Seldom

Shady Shyster
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  1. Quote:
    Originally Posted by MindRipper View Post
    I'm ok with delaying the start by an hour to let Ice Ember join us.

    No special crazy monster stuff happening expect whats normal for the halloween event. Getting the Halloween tips took me 3 hours with a 45 minutes break in there. The tip mission can be soloed. So hopefully Seldom will decide to still do this.

    ~MR

    Yeah, I'm in. The last couple years they did the Recluse's victory AV's and GM's like crazy, but unless it's a suprise, no such luck this time around. Good thing barricuda has something fun for us to do!
  2. Just popping in to suggest my personal fave: Em/Dark/Soul

    This was my first and is my 'main' brute. I went the control direction, running both cloak of fear and oppressive gloom. The toggle stun of oppressive gloom ups the mag for stun layering in the primary, so every single stun will stun a boss. It's an odd combo, having two powers that self-damage, but with the game's best self heal, it's not as much an issue. Endurance is, but with issue 19 that becomes easier to mitigate.

    People might worry about all the mez lowering fury, this is not a problem in practice. Brawl on auto, varying between the quick attacks on chumps, then doing some big hits when the bar gets high. Ranged enemies shoot at you while anything close shudders and staggers. Once you get soul mastery, you can open with tentacles then jump into the middle of a bunch of fearful,strapped down drunkards. 'Tis fun to be a SMASHtroller.
  3. Quote:
    Originally Posted by Dollymistress View Post
    I still think most people will be free for this by 8pm EST, seeing as the event goes live way before and it's just 5 runs of a single mission to get all the new badges.

    Ice Ember would be ideal as the tank since he filled that role on the MoKTF I ran and had no trouble keeping Reischman at bay, even in invincible mode.

    I revised the SF earlier and didnt see anything too wacky. Only the patrons, one by one.
    Ice Ember said 8 central/9 EST, so should we aim for that?

    1 MindRipper: blaster
    2 Seldom: Dom
    3 Dollymistress: dom(?)
    4 prvt slacker: Corr
    5 spatch: Kheld
    6 Ice_Ember: Tank
    7 (?)
    8 (?)

    Ideally, the last spots would be a mastermind/defender to anti-phase, and either a corr/blaster for a secondary hold>dust devil combo with the second dom, or a character who can use the fail safe devices to wipe some ambushes.

    ...this if the devs don't do their Giant monster event...such things only happen once a year, on certain evenings. But I can't recall if they did that the evening of the Halloween launch, or on the Friday. huh.
  4. My first, and for the longest time only, controller was a Ill/emp controller. This is not the combo to destroy hordes, and is a bit slow to start. Likewise it has little to help speed up encounters against arch-villains. Empathy works best when on a group, and can be demanding and reactive in tough situations.

    The plus side with Ill/emp is that it has a lot of pets to do its work, so you are far more capable of responding to situations with your secondary. Empathy can, as stated, be very reactive. With your pets doing your work, your secondary being team based, and deceive being no-aggro, you can go without attracting attention almost completely.

    Here's my take:

    Blind/deceive/spectral wounds are your main personal powers. Flash is an emergency button, but is pretty short lasting and slow, so use it wisely. Blind>spectral wounds is your attack chain of sorts.

    Spectral terror is your main AoE control, and PA is your big distractor. On SO's, make sure you're aware of timing it, it's great for tough encounters where the army has a lot to do, and can work well as a diversion. The army is all ST, so to get the most damage, time it so that the decoys will be there when the rest of a mob is wiped and just the big bad boss remains.

    Phantasm is the go-to front man solo, unless you have crazy IO's for a permanent phantom army. He's not super durable, but with you and your buffs around, he will be. Plus he uses his own decoy. Also note, his damage doesn't vanish after a bit, so he's even more reliable.

    I skipped group invisibility for superior invisibility. Some swear by group invis, I find it unnecessary and completely optional. Superior invis ensures that nothing will see you except for the enemies that ignore invisibility anyways.

    For empathy: some think healing defines the set, but it's actually the crazy other buffs that make it so powerful. A heal is a bandaid, it prolongs longevity without in any way making a situation more manageable outside of buying time. Fortitude breaks this mold by skewing the odds in favor of your friends. They hit harder/more often, and get hit less. I'd suggest as much recharge and defense as possible. (defense because illusion can't lock down larger groups as reliably as some other primaries, so having the mitigation helps. Note: fortitude is crazy good on blasters. They usually lack mitigation, but have high damage. the damage boost and defense are wonderful for them.

    They two RA's give the team way more staying power, and the regeneration aura makes it easier for you to do your job, as you don't have to stop and undo damage as much. Get to know the spread of the effect, and don't call "GATHER!" Sure, it makes you feel important and wanted, but there's no reason for everybody to stop what they were doing. Rather, watch for when the team is together, get in the center, and let them loose on the go.

    Also: never skip adrenalin boost. It lets you all but forget about one ally and their worries, gives them near limitless endurance, and allows them to use their best powers far more often. The recharge boost in it is very nice. Adrenalin boost+fortitude= ultra-survivable powerhouse, hitting harder and faster more freely.

    The above said, you will still need to heal. Alternative damage mitigation (buffs/control) is the first defense, healing the second. You aren't forcefield, so you can't just buff and forget. You aren't mind control, so you'll never have an entire mob helpless. for long. Those aren't your strengths. You divert damage instead, shutting down key threats, making sure key allies are tough, then undoing whatever damage comes through.

    Illusion/empathy is basically this: the invisible problem solver, manipulating the battle. Your decoys can and will change the course of a battle, and your best buffs can enable your team to do stuff they couldn't otherwise pull off. Both are limited in time, (The best buffs only usable on part of a full team) so watch and use them well. If you can gauge well and anticipate situations, you can use your abilities most effectively. Your go-to pair for any team member in danger is this heal other/blind, targeting through the enemy attacking them. This should help undo some damage, and stop the foes from giving more trouble. Deceive is also a good tool, but use it wisely. The animation is long, so if the times short, use the faster powers first. It's a better power to use preemptively, and when you aren't faced with a dire threat.

    Just FYI, Ill/emp is rough solo until phantom army, and your secondary will seem largely useless until 32, when you get a reliable buddy to use powers on.


    ...buh. I went on awhile.

    I might be able to post a build later, but it's for my first and main hero, and it ate up years of drops/investment, so it's not a good starting point. ...Plus it needs revising for issue 19.
  5. Whoa, wait one second. doesn't the halloween event go live tonight? If the devs pull one of their giant monster brawls, I may postpone. Those things are fun, and annual.

    I guess we'll have to see if the devs make any event announcements.
  6. This is probably the most AT stringent SF or TF in the game.

    Do we know what folks are bringing?

    1 MindRipper: blaster
    2 Seldom: Dom
    3 Dollymistress: dom?
    4 prvt slacker: (?)
    5 spatch: (?)
    6 Ice_Ember: Tank
    7 (?)
    8 (?)

    Looks like we have somebody for the front line, and at least one combo for the hold> dust devil combo.

    We still should have a mastermind/defender for the black scorpion temp.

    From my experience, patience on ambushes in the final is key, trying to go without a death against both the crowds and reichsman is not a good idea. If ambushes show, leave reichsman and retreat, but do so watching yourself. Reichsman is tethered to the stage area, so he only chases so far.

    Mind you, this is all from participating/observing previous Master runs on this. I've never organized one, so if someone has some hints they'd like share, please do!
  7. Yesh! I can make it Thursday!

    Dreameater, Mind/Psi (perma) dom

    Notes on this from my experience: the anti-phase black scorpion temp is a must. Masterminds get it, as, I believe I recall,do defenders. It is not to be confused with the khan one. The blaster on a past run thought they got it, and didn't...they had the khan gun which is ineffectual. Note on the scorpion power: it does not unphase. Rather, it prevents phasing. it should be used before reichsman hits 75%, 50%, and 25% health.

    Secondly, you want a stalker who knows their stuff to wipe the overpowering hordes.
    Alternately/additionally the scirocco hold triggers the damage for the scirocco dust devils. Dominators/ (controllers??) get the hold, which can be followed up by the corruptor/ (Blaster??) dust devils to wipe those mobs fast.

    For the slow and safe approach, you can fight the hordes in the tunnel, they do eventually run out, and he will return to await you in the big room.
    Just note, after you defeat the seemingly endless first round and get to him to start actually damaging, he starts another round at some point.

    To really be safe, you can start fighting the guy, run to the hall, leave him be in the room until the hordes run out, damage gim again, retreat again, wipe all those hordes, then take him. Just be warned, this takes a LONG time.

    That's just from my five or so runs, I'm sure somebody with the badge can give some better insight or alternate strategies, and/or correct/clarify what I just said.
  8. Quote:
    Originally Posted by Fanged_Knight View Post
    Ahhhhh shucks... no love for the hairy guy playing hangman with the crowd
    Sorry.

    Yes, I did appreciate that you were there to help coordinate and entertain. I just snuck into the judging for the first round, so I didn't get to be there for while the others in D were kept occupied,so it slipped my mind.

    Side note: the arena observer drones do a grade 'A' job making me feel pervy and dirty. Nothing like sneaking around as a giant zoom camera lens with wings that nobody can see to make you seem like a really gross paparazzi/peeping tom.
  9. Quote:
    Originally Posted by Dazz Marvelous View Post
    Of interesting note... I do think we need to continue to focus on the "representing" part. How do we best find the two most optimal people to serve as Mr & Ms Champion? Ideas?!
    My personal take? Don't go anywhere near the 'representative of the server' or server 'mascot'...it'll just lead you into trouble. Let's face it, there are a ton of different people on a server, and no one character or player can reflect well that diversity.

    Rather, the better way to do it is to get as many people out as we can from the server, choose those you honestly think are the better characters, and try to make sure everybody has a fun time in the process. I know I attended a few of these on some servers just to see what others came up with, (and root for player friends) and participated here because it's my 'home' server, and I have to say I was glad to see that Dazz and Cherry tried to keep things light and fun. I didn't agree with all the choices, but that's the nature of any judged contest: it favors the personal tastes of those deciding. The judges do their best, there won't be anything but good intent involved.

    Win or lose, you're not 'bad' because you aren't chosen, you're not the best if you are. The aforementioned human selection will skew to personal taste. Your character was made for you and your tastes...some others may appreciate it, some won't. Whether others like your stuff or not, just have a good time and move on. Oh, and if you see somebody else who created something you think is well done, make sure you let them know you like their style and you think it's cool.

    To me, that's about as serious a costume contest should get.
  10. Seldom

    Molrsf

    Bah, tomorrow I have company over.

    Good luck on the run, however!
  11. Quote:
    Originally Posted by Obscure Blade View Post
    I also would like sonic. As for why it hasn't been proliferated yet, I always assumed they were trying to avoid sets too similar to sets the AT already has. I suspect that Masterminds will get /Rad before /Sonic for that reason.

    Nope; at one point when the pet recharge nerf was in beta Defender Lightning Cloud was excepted from the change. So it is possible for a single power to be bugged to still be affected.
    Quote:
    Originally Posted by Eiko-chan View Post
    /Poison is basically single-target /Rad, so I'm not sure how that criteria fits.
    See, /sonic is easy, It's so very binary in its skills most of the time. Your team gets tougher, theirs gets weaker. /Rad? It runs the gammot. -res, -rech,-regen,-damage,-tohit, -defense, +dam, +speed,+recovery,+rech... and it does those to a crowd, and pretty consistently.. I have a /poison and when I look at the powers, it does seem like the devs looked worriedly at /rad and changed it into a far more single-target version. While many think /kin would be the sheez-neez, /rad would offer far more powergaming options for the devs to worry about.

    Sooo, yeah. /Sonic seems an easy fit. I wouldn't be surprised to see it come issue 20/21...not in the least. Masterminds are very popular, so giving them new powers seems to make sense. Giving them a more steady/middle of the road set like /sonic? Makes even more sense.
  12. Seldom

    Molrsf

    I'd love to help out on this one. I've needed it for awhile, and built my main specifically for it. (Not that the ability to hold av's doesn't come in handy elsewhere.) Unfortunately, most pickup group runs I've found my way onto haven't held up.

    Weekday evenings and Saturdays are generally best for me. I do have life interferences that change things, but I've been trying long enough to get this that I will try to make it a priority.

    @chicagodoodler: Dreameater, Mind/psy (perma)dom. (Also has invis/tp where needed.)
  13. Correct me if I'm wrong, but weren't the brute APPs tested on widows/soldiers, but removed over concerns they didn't fit and weren't 'ready?' I seem to recall such happening in that crazy rush to get villain APPs out, but am not sure.
  14. Quote:
    Originally Posted by Nalrok_AthZim View Post
    Fair enough, but you don't really need to laugh at me. Thanks.

    I don't mean "run both constantly at all times." I mean "run Disruption while Bruiser is in combat, and drop Repulsion if someone gets too close." Slot for endurance redux, and definitely use Stamina. Besides, it's not like you can't eat blues (unless you're out of them).

    I understand what you mean, but it doesn't necessarily boil down to "sorry it won't work ever."
    My apologies, I'm not laughing at you, just at the mental image of doing it. My sonic/sonic corr tried it once...before dropping repulsion altogether. It was hilarious to me how fast the blue went down. (Heck, the corr struggles with trying to stay active with just and dispersion disruption as-is. That sucker is juicy.)

    So please, don't take it personally. I was not pulling a /Nelson. Just laughing at a memory, more or less, that amused me.
  15. Quote:
    Originally Posted by Nalrok_AthZim View Post
    ...Put Disruption Field on your Bruiser and Sonic Repulsion on one of your Enforcers...
    Hahaha. Sorry. This has been counterbalanced already. I give you ten seconds max with both those running, trying to get full leverage out of them. You will go dry on endurance, and fast. Disruption field is end hungry. Sonic repulsion is an endurance vacuum.

    Sonic would be a middle of the road secondary, in the end. It would be very nice for mastermind as most have some pets supporting pets with healing and or defense, so there'd be less imminence in you pet's loss of health, as happens with sonic resonance. ("You're tougher, but take too much on, and I can't help you.") Some sets would benefit greatly, sets like mercs would be 'eh.' It comes to this: it offers a particular sort of mitigation that is not all that common, and masterminds could leverage that by layering it with other mitigation. Still, it's a very defensive set, with very limited reactive or control options. Squishies also benefit far more from defense than resistance, and masterminds deal with a pocket full of squishies at all times.

    The upside of being able to control disruption's placement would be mitigated by the squishier nature of many pets, and the way they are not sentient. Plus, I'd expect the endurance prices to be crazy on masterminds.

    All in all, I'd say the set would actually be an easy, straightforward port. I'm surprised that it and /cold haven't been ported yet, and would be surprised if they weren't eventually.
  16. Quote:
    Originally Posted by EvilGeko View Post
    I agree, then wouldn't it make a lot more sense to spend time fixing that instead of adding further means to differentiate characters. Since, as you said, this game is already unmatched in that regard.

    How then is it the highest priority to finish customization if it's already the most robust element in the game? That doesn't make sense.
    It comes to this. you make your character all their own, cloaked in, say, magic blue/white fire. The character is truly distinct. You put in why the character looks that way, and have a concept that made you make that character. They are also super fast.

    They turn on super speed. They use ancillary psychic powers. And it's the same as what everyone else has, and could not look less at place on your white/blue fire.

    That's why.

    Would I like to have more strategy in the game? Sure. But I'm not entirely sure that it CAN be the kind of smart game I find in my single-player games. If it had that sort of gameplay, I know a good many players that would never touch it again. These folks like the 1-2-3 power stuff, and can't stand the twitch/reflex/timing based experiences of more mainstream games. They vehemontly dislike enemies that resist 'too much.' A such, the developers not only would have to figure out how to make better AI/script better missions in a way that doesn't break the game, but if doing so is even the right decision. Can they do it? Do they want to?

    But power pool customization? I know for a fact, as they have proven, that they have ways to customize various powers. It's just finding the best method, and investing the time.
  17. Quote:
    Originally Posted by EvilGeko View Post
    How do you reconcile those statements? You acknowledge that the gameplay is bad, but then think that somehow having your powers all be the same color would make the game better?

    I don't get that. Why not improve the game and not cosmetic elements?

    For example, the addition of tips, improved gameplay. There's more choices for content and content that has better mechanics. The addition of power customization was at best neutral to gameplay. I don't argue that there hasn't been improvements in some folks subjective enjoyment of the game, but there's no powerset that's improved, there's no gameplay options that open up. It's just a nice cosmetic addition.

    Personally, I can see why the devs moved on in this instance. Especially if adding the pools is difficult.
    I can't speak for Samuel, but for me it comes to this: the gameplay here is indeed very basic, and the AI is very, very dumb. Almost all the challenges you will be facing are not strategy, but stat-based. As such, the gameplay itself is basic. Have a character/team that has means of (a) overcoming those stats, <raw damage, raw resistance/defense> or (b)compromising those stats. <i.e.. via debuffs/controls.>
    Everyone has access to the powers, everyone with the right setup can more or less do it. And after years and years, you will see folks do it.

    What sets the game apart is that you can make a character that looks just how you'd like it to look to do the stuff...and with power customization, it may still be those same powers you're using to beat those stats, you can use colors to make them YOURS. Can somebody else choose the same exact stuff, and type in the story? sure, but with the gammot of options, the chances of that happening accidentally are slim indeed.
  18. Me? This might sound weird, But I'd rethink stalkers from being the stealth specialists to the single target specialists.

    Why? Because the way the game functions, stealth is not in inherently rewardable aspect, and has a thresh hold of value reachable via outside options, in many ways. As is, stalkers are split in two for their specialty: stealth, and single target strategic burst damage. Not only is their stealth not a stand-out strength, but the single target damage is not that different than what other damage archetypes have. The strategic nature of their burst damage is still fairly unique, however.
    But when the stalker buffs came around, it was decided that the player does not get control over the extra damage. Instead, it's random. Sooo, stalker get (a) controlled burst damage, and (b) bonus damage, which is dependent on ally placement, but is still random.

    But I blather on. Here's my suggested change: stalkers get a crit chance from 'hide,' assassin strike, and a burst damage buff whenever they eliminate, or help eliminate, a target. This effect has limited stackability, but can be chained.

    Soo, the stalker can do buildup/assassin strike/placate means for damage, but can extend their damage after those are used up by quickly eliminating targets. They know exactly how much damage they'll get by quickly killing a lieut, or by killing two successive minions. Each and every damage-contributing attack is a very reliable/predictable step to giving the next burst of damage.

    Unlike things like fury/scrapper criticals, this approach would very much benefit from a strategic/planned application, and don't encourage the stalker to do what they aren't made to do: wail away at stuff hoping for bonus damage to help them finish things off. It would reward the stalker to do as much burst damage as possible. The quicker they die, the more buffs you can stack, the quicker you kill the next target. Yet limiting the stacking would mean you don't gain much from doing reckless stuff- if the stalker can only get three kill-bonus damage boosts, they won't try silly stuff like trying to kill a crowd at once for some mini-fulcrum shift.

    This could also help more on teams- when you have allies to help eliminate targets, you'll have an easier time getting the kills more easily/reliably. Likewise, the consistent damage boosts make the stalker a reliable damage source ally, and does not favor a melee ally over a ranged one.

    You could call the damage boost 'bloodlust', or something of the like.

    Note: I would keep the Assassin strike change fear/-tohit change, however.
  19. Dominators. My personal favorite is a Mind/Psy, but there are a ton of different builds you can try.

    Dominators are a fun dichotomy: squishy if you look at the stats, but with you in the groove and some knowledge of targets and their threat levels, you can be among the most survivable archetypes in the game. Rather than toggling armors on and forgetting about your worries, dominators freeze/confuse/stun etc. their foes, then poind the helpless foes into the dirt. The control sets have a ton of variety, and all offer some pretty different strategies to make mobs helpless. Likewise, the assault secondaries are varied. Some make your controls better, some make your attacks better, some refill your health and energy. Alongside that, all give you the chance to both shoot blasts, let loose AoE's, and smack things in the face. There's a lot of variety.

    Second choice? Masterminds.

    This bends the 'solo' rule, as you are always teamed. Getting to know how to best use minions takes some awareness and management, but if you do it well you can be unstoppable. My first 50 mastermind was a robotics/forcefield mastermind that's so hardy I fell actually dozed off soloing a x8 mission, and still never lost a bot. (The bots slowly cleared a triple spawn at that time.) Note, /forcefield is all about survival. You may want something a bit more interesting/involved like /dark, /traps/ or /thermal if you would like to contribute a bit more.

    As an aside, you can also try a stalker.

    While stalkers are more suited to precision than mass destruction, they are fun solo because you can take your time eliminating targets and doing setups. If you like stealth games, try a stalker. While many archetypes have to slog through crowds, stalkers can slip past unaware foes to the targets they really want. They are assassins. Note, there are some mechanical frustrations, like ambushes that can hunt you down regardless of your visibility, and some foes that see through you invisibility.
  20. 10 for me.
    I'm an oddbal in that while I don't RP, I play the game for my characters. This may sound weird but if I had to choose only one of the game's big additions, (side switching, the mission architect, inventions, etc.) I'd go for the power customization. It's what lets me make some weird combos actually look right, and makes their powers stick out as something all their own.

    Sadly, flight and superjump still have their dusty/misty tint, hasten/superspeed are ardently sparkly yellow, healing is done via a tricorder, soul powers are still darkity pinkity purple, mu powers are red, ancillary psi is pink, ancillary electric is its bluish purple, arachnos psi is pink, the scorpion shield is stuck on 'purple,' etc.

    Even if we can't get crazy amounts of options as I'd like (fiery/dark/electric/glowie/icy/no fx version to all travel powers) I'd more than settle for simple coloration options.
  21. Quote:
    Originally Posted by Edana View Post
    Unless you are in Praetoria. There are such a limited number of missions available unless you are willing to ignore the power/responsibility and warden/crusader divisions and do both sets that you can easily end up street sweeping entire levels between contacts without confuse removing a portion of the available in-mission XP before you earned it.
    Um, you do know you can toggle xp on and off, correct? If you make any damage on said confused mobs, you'll be rewarded far more than the ratio you 'deserve,' so the toggle is a safer bet.
  22. Welcome back.

    To the 'Superhero' thing, I usually think that the CoH/CoV characters are far more akin to daredevil or batman than Superman.

    Actually, since I can't think of a good Superman video game, I lean towards beleiving this to be a good decision. Being able to literaly clap your hands to obliterate a horde could get old fast.
  23. I'm kind of torn, there are several ideas.

    1. Desert research facility, which has links to kheldian,nictus, and rikti. Special content for Kheldians.

    2. Egyptian ruins, with new enemy groups. (Blood of the black stream? Mummies?)

    3. The underwater cities of the coralax. (No powers but "swim" allowed outside of bubble areas, where normal powers are used.)

    4. The psychic plane, accessible via meditation by psychic/mind players, or via psychic contacts. This is a world where aspects of different zones meld together, and the souls/minds of various NPC's come and go as they think and dream.

    5. Moonbase, but with corresponding orbital space station. The moonbase is mainly peaceful, but you go to the space station for zero gravity combat against invading fleets.

    6. Ancient medieval times, via midnighter's club. Not vs. sci-fi enemies, but against arcane invasions of ancient/future times who have infiltrated the midnighters' time travel.

    7. The Netherworld.

    Hmmm. For variety's sake, I lean toward the psychic plain/Egypt.
  24. Heh. Reminds me, I recently opened up a server I don't regularly go to on my original account, there it was: a lonely Kin/Psy defender,~1900 days offline. I logged into it for the fun of it, and she had a stream of badges. It had the celebrant badge for the first year anniversary, so I kept it.

    I thought about running around with it for kicks, a level 2 in atlas with no non-global badges except the 1st year one, just to mess with people's heads.
  25. Seldom

    Group Fly idea

    Just summarizing my personal solution:

    Group flight becomes 'Grant Flight.' (Or perhaps "Air Lift?")
    • This is a PbAoE click buff, with a long duration. The icon would blink before fading this way, to warn effected players they would soon be leaving flight.
    • The buff could be declined, with a toggle in options right next to the teleport declining toggle: Auto accept, auto-decline, or always ask.
    • The power would grant equal speed to all users, and would grant them near-max speed flight.
    • The power would have both high flight magnitude +fly and high -fly resistance, so users would be far more difficult to ground while it was active, and could get back in the air quickly if they were.
    • Absolutely no team debuff.

    The only downside is that the power would lose its awesome looking aura. The upside is that it is far more team/pet friendly, and has a use even if solo: getting back in the air.

    *edit* Ya know what? why not keep the aura around the caster for its duration. Sure, it's giant, but I'll be darned itf it doesn't look really good, and it would be a good visual cue for when the power was active. Heck, eventually we might be able to customize pools, so it could have a no FX option too if/when that happens.