Seldom

Shady Shyster
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  1. Nice guides overall...there are some points I might disagree on, but these are simply preferential. A tremendous ammount of work, and a good starting point for newbies.

    Just one note: Psionic Shockwave has an atypical target limit at 16, rather than the 10 of other secondaries. (This Castle did, I seem to recal, as people argued that the power needed a perc as a tier 9 back when it was downshifted.) This is actually somewhat significant against extra large groups, as you can hit a good number of extra foes with the chance to stun them.
  2. Yes, Virtue and Freedom are the undisputed top 2. Infinity and Justice often bounce in 3rd/4th place. You do, however, have to account for time. I believe you're asking about what servers are populous on average; I use Champion, which is often in the middle range, but late at night it's often in the top 5. During the day, back to middling.

    I'm not sure if this is the case with other servers, but it might be bast to just look at the rankings during your own play periods to see what aligns with your schedule.
  3. I have a very few...

    All characters must have a full bio

    All characters must have an 'origin' costume. (A costume relating to their original creation, or original costume.) Every Costume should have a different function if at all possible.

    No costume should be used two missions in a row, unless the area seems to dictate it. (i.e. roman duds in rome.)

    All characters must have complete names, without letter/number substitutions or extraneous punctuation

    All characters' primaries, secondaries, travel powers, and epic pools must relate to their origin. If there was no relatable epic pool, they have to use a gadgety pool that could be simply a found device.

    I will never quit a team mid-mission. Ever, no matter how bad. If I accept an invite, I will not leave until I've helped the team with a minimum of one mission.

    I will write in complete words, and will correct myself if I make a typo.

    ...the last is just for my own sake, as it helps me keep my typing in shape, despite being hunt and peck.
  4. I'm sure it's been mentioned, but the below are mine, in order:

    Min FX/Fire/Electric/shadow/ice/glow alternates for the travel pool powers. Not sure if this is animations, of simply FX.

    Fire/frost breath alternates that fire from gloves/hands (for natural/tech types)

    Punch/Kick animations that support drawn weapons

    Fire/Ice swords power alternates which use no sword, but fists instead. (For those that use elements unshaped)
  5. Seldom

    So... Stalkers.

    I have only one stalker, not yet even 40, who's been around a good, long time. I've shelved him due to the issues he had with his secondary..he's /dark, so two of his powers negated his inherent power. This is something I'm grateful to castle for changing.

    My stalker played quite well on teams, especially with melee teams, post the previous buff. That said, the 'if the target lives' part of the AT buff is a bit awkward, and I agree with the critical team buff being a bit restrictive toward teams that skew ranged.

    The trick I go toward is this, however...what is the stalker specialty? I know, I know. single target burst kills. Yet target elimination is a hard sell on many teams. If it's a single foe that needs to be killed with an assassin's strike, it will often be mezzed by anything competent with a mez, or targeted by other damage dealer that can eliminate them with an extra hit or two.

    The trick with stalkers is that they're good with eliminating the first guy, but they slow down on the second, third, or whatnot.

    So here's my what if...what if the added critical hit were redacted, but stalkers instead received a burst buff to damage with each foe they defeated? ( a non-stacking boost as well.) The boost I'm taking about would be strong but quick...something to mesh with their inherent. You polish off one guy with your big BU+AS combo, placate depending, but have a secondary burst of damage then to be able to get guy #2. If there's a guy #3, you can go for them too, but the first round of buffs quickly fade. It rewards the Stalker for target elimination, but makes the burst damage no longer be centered on randomness or a long recharging setup. It skews stalker out of the 'super single enemy killer' to 'enemy killer.' In a team situation, I can understand where an ally killing a foe before the stalker could be aggravating; that said, the stalker could also finish targets fellow players damage, making the 'defeat' boost more accessible as well.

    Obviously such a boost would skew stalkers more toward soft target elimination, but since they already have tools for hard target elimination, I wouldn't see this as a bad thing.
  6. People that give others guff for their archetype/powers before seeing how that player uses them

    People that are inflexible, usually only playing one faction, one sort of character, and telling people how to play within their roles.

    Rude people that insult, belittle, and/or berate fellow players with little to no instigation

    Folks that won't wait for a team mate a little before starting missions or quit when a rough situation happens

    People with no patience for new/confused players, even when the player is trying to contribute to the team

    NPC mez that gives you no possibility of retaliation or escape if you lack a break free
  7. Killing enemies with soul drain, life drain, and/or siphon life.

    Fully saturated drain psyche.

    Hitting every enemy in a spawn with fulcrum shift, then nuking, refueling yourself, and melting leftovers with scourge...just as the team catches up prompting a "wait, where'd they go?"

    Quadruple stacked domination.

    Standing in the middle of a fully debuffed, helplessly choking group with all radiation toggles running using the tea emote

    Popping fiery embrace then using fire cages, bonfire, combustion, and breath of fire while running hotfeet.

    Keeping an AV/GM completely helplessly sapped of endurance.

    Mass confusing a full spawn of elite bosses in one hit, permanently holding the final enemy in a SF.

    Hitting an enemy with energy transfer while damage capped.

    Hitting foot stomp while damage capped.

    Killing a mob with 'terrify' (I imagine them screaming "Yikes, my ticker!" whilst gripping their chest)

    Sniping a boss to death point blank, fist to face with proton volley.

    Hitting an enemy with a built up critical headsplitter.

    Going from ~1% hp to full with dark regeneration just as your team members chat about your demise in horror

    Saving the day after a team wipe

    Finding a really good AE mission you'd never heard of

    Duoing a SF with a friend

    Playing alongside family on missions set to 'plaid.'

    Getting the exact recipe a friend needs as a random drop

    Finishing a mission the team had struggled on just as the time runs out
  8. Quote:
    Originally Posted by Steel_Shaman View Post
    I have a love/hate relationship with Dark Armor. I love the style of the set. I hate the endurance monster that it turns into. Yes, yes I know you can largely fix that with IO sets. But should you *have* to? Should IO slotting be required to make the set not have hideous end problems? Apparently the Devs think that's ok, but I tend to disagree.

    I really have to agree. They've done a re-jiggering at one point, but it's still very high. Much of this goes back to the simple fact that the set has a great many tools in power form that do very special, and many times powerful, things on their own. The much berated cloak of fear can indeed make many foes near you quake rather than hit, and they'll stay put for the beating for a bit too.

    Dark regeneration can heal you by ridiculous ammounts.

    Cloak of darkness gives unsuppressed stealth.

    Death shroud is a vary good damage toggle.

    All in all you have a set that can be less careful about where it starts fights, come back from near death, stop 10-20 low-tier enemies from punching their face much, all the while damaging them...then if they go down they can recover completely. This with the best psy resistance, resistance to toxic, and resistance to some nastier side effects. It looks darned good on paper.

    It also has access to dark melee, which supplies an endurance recovery tool.

    All this seems to mean the set needs a weakness, and the devs seem to have chosen endurance.

    The problem is that the real-game iteration of the set just isn't the same as the paper version. The toggles miss, and overlap. Big foes are unaffected by them, yet eat up headcounts on that 'max 10' list. Many foes actually prefer range, or wander when stunned, making the melee auras less potent. Linked aggro makes unsuppressed stealth less potent. The exotic resistances are related to damage types not faced as often. Though dark melee can be paired up with it, and was probably designed in conjunction, it should work for itself, and never be even thought of in relation to dark armor's balance.

    I do hope the devs look at it again; it is potent armor, but the endurance tools the devs have laid out as extraneous/optional do indeed make such a difference in normalizing/boosting the set that it could use a look-see. I can do awesome things, but before the +recovery/stamina acquisitions, my 'toggle management' consisted of slotting everything for endurance, still having trouble, and wondering what powers I HAD to run because it was more appealing to leave them off. Giving players powerful tools that they can't afford to use is a troublesome design perspective from an enjoyment perspective, and can cause frustration.

    The nice thing in the case of dark armor is that making it affordable endurance wise doesn't become overpowered in light of using 'optional' tools like +end/+recovery bonuses, using the fitness pool, or possessing outside endurance management skills. Having 'too much' endurance is less troublesome than changing how much a player regenerates, resistance/defense values, or adjusting other such modifiers. It simply changes pacing, pacing already being overcome by means dubbed 'not necessary.'
  9. Quote:
    Originally Posted by Deacon_NA View Post
    Anyway, this is the Brute board. One of the criticisms I hear of DA for Brutes is that it hinders Fury building. I don't know that first-hand, I've never made one and I don't have one my to-do list just spouting "conventional wisdom".
    The fun with brute's auras eliminating threats? You can spawn more of them. If you can guarantee that 10 members of every mob, more if you have CoF/OG together, will do very little fightback...you can do crazyier stuff. Then a mob of 15 means 10 minor threats and 5 normal threats. /DA axcells at messing up large messes of mobs. It's a less strong vs. hard targets, unless those are neg energy/psi in nature...even then it's still decent. You may have to pop candy, but having some well-rounded resistances means you have few achilles moments, and a heal can put you to 75% health per enemy is no small thing.
  10. Quote:
    Originally Posted by tarrantm View Post
    Meh, u play a tougher AT that's easier to softcap plus you're on blueside where everything is easier including cheaper IOs. Did u actually have the DPS to take out a Zeus on your own btw?

    There'd be no way even a fully IOed out /Dark Brute can stand against 4/8 Arachnos or Longbow without a group behind him. Even the much vaunted endurance drain resist of Dark does nothing against -recov. If you actually want to test how much tougher Mu -recov is compared to Malta Sappers, run the arc that involves taking down Sirocco in the Mu fest. With the stacked -recov, /Dark would run itself dry before u hit 50% Fury.
    Wait, what? If it can't solo a zeus, do 4/8, and/or has trouble with mu it's broken? Sorry dude, wrong. My aforementioned brute has soloed four or so AV's (using candy, though) and has no io defense. The guy bought a pair of impervium armors for his armors to asuage the endurance costs because the set has some nice +recovery, and his stuns the same for the +recovery bonuses, but he's cost me on the whole no more than25million. (Half of that cost being a numina unique I recently bought.)

    ANYTHING you want to do zeus, solo 4/8, and have no problem with mu will cost you big. ...And sorry, at that point dark's not far behind many other sets with the same investment.
  11. My main brute, and second to 'main' character is a Energy Melee/Dark armor brute. He's beastly, even though he relies mostly upn his powers, using no +defense Io bonuses. He did dip in to grab 'tough,' though. I found the S/L resistances, usually lower, to be beneficial to /DA. All of his bonuses lean to +recovery, though, because he runs the following toggles:

    dark embrace
    death shroud
    murky cloud
    obsidian shield
    cloak of fear
    oppressive gloom
    tough
    combat jumping
    sprint

    Yeah, a bit blue-hungry. But he's at standard set for +0/x6, and does quite well. With cloak of fear/Oppressive gloom, most of the melee foes are let unable to attack back. ranged enemies may plink away, but that helps for fury whilst the smackdown goes on groups in my face that didn't get stunned/feared. Many people talk about how the mez auras slow fury generation; this is silly. you can limit only 10-20 enemies in melee...mostly around 10. As such, bump your number to make sure you always have more than 10 per spawn and you'll be peachy. The stunned/fearful stuff just works as easy dark regeration fuel, and still squeezes out a few hits here and there.

    The kew to survival, by the way, is timing the dark regen. Once you're used to the ammount of damage your average mob gives the brute, you can pretty easily know hom many ticks more before you go down, and fill completely up before then. I'd regularly team with people that said things like "!!" "careful.." *heal to full in a couple seconds* "oh, nvm." Getting the animation time down is big too.

    It was my EM/DA's performance that persuaded a friend to roll a DA/EM tank.
  12. Congratulatons on the win!

    Not sure if it helps, but I've found vs. AV's nothing beats a bunch of purple candy on squishies, especially if you have something like darkest night to give good -dam/-tohit. Defense guards against all attacks, (barring non-autohits) so carrying those helps a bunch even vs. mez. I tend to buy up cheap tier 3 candy through standing bids, and save my new alts' tier 3's in the base for such occasions: combine them into tier 3 defenses, then carry some small lucks as well. A luck and a phenomenal luck together get you softcapped a full minute to all. A couple rows of these for an AV is great to have when soloing, just pacing the snacking as their terms expire. This frees you up to be far more ballistic against the big bad, and less concerned about survival.

    Also, if you e-mail them to yourself before hand, you can download candy from your global mail that you couldn't quite fit.
  13. Quote:
    Originally Posted by BL00DBATH View Post
    You guys realize that khedlians and soldiers of arachnos cannot switch sides right?
    After level 20 they can. Everybody can do side switching tip missions. Just the basic AT guys can start in the new dimension.

    As for me, I'll be making quite a few of my big SF-friendly toons go rogue, then a few heroes go evil. The rest will stay red, where the fluff/repititious missions are low, the travel is easy, and the arcs concise. I can enjoy the task forces, especially new ones. I find a lot of the blue story arcs, especially the old ones, hard to slog through. My badger may do just that, and it will feel like work.
  14. Quote:
    Originally Posted by Robert_B View Post
    Thanks guys, I am going to give it a try, then again I do have my Plant pets to cast it on, they die alot too but not in a minute or less, PA ROCKS! I could put it on the level 32 pet there (Summon Phantom), he atleast should last a while.
    Just FYI, the phantom armies have a lot of melee atacks, so they'll be in the thick of things to be a good -res anchor. Phantasm is ranged and usually hangs back, so he will give you far less mileage on that power.

  15. To everyone's horror, the gent on the right inspired Jay's new costume parts, Male_Chest_Bare3 & Male_Lower_briefs2.

    If I am a winner, I permit NC Interactive, Inc. and NCsoft Europe Limited to use my name, likeness, photograph, hometown, and any comments that I may make about myself or this contest that I provide for advertising and promotional activities. I also certify that I am at least 13 years of age and am eligible to participate in this contest.
  16. Quote:
    Originally Posted by Kractis_Sky View Post
    Seldom is making me think about a dom. Maybe a ???/fire/soul, but I get bored with range for some reason.

    Cant wait for GR for KM and it may help with my dom concept.
    Doms are incredibly versatile...they're very much a 'team support'-ish AT at some times, but completely Team independant at others. The upside is you can have a great ability to help team survival without having powers you can't use when solo. On a team that needs help? Hold/stun/confuse/sleep chumps giving you a hard time. On your own against things that want to pound your face in? Hold/stun/confuse/sleep chumps giving you a hard time. As it is, doms do great damage all the time, so domination is just fine resting until you need mez to stick longer, make a biggie sit out, or top off your blue.

    If you like melee, fire is a bit lower on that rung. /Earth LIVES in melee, thorns is close, the /energy, /ice, and /electric have some to use.

    I'm very much looking forward to what new APPs the doms get.
  17. Mind/psy/soul dom with stealth+stealth io.

    Control for solo/teamage. You can lock down anything short of a giant monster. Double/triple applications on most controls, and sleeps for unexpected aggro/aggro prevention/av's.

    A third of mind/ does NOT suppress invis, so the stealth+stealth io can allow you to control from total anonymity. Ghosting is a breeze...if it CAN see through stealth? sleep/confuse it. problem solved.

    /Psi has good soft control, and a broad enough selection of range/melee AoE. Oh, and drain psyche lets you out regen a regen scrapper, out recover someone buffed by empathy, and bypass fitness with ease.

    Soul goes great with /psi. Why stop at draining psyhes? Drain souls too! dark obliteration for extra AoE, a third endurance tool if you really want it, armor to go with your regen. It's good. Did I meantion soul drain? /Psi is kind of middle of the road, damage-wise. Soul drain gives a good boost here.

    The build has great flexibility, and you can guage your roles pretty well. The team gets hit hard? lock stuff down. The team steamrolls? blast/blap away!
  18. Seldom

    City tours?

    Quote:
    Originally Posted by Neuronia View Post
    I'd be glad to do this on a Sunday afternoon.

    I did this once a while ago, but surprisingly had little interest overall...at most the team had six or seven people, despite being advertised in various channels.

    Always happy to help people get their explore badges or history plaques though, so let know if you need a hand there.
    I'm wondering if +100 merits for those who haven't explored wouldn't incentivize this. But yeah, a Sunday afternoon would work for me, usually after 2:00 P.M. CST. If we can turn this into a merit+badge+monster mash, it would be a hoot.
  19. Seldom

    City tours?

    Quote:
    Originally Posted by Amygdala View Post
    I'd be willing to help out blueside. I've got Recall Friend and the Vet TP available on my main.

    Just let me know when you plan to do it.
    Well, for the cross-faction thing it would be after August 17th, perhaps longer depending on the side-switching timeline. It just seemed like a fun/useful event thing to do...but I'm not set on it yet. I just wanted to see if anybody would be up for it.
  20. Quote:
    Originally Posted by DrMike2000 View Post
    I could get behind all your changes except this one. An autohit knockdown aura would be far too powerful. An autohit Knockback aura allows you to keep one selected enemy too busy to fight back, as you chase them around, maybe two if you juggle. But knockdown allows you to neutralise an entire group, even if they're all bosses.
    Hm. yeah, that may go too far. I was thinking it of what would make it palatable...the KD would, but your point is taken. What if it were a continuous 50% chance of KD, +15% chance of medium KB? (Both values enhancable to full KB)

    Quote:
    Originally Posted by OneWhoBinds View Post
    (responding about sonic siphon) Yeah... good luck with that one. I won't be holding my breath for a self-buff to be included. Maybe a Damage Debuff, or even a Regen Debuff, as well as the Resistance debuff?
    May I ask why a medium resistance buff is uncalled for, compared tot he -regen/-dam you mention?

    Quote:
    Originally Posted by OneWhoBinds View Post
    (responding to disruption field) Not going to happen. Best case scenario would be reducing it to 0.52% - on par with damage auras. Even that I think is a stretch. I do hope that the Devs reduce it somewhat, though - 1.04/second is very hard on the Blue bar.
    Huh...I checked the number off of red tomax, it was listed as .52 end...1.04? i need to check it off the game. .26 was listed as the cost of just about every buff/debuff toggle in game..the only one I could find @ .52 was enervating, which is .52 but is -30% res AND -25% dam. Since disruption is only -res, normalizing it to common toggle buff/debuff costs seemed logical. But basically yeah, it costs twice the normal buff/debuff. I thought it should be the same.
  21. Hm. keeping this simple, what if they did this? (Changes in yellow.)

    Sonic siphon: -30% res, 16 sec recharge, 30 second duration
    +10% resistance to all but psychic damage. (to caster) Unstackable.

    sonic barrier: +20% s/l/tox targeted, ally (unchanged)

    sonic haven: +20% res to f/c/e/ne targeted, ally (unchanged)

    sonic cage: foe capture, 30 sec. duration, 60 second recharge (unchanged)

    disruption field: -30% res, targeted ally
    .26 end cost

    sonic dispersion: pbaoe +15% res to all but psy, +stun/hold/immobilize protection .26 end (unchanged)

    sonic repulsion: kd, (able to be enhanced to KB) targeted ally. .52 end, NO charge per foe knocked back. 10' radius Max targets: 10.

    clarity: mag 13 protection to all mez, +res to all mez. +15% res to psi damage. recharge, 4 sec. duration: 120 seconds. Unstackable.

    Note on the above: there were problems with clear mind when it was made unstackable. Sonic gets around this by having a secondary form of mez protection for most mez. The duration is similar to that of speed boost. As a tier 8 power that's unstackable, the longer duration is to make up for the now lowered possible mag protection. (as the mez protection no longer stacks.)

    Liquefy:kd, hold, -rech, -speed, -fly, -tohit, -def,-jump: -30% tohit, -30% def. rech: 240 sec. duration: 30 sec.
  22. Quote:
    Originally Posted by blueruckus View Post
    Yeah, I definitely understand your viewpoint on this. The only reasoning I could think of the lack of a secondary debuff on disrupt is what I mentioned previously. Personally I feel like a debuff aura on ally is more effective than on single target foe, but yes, you do in turn end up using more endurance because it's working even during downtime between fights. Also, if you plan on soloing then it becomes useless.

    Maybe bump the -res up to 40?
    Honestly? I'd be far more interested in the effect being the same, but the endurance cost going down from .52 to .26, the same cost as darkest night, snow storm, steamy mist, shadow fall, dispersion bubble, sonic dispersion, radiation infection, and arctic fog. You know, the same cost as just about every other buff/debuff toggle in the game.
  23. Quote:
    Originally Posted by blueruckus View Post
    Disruption field is cast on one ally. Fire it off at the beginning of the mission and you're pretty much good for the rest of the mission. Enervating field is a foe toggle. Once the foe dies you have to re-apply it to a different foe after you finish waiting on the 8 second recharge. Considering -Res is a means to have enemies defeated faster, this means you'll have more downtime on EF, whereas with Disruption this is not the case. Also, it creates personal rage when players aim for your EF anchor right away pretty much ruining the entire purpose of the power. This is the difference.

    In other words, Disrupt will be debuffing a lot more overall than Enervating.

    I know you made reference to this in your post, but it sounds like you don't think its a big deal. Just think of how much better Darkest Night would be if you could drop it on an ally instead of an enemy.
    It's constant unless you get out of range, which is equal to one person going up elevators. The target must be in the middle of a group for it to work; a member of a group will pretty regularly be in the midst of its group. A player will not. Also, the upside you mention is also a downside: an enemy center debuff will go down when the fight finishes. A sonic pays for their debuff between groups, when it has no effect. As such, I find the practical balancing of disruption to be very off, the the point of head-scratching. Most powers in the game get bumped UP in strength when they require an ally...disruption is the one that seems to be penalized for it in its costs. Yes, I am aware the set is balanced, not just individual powers...but the endurance cost just seems far afield for the effect.
  24. some comparisons: (defender values)
    disruption field: (sonic)
    15' radius, -30% res. .52 end.
    enervating field: (radiation)
    15' radius, -30% res, -25% damage, .52 end.

    Sooo...why are you paying the same cost for half the product? Just because it's centered on an ally rather than a foe? I know, I know, foes die. But only 4 archetypes are designed for melee, and they aren't always on the team.

    This is the biggest head-scratcher to me. I really just do not get it.

    The psi hole seemed no big deal until the devs swamped the game with content using the sort of psi-heavy Rikti, and very psi-heavy Arachnos. Clarity IS clear mind, just a lot later. (especially for the /sonics.) A +15% psi res in clarity and/or longer protection duration would help justify a power that suffers a degree of redundancy and is an 8th tier power duplicating a 5th tier one. The power is about shielding minds, so it's thematic as well.
  25. I generally do not hide, but do in select circumstances.

    Why not usually? I play dominators a lot, which are generally far less desired than brutes/corrs. I also usually play alongside family/friends a lot, so an invite to a team is usually out of the picture. Solo I have a 'talk to me first' search comment on about all characters, so if they don't I already know they're not good at 'listening,' and so decline. If they chat, and I have time, I'll join.

    I've also found that it's a good idea on more 'ideal/desired' builds to purposefully leave out those details in my info. (Kinetics, empathy, and radiation emission being big ones here.) Instead, I give the character's concept, and let them work from there. I can't solve all their problems automatically by being a certain power combo, so I shy from giving that info away. I don't have to hide them from people, and can still easily communicate.

    My tanks have a similar problem, but less easily solved. The invites I've found there are often to situations where I'm supposed to save teams from team wipe situations, usually caused by bad choices/timing. I may join to help out, but if all the team's bad play is on me, and they won't listen to some tactful tactical advice, it's a bit stressful. As such, my tanks do go hidden at times. (There's no way to conceal archetype.)

    I will hide when working on an AE arc, doing a flashback, doing an in-depth costume remake, or crafting. These are solitary/confined endeavors, which in some cases can't be fully communicated in process, or cannot be escaped from immediately. As such, I hide so as to spare both parties unnecessary effort.