/L resistance, but it will definitely be handy to have. I believe I understand the mechanics of IOs. IOs exemp to the level they are, not the power their picked, correct? Or am I making that part up?
EDIT: Also, it doesn't show in the forum view, but all IOs are either the lowest the can be, or at level 20.
Regarding getting all the IOs at as low levels as possible, I don't know if its worth killing yourself to do that. I've found that taking Tough early on plus having fully slotted armors makes me plenty tough for lower level content, its really level 50 content where you have to worry a lot about survivability while tanking AVs, sometimes multiple AVs, ambushes, debuffing mobs, and so on. As a compromise, maybe you want to get IOs around level 30/31, that covers all the Task Forces except Positron, Synapse and Sister Psyche. Or drop to 28 and cover Psyche as well. Sub level 30ish content is designed for characters who aren't even SOed out yet, so not that hard to tank for unless you really want to run at high difficulty. -
Quote:I definitely recommend acid mortar over triage early on, triage starts getting good when you can put SO level enhancements in for recharge and heal, acid mortar is great right out of the box, just not up as often as it will be later. In addition to providing some tanking for you (it gets aggro, and is sturdy enough to survive it) acid mortar will multiply your damage substantially, so you take less damage over the duration of the fight.Helina has turned 12 and gotten the acid morter, though she hasn't used it much yet since her caltrops/pull/rain of fire still seems to be working really well. I keep thinking I should have gotten Triage Beacon instead as I know that can be situationally useful, and gotten morter at 22.
Regarding the low level LotGs, rather than spend 200 reward merits on one, I suggest spending 100 reward merits plus 40M Inf on two alignment merits, buying a lvl 25 LotG at the alignment merit vendor to craft and sell, sell it for ~200M Inf (with a day or two of patience, post around 191M Inf not 200M), use your other 100 RMs to do the same with another LotG to use, and get your LotG plus netting about 100M Inf for the same 200 reward merits.
Regarding difficulty level you should run at, that depends hugely on the player, the mobs you are facing, the powers you picked, how you slotted them, etc. But for an AoE focused squishy, consider trying -1/x3 or -1/x4 and see how it goes, you want lots of weak foes. Scale up or down as needed. -
I can suggest one other thing that may help you avoid the trap of trying to "save the salvage you might need for recipes". You are right, storage space we can achieve is pretty limited, even with a maxed out sg base you can only store about 2 of each salvage.
Until you realize that your "storage" is the market. It is almost unheard of for any salvage to be at zero supply, and most of it has hundreds to thousands listed. So sell what you have without a care, knowing that when you need that Ruby to craft a recipe, you can buy one. And, if as it sounds, you mostly play and only do a bit of crafting, you will generate much more Inf selling salvage then it costs to buy it back later. If you want to be careful, study what the prices are for the rare stuff and try to list near (but not at) the highest prices you see, that will pay for a LOT of common salvage that you sold for 10 and buy back for 5000. Then, placing patient (24 hour) bids on things will get you good prices on what you buy back.
This extends to recipes as well, though there it can actually make sense to craft some drops for what you need later if you have a sg base to store them.
And consider buying common IOs on the market, if you don't want to craft them yourself. Don't believe the 300,000 price you see on a lvl 25 damage IO, place bids about 40% above what SOs would cost and wait a few days. Some IOs never drop that low, but a lot do, then you can just make the handful you still need. It saves a ton of time and Inf on the way to 50, long term. -
A very interesting discussion, and I appreciate the effort you made Samuel_Tow to present both sides in an unbiased way right in the beginning.
My comfort zone is rather large, as one of the things I enjoy most is finding new ways to apply tools within the game to solve new problems. I also enjoy teamed content much more then solo content. As a result, the way I tend to evaluate new content the devs add is "will it get or keep more people playing the game". For example, I could *personally* care less about new costume bits being added, as I can rarely remember what my own costumes look like let alone those of my friends, but I am always enthusiastic about them adding more parts because I know many other players, including my friends, love them. More happy fellow players = CoH continuing to exist and me continuing to have people to play with.
So I look at the end game thats developing, and notice 2 main things. First, its clearly intended to strongly encourage teaming; you get "phat lewt" much faster that way. I see that as a good thing, despite the fact that a good chunk of my play time is brief periods early mornings without enough time for TFs, because I suspect most people in a MMO like to team more then solo, given a choice. Otherwise you can pick up a console game and not have to pay a monthly fee. Many people, like myself, don't always have the choice to team and have to solo some or most of the time but people interacting is what tends to make friends and a social system which are more likely to bring people back.
Second, its clearly intended to be more difficult and require more coordination to win. The coordination has the potential to feed into the item above, get more interaction which has the *potential* at least to get people involved in the community more. Obviously some /gignore will result as well.The difficulty provides a reason for people who were getting a bit bored with the lack of challenge (as they perceive it) of the main game to stick around. It also provides a reason for people who don't want more challenge to leave. Really, though, since the devs have provided parallel paths that are slower, but more like the classic game, the subset of people who would leave are the ones who want the best lewt but ALSO want it fast but ALSO don't want more challenge. The devs are obviously placing a bet that thats a smaller subset of players then the ones who wanted a new level of challenge.
If they had eliminated possibilities to advance other than the new, challenging routes I would fault them for it. Since all of the "classic" game is still there, though, I don't have a problem with them making the most efficient advancement hinge on teaming and on new levels of coordination required. I think that overall, those aspects of the game will increase the social aspect of the game that will keep players playing long term, so I'm in favor of them. -
While the yellow tower is up LR has +175% defense to all, meaning anything that needs to roll to hit him is at the tohit floor even with things like slotted Buildup. Which is why Punchvoke, Kheldian Dwarf taunt, etc. are not reliable to hold his attention. Thats one reason people talk about doing things like hitting towers for parry and targeted heals and such, you can't hit LR himself for most of the fight.
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Which does point to a reason to make and bring a PB along, for scenarios where the main issue is going to be hard targets (AVs, etc.). I've been on two TFs with my WS that failed in fact (1 STF, 1 Khan), because at the final AV fight I was basically just a Nova Form blaster, and the team still couldn't muster the dps/debuff combination to take down the final AV. Too dangerous to Mire frequently, and its not much of a buff on 1 or 2 targets, fluffies wore off. . .
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Quote:I actually made a fire tank and IOed him out because of being annoyed by a few tanks like that. I consider one of the main duties of whoever is tanking (which may or may not be a tank) to be to set the pace of the team. Worst example I saw was one double XP weekend when for once I was actually able to play a full day, and ran a redside team for most of that to get from 42ish to 50 on my VEAT. I picked up a brute, and he was using a ranged epic attack to start fights, which meant half the spawn would head for him, and the other half would stay back and shoot ranged attacks, messing up my AoE mojo.That triggers me soloing more then anything else. If the tanker is staying until the very last member of the mob is dead, then he's not doing his job.
His job is to gather agro, suck alpha, and possibly herd the mob into a tight group for mass aoe death. once the team has wiped out 50%-70% of the mob (depending on how the team is built, and the level of difficulty) the tanker should be jumping on to the next mob to set them up for the team.
So I recruited another brute, after having a discussion via tells that I wanted someone who would set a good pace. This brute waited for the first brute on every spawn.
Finally a quite competent stalker who had been commiserating with me on the side started running in and taking the alphas, after which the team could happily vaporize the clumped spawns. I mean, really, why were those other guys playing brutes?
My technique on my tank, which probably doesn't qualify as scrapperlock since I pay attention to the team, is target any bosses on the edge of a spawn since they may be out of PbAoE range, run in with Blazing Aura going, hit Taunt, Buildup/FE (whichever is up), PbAoE, PbAoE, PbAoE, tab to taunt any bosses still standing so they'll shoot at me instead of squishies while I move to the next spawn, move on. A decent team can normally handle leftovers without any problem and catch up roughly as I get the next group clumped nicely. If its a slower team or tougher enemies, I get to use a few more attacks before moving on.
I was fairly happy on my fire/fire tank on a recent ITF to not only beat the brute to virtually every spawn, but also only need to hit my heal maybe 3-4 times even without any buffers on the team other than a kin. It takes some work, but a fire/fire tank can be pretty tough. -
I don't have it open in front of me, but I know there is an option from the top menus in Mids to "search by set bonus" or something like that. It even has a way to select the various bonus levels, 2.5%, 3.25%, and so on. Very handy for someone new trying to focus on particular types of bonuses. For example, one of the best ranged defense bonuses comes in an Immobilize set, and folks who have done tons of builds will tend to remember that, but you wouldn't think to look there if you were just starting off. That kind of thing can even point you to taking or slotting particular powers mainly because of what you can slot into them. The finest example of whats known as a "set mule" I saw was 5-slotting Brawl with the purple Melee set for the recharge bonus, currently about 1.6B Inf or thereabouts. . .
As you do more builds, you sort of learn "OK, need +rch bonuses, have two AoEs, they get 5x Positrons Blast" and things like that to speed it up a lot. -
I believe, based on experience with Acid Mortar in Traps, that pets like that will shoot further if you actually move up near a spawn, thus "letting it see through you". Its fairly easy to test with that and any kind of inviso, since Acid Mortar has a significantly longer range then its aggro radius (fortunately), but I never did it systematically.
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I know if I don't play my WS for about a week I forget how, thanks to various keybinds and multiple options, its almost as bad as my MM that way. Particularly perturbing is when I'm lying there faceplanted and say to myself, "You know, if I'd used powers A, C and E instead of B, E and F I'd have survived that, no problem. . ."
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A Widow's not a bad idea, as Capa said its not quite complete stealth but easy to add the stealth IO or superspeed and then you are fine to go. With mezz protection and good defenses, you don't even have to worry that much about getting past things like Rikti Drones. I haven't found anything they can't solo pretty easily, especially with the choice of 2 builds to do so. And they will be more popular to add to a team for the badges you really need a team for then scrappers.
Soldier is also a good choice, for the same reason; stealth/solo missions with the Bane build, join teams with the Crab build. -
Quote:Note that he had a couple of different niches do this exact same thing, crash, like his Decimations. Hence he is working multiple characters, and not just multiple recipes within one IO set, or multiple IO sets within one category (i.e. Ranged Damage), but multiple different categories.Since I'm only doing this on one character, I hardly think I'm posting enough to crash the niche, but I can't think of any other reason. Is it just bad luck, or am I doing something wrong?
Thus, if for some reason Resistance sets all take a dip because a shiny new AT comes out thats all defense based so demand shifts, you have things going in Damage, in Healing, etc. as well. Plus, you can wait out short price swings because you are only checking characters every few days.
Same thing as they say in RL finance, diversify.I know I get a lot of my ideas for niches from either drops I'm selling (hey, thats a nice ratio of bids/sales!) or from things I'm trying to buy to make my builds (looks like I'm not the only one who likes this set. . .).
And I share the comment that the OP is very efficient, I'm pretty sure I wouldn't be able to cycle through that many characters crafting that many things that quickly. -
One double XP weekend when I was getting my first VEAT to 50, I ran a 8x redside team for about 8 hours. For about 3 hours of that, I had a Brute who would not run in and take the alpha. He'd use his patron AoE, or a vet ranged attack, and the spawn would split, some running for the team, some staying put and shooting ranged attacks. . .
So I recruited another Brute who promised he was aggressive. He waited for the first Brute all the time. . .
Finally, a Stalker on the team I'd been chatting with on the side started running in and taking the alphas. Don't recall the powerset, but he did fine at it (I'm sure he had some IOs). He didn't need to take down the whole spawn, we just needed someone to stall them long enough that the rest of the team could unload AoEs on the spawn and melt it before they could scatter or mezz people. I don't think he died once doing this in a couple hours of back to back missions.
So, go stalkers! -
I have not played an Electric tank, but found a Fire/Fire tank (with tough and eventually weave) fine for all the content up to end game.
For end game content, I put considerable effort into IOing out my Fire tank, but that was part of my plan all along. Its much easier to add Defense, Hit Points, etc. through IO sets, accolades, temp powers and such and improve survivability by several orders of magnitude then to add Damage and improve *that* by several orders of magnitude. With an IOed out Fire/Fire tank, I have both. That has been handy on low damage teams, no team I'm on is ever moving slowly, and I consider setting the team pace one of the responsibilities of a tanker.
So thats something of the tradeoff to consider; if you don't plan to work on improving your tanks survivability at end game, a Granite tank is great out of the box. But it doesn't have the potential to ever move very far into "high damage" territory. Electric sounds like its much further towards the "more damage but more squishy" territory, but not quite as far as Fire. I'm only going to have the one tank on that server, so I invested a lot of effort into making sure that (1) it could handle any tanking content for the team, and (2) it could finish the content if half the team bailed. -
Quote:This works fine, I do try to make sure the person going to Faultline knows where to look for Vahz as they are much harder to find (down in cracks) then they used to be before the zone revamp. Similarly, Boomtown can take a bit of hunting for Council, especially since they tend to spawn with Fifth Column and immediately start fighting each other, with the Fifth stealing the precious kills you need. Terra Volta can take a bit of hunting for Skyraiders if someone hasn't been there before. And 2 in IP can work well, since Tsoo and Family (?) can be kind of sparse and widely separated.What I've always done is kept paragonwiki.com up with the order of zones for the tf. When the time comes, I tell one person to go to each zone, and as each task gets completed, instruct whoever is just finished to go to the next zone that doesn't have anyone yet. Also send more than one person to any zone that may be higher level and therefore might pose difficulty to anyone. It's always run quite smoothly for me that way.
Only the last few zones, like Rikti in FF may actually need folks who can survive a fight, since you aren't going after greys there.
And don't feel you as team leader personally have to run around and help, managing 7 people across zones and reassigning them as things go is plenty of contribution. -
Quote:While this is true, on a team (where IMHO defenders shine the most anyway), you are being hired to bring the debuffs and buffs. On a decent team, you aren't likely to be getting hit with a ton of attacks, and unlike with a rad, your best debuffs don't instantly stop if you get mezzed. Thus, I found it worth taking a few more ranged mezzes to keep other things like recharge higher.The only problem I have with Slash/Lethal defense is that fewer of the really dangerous pure mezzes are tagged for it. Just one of them getting through will kill you very very quickly (and also detoggle Snow Storm). You can't do anything about Illusion Control or Mind Control (sans getting actual Psi defense) since both are tagged purely Psionic but the rest of them Ranged tends to handle. Smash/Lethal protects from some but not others, in particular anything in the Psi Blast set.
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Quote:Not so, I'm afraid, when the original six TFs were in the game, if you logged out or DCed you were off the TF. In fact worse then that, with no auto-exemping, if you were exemped down and your mentor logged or DCed you were off the TF. It wasn't until a few issues in that tech was added so you could log off and log back on and still be on the TF. The original design, I believe, was that the TFs would be the kind of "raid" content other games had, which would take hours to complete with a dedicated team.Plus most of the older Taskforces (the original six heroside except Positron) were designed with the idea that they would be done over a period of several days rather than run all in one big chunk by comparrison the modern taskforces are shorter but more intense in the action (compare say the 12-13 missions of a Sister Psyche TF to the 6 in Lady Grey TF).
You are right, though, that as time went on and devs saw the popularity of shorter, more interesting TFs (Hess was the first of the "new breed", I believe) they went that direction, which is why all the redside SFs are shorter then any of the original 6 heroside TFs. New ones also don't have the "run all over to missions in various random zones" aspect either.
To the OP, I know what you mean. I also prefer TFs where you actually fight some things, and if I have the time I don't mind fighting more. Definitely try to either form your own or hook up with folks who are doing "kill most" TFs, or you could even consider joining a roleplaying sg on Virtue that would run them for the stories.
I can see the appeal to speeding them for folks who actually have more then a couple hours per week to play so have done them many dozens of times. Though I have also seen some "speed" ones that weren't, because everyone ran off in different directions and died (couple of ITF missions in particular) which made them slower then if the team had just stuck together and fought stuff. Its at least pretty rare to find a high level TF team that can't steamroller the TFs at a brisk pace. -
Quote:Both holds on Poison Trap, the inherent one and the proc, work completely independently, and that kind of stacking can even hold bosses, so this is a great proc to have in there. Damage procs are also good, though not as abusively good as they were before they fixed PT, its just hard to fit them in if you want set slotting too.Also, is it worth it to get and slot the Ragnarok: Knockdown on Caltrops? I figured it would be another dmg mitigation on enemies since knocked down enemies can't do any damages and together with poison trap's hold, I can at least keep some of the enemies from attacking even for a second.
I also have (by accident due to the set) an IO slotted on Poison Trap that holds enemies, it applies a chance of 15% but it procs quite often. Whenever this procs, some type of global electricity encircles the enemy, holding them. Does this hold work separately? I mean can an enemy choke from Poison Trap, then have this IO work and hold them again after the choking wears off? Or is it either or.
And I've heard good things about Ragnarok Knockdown in Caltrops, I'm planning to try it, a foe trying to run out of Caltrops because of its Afraid effect and failing because its falling down is a foe that isn't attacking. -
One advantage to sonic I didn't see mentioned thats nice for soloing is the cone sleep; rad debuffs don't break sleep, so you can get all your debuffs set up before waking up the spawn. It also has a low damage ST stun, so you can mezz lts before they mezz you. As mentioned, rad/sonic will also be in very high demand on high level teams for its "hard target" melting capabilities, I've been on far too many teams that won't start without a rad. Down side, weak AoE, so you have to ST things to death soloing.
If you don't mind toggle debuff herding, I'd suggest rad/rad. Set up Rad Infection, pull into a clump in Choking Cloud + debuffs, and you have 2 AoEs you can use while standing in the middle of the spawn. With enough +recharge set slotting to make AM/Hasten perma, those two plus Cosmic Burst (best damage + mezz ST attack a defender can get) are basically a full attack chain, so you can pull 2-3 spawns together and melt them simultaneously, faster though not as safe as a /sonic. Achilles proc in Neutrino gives substantial extra -resist debuffing on a hard target because of its fast fire rate.
Otherwise, I'd suggest Dark. I'm not fond of the cones, because you constantly have to move back and forth to get a whole spawn, but mobs run pretty readily these days if they are debuffed or whiff a few times, so pinning the spawn in place to keep the debuff anchor from running through another group will save you a lot of grief. Otherwise, plan to stun or hold your anchor with one of the other power sets. -
I would actually suggest a VEAT, a Soldier. A Bane build is very good at soloing, has some built-in stealth, and has no trouble handling bosses (assuming a bit of investment in IOs). I've seen people say that "its what a stalker should have been".
Then you can switch to a Crab build for when you need a lot of AoEs (monkey badge), or want to join teams, since some badges are are hard if not impossible to get without a team (task force badges, etc.). A Crab is always welcome on a team.
The down side to a stalker for a badge character is that, fairly or unfairly, you may have to beg your way onto teams at points.
The down side to a Soldier is that levels 1-24 can be a bit tricky solo, its sort of like playing a lower damage blaster with a few defenses. Definitely consider the AoE Immob.