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Quote:AAAH!!!I'm gettin' worried, can I get a shout out of those coming this Saturday?
sorry.
Yes, I'll make it. I tried another MoLGTF, and a team member died on hammi as we did not have sufficient coordination/Candy to be ready.
I highly recommend people e-mail themselves the needed inspires ahead of time, (bigger is better) to claim for the hammidon mission. As I'm bringing a dom, I'm assuming people will have no base access after it starts, due to mixed team restrictions. Also, if we can coordinate on a clear attack plan, we should be fine.
(My character is a Mind/Psi permadom, so I can offer my services on the control end.) -
My own is a Mind/Psi dom...Mind/ doms can control really well through about all the game, and with exemplar-friendly slotting and the +5 power rule, there are few situations where the character isn't a game changer for a team. Drain psyche is a great healing/recovery power, and lets me survive what most doms couldn't. It works great as a great AV debuff as well.
That's villainside...on my hero server, I bring whatever is needed. (It's handy to keep an alt roster from every AT.) -
Quote:The devs pretty much intended bases for raiding. Hence the original pathing restrictions, and why objects are destroyable.and where, if you don't mind me asking, was there a rule book on how the dev's wanted bases to be used? and the system was just updated in i13. not years ago.
People had been wanting bases for secret lairs, super-headquarters, and the like. It seems devs wanted that, but wanted them also to serve as possible PvP maps. When people decided they'd never want them as PvP maps but only as decorative headquarters, they bugged the devs. The devs eventually relented, removing the pathing restrictions, and allowed for more stacking and customizability. -
Quote:Understood, I just meant that you and I and many other players can't say right now how significant an amount of content said events represent. If we're going off of past zone events, they're a random half hour here and there, so the value of having crazy incarnate abilities for them seems limited.Well, at PAX East, Positron did say that the new zone events were the Incarnate endgame content - no mention was made of any other type of Incarnate content.
EDIT: Go to 6:00 here:
http://www.youtube.com/watch?v=NT9O0HM2-QM
The GR bit is out of date now, but the basic system details are interesting.
Hence why I'm saying I'd rather they wait on post-50 powers until they have more post 50 content to use those in. -
Quote:The zone events have been hinted at, but no details put forth. I doubt they'll be doing non-stop zone events, and if they are, I won't be doing them nonstop variety is the spice of life after all.The new incarnate content involves new zone events of some kind - those are what we're supposed to use the new incarnate abilites on - but as there's no Incarnate content in GR, that makes the Alpha slot a pretty pointless thing to give us in GR.
But I do agree on the point that the post-50 advancement should match to the content.
I think I understand the reflex against exemplaring: if level 50's can blast through things at nigh invulnerability at well below their level, that throws the merit rewards and game balance off for non-50's. so, you put that crazy new power in a specific range where people are all more or less able to handle high challenge, the advanced 50's then can go crazy without throwing as much stuff off. The trick is by limiting the field you are also enforcing a bit of repetition...the onus is one them to make the post-50 stuff less limited.
This presents an odd conundrum: is separates things a bit, and makes the level 50's desire more and more content for a limited part of the community. I just hope that the post-50 stuff they do is not gated, so that I can still bring along my buddies who want to play a level 30, or 40, or 20 character. -
I have to say, anything limited to level 50 content will be so specialized as to be hard to justify. Things 50's can do:
villains, level 50 arcs: 27 vs. 98 sub-50
hero, level 50 arcs: 20 Vs. 74 vs. sub-50
strike forces @ level 50: 5, 1 respec vs. below 50: 6, 2 respecs
task forces @ level 50: 7, 1 respec vs. below 50: 13, 2 respecs
If they are insistent on incarnate/alpha stuff being level 50 alone, I'd hope they'd match the post level 50 development with level 50 content to develop while doing. Because those level 50 story arcs? Done 'em all. The strike forces? same. I really don't want to have to go through them over and over just so that I can get more powerful to go through them again.
There's a reason I build my character to be able to work well exemplared: it's where most of the gameplay is. -
Eh.
So Going Rogue:- 4 powersets (2 available now, for pre-purchase customers)
- Ability to creat any of the 'original' villain/hero archetypes as a neutral
- 1-20 praetorian content
- morality 'tip' missions for Isles/Paragon characters 20+ (Note: all customers can play tip missions, but only GR owners can change factions)
- Endgame (incarnate/alpha{?}) content for 50's. (delayed?)
As is, I'll play the 1-20 new content, then exemplar back to run cross-faction content for the fun of it. If the post 50 advancement waits for a time where there's more post-50 content, color me happy. -
I view tankers as damage dealers that can be 'bribed' into being aggro control.
Many secondaries on basic slotting won't hold up to tanking duties, but if you have the means to buff 'em up, the brute will readily jump out front and play attention diva. The damage boost is great, so this is hardly a point of contention; they won't be able to carry the team all the time, however, so they'll often want you to chip in with greens, purples, oranges, bubbles, ice, shields, heals, etc as they take your hits for you. -
"The Eagle has flown the roost!"
"The Hen's out of the coop!"
"Papa Bear's away!" "The Package has arrived!!"
"...No I don't know what they mean either."
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. -
Quote:I'm still working on my /earth dom, and am holding out for electric/ to do an /electricity dom. Still from an academic standpoint, here's the rundown:Thanks for the replies, everyone. Now it's even harder to choose! There are too many good choices.
I'm torn between Ice/Elec and Ice/Earth. Has anyone played either one of these?
Thanks in advance.
~Alpha
electricity:
2 melee attacks, 1 small AoE melee attack (high damage), 1 cone, 1 snipe, one quirky pet-voltaic sentinel. Voltaic cannot be targeted, and doesn't last all that long. It will do attacks for you, but gives you all its aggro. Still, its attacks don't use your endurance.
Boost power: build up.
It's kind of a jack of all trades setup, leaning ST ranged, with a -end secondary effect for mitigation. Having played sapping-bent toons, I can tell you this: sapping is all or nothing. If you don't have a big -end power, or don't team with someone with one, the -end is not going to help you much. On the plus side, you do have buildup to pair with your snipe/thunderstrike to put down some tidy burst damage.
earth:
3 melee, 2 ranged, 2 AoE attacks, 2 AoE attacks, (both close) and a damage/slow aura.
Boost power: Power boost. (note: power boost wil help your controls and slows, but not your knockback.)
The melee attacks are slow, heavy hitting attacks, the ranged attacks are likewise slow. (some even slower, actually.) About all attacks can knock foes down/up/back, so foes will have trouble standing on their two feet to attack you. The slowish attacks are strong enough tho mitigate the long cast times, and the screen shakes for some *oomph.* Your strongest melee attack does extreme damage and puts a hold on its target. As all your attacks are close, you'll find yourself using ranged attacks for openers or knockaround, (stone spears is about like having a ranged air superiority) but most of the real business will happen in their face. Oh, and hurl boulder? Slooooow.
*edit* Oh, and many of the earth attack need you to be grounded to work. Usually not a problem, but it can be annoying in a few flying situations. -
Champion's a bit smaller than it used to be, with a significant 'veteran' population. Seriously, there's a lot of know-it-alls here.
Not in a bad way, but you'll have 10 in-depth answers for any question.
The people are generally fun, just beware the drama that crops up here and there. There a several cliques that don't get along, which is the source of said drama.
Oh, and the server plays heavily blueside, and late. The villainside used to be pretty busy, but a lot of those have gone on to new places.
Note: the server uses global chat channels heavily, so if you can get into those, you'll be more hooked into the action. -
Hrm. I'll go back and edit, I looked at the wrong pool; corrs get a hold in mu, not immobilize. Their AoE immobilize comes in mace/leviathan.
As to AoE immobilizes: if you have an AoE toggle debuff, a placed pathch debuff, a rain power, or like things to stay in groups for AoE's, large groups immobilizes are your friend, or at least I really like them. I do a ot of exemplaring, so having armor asap seems to trump extra percentages, at least in my case. The holds on corrs are indeed shorter, but thankfully they can usuallt deal with a problem before it comes unheld. -
Quote:Eh?I can't speak for other AT's but looking at corrupt ors and defenders, the APPs win by a landslide. If I could take the APPs on a corr I'd respec within seconds of it going live. If I had to take a PPP on my defender I'd be pissed.
However, looking at the balance between the two AT's as a whole they're balanced because of it. The notable mitigation that defenders can get from their APPs keeps their edge in mitigation as substantial as the corrupter's damage advantage.
The most important thing to me is that when I'm looking at mids trying to decide whether I should make an X/Y def or Y/X corr, i'm always stuck there for an hour going "If corrupters just had Z power it would be an easy choice." Hard choice mean good job Team Castle!
Defender pool, electric:
ST immobilize, tiny aoE melee, armor, ST hold, PBAoE drain+end
vs.
Corruptor, mu:
PBAoE drain+end, armor, -end cost,ST hold, boss pet (Has heal, summons pet, has electric attacks)
...............................
Defender pool, dark:
PBAoE stun toggle, PBAoE +end, armor, rez, PBAoE +dam
vs.
Corruptor, soul:
PBAoE +dam, armor, power boost, hold, boss pet (Highly mez resistant psy boss with heavy psy damage)
...............................
I'm not seeing the crudiness of corruptor pools, honestly. Electric/mu would be even, as would dark/soul...or so you'd think. But corruptors get big powers faster, and with AoE immobilizes as well. The pets aren't permanent, but they're plenty potent. Obviously the other pools are more disimilar, but I'd take corruptor pools easily. -
Ice/earth might be a combo to try. Arctic Air+Mudpots seems a nice combo, and for looks you could color the /earth with an icy gem theme. (as the stone powers can now be customized into gemstones.) VoilĂ - ice mallets!
That and the arctic air/ice slick make the melee/mallets safe. -
Any enemy NPC, When a player character levels up:
"aw, no..."
Enemy NPC, after any self-resurrect: "Second time's the charm!"
NPC minion, if it's the last one standing in a large group: "I am NOT paid enough for this."
Longbow ambush, in a mayhem, after defeat. "Forget backup, we need a friggin' nuke in here!"
Fake nemesis: "Hit me like a REAL Man/Woman!"
Rikti: "Communication device: Phone. Terminus: home." -
I think you mean dp/sonic...
Dual/sonic has two things going for it: the -damage, but also the -res from /sonic. Lethal damage is mostly your damage with pistols, and is highly resisted. /Sonic lowers resistance, making this less an issue.
It will need redraw, but that's not huge.
Sonic/ has a nice other side going for it...the stacking -res is excelent with scourge. If it takes you a couple attacks to get a scourge, those attacks just layered a good ammount of -res on the target....which means you'll hit HARD with your scourge.
Neither is a bad pick. Pistols have more AoE, and your big bubble should make its tier 9 a LOT safer. Sonic has good mitigation in its stun, sleep, and knockback. It's a matter of taste to you, then. -
Doh! Mine eyes skimmed over that part.
I'll be over here in my dunce hat... -
Quote:It seems a good idea, but unfortunately there are some 'trick' powers that might throw it off. For instance: I hid auto powers, but then I could never see how much fulcrum shift other players received, as that was somehow categorized as an 'auto' power.One thing I was thinking about is the teammate buff bar and how crowded it gets sometimes. Turning off auto-powers helps a bit but even then you can easily get 10+ buffs per teammate which makes it very hard to pick out specific ones.
So, what I think would be useful is a "hide buffs from other players" feature so that your teammates buff bars can be set to only display buffs they are receiving from you along with enemy debuffs (so you can potentially see when someone is mezzed).
The game already keep track of the source of a particular buff so it should be feasible to implement.
What do people think?
Also: you'd want this to show buffs from you, AND enemy effects. That way you'd see the 'hold' icon on a held ally. -
It used to be that the villain groups had a bonus SF they could do. Add to that the loss of the items of power and base raids, you now have SG's as a basic friends list that works to access/support a storage/transport/hospital center as well. Trick is, global lists cover the list part, the market/e-mail/personal storage are actually better for storage, (emails with the 60 day caveat) and ouroboros/pocket D can supplant the transport. That leaves the hospital, where the base is usually inferior.
My personal feeling? I'd love for there to be a multi-team SF/TF or two- making it accessible by a VG/Sg makes sense, as coordinating through different teams unfamiliar with each other might be problematic. Starting with a group that is at least somewhat acquainted might help this. (Though don't exclude non-VG/SG team members.)
How cool would it be to log in with your group, a couple teams all start an SF together, enter large maps, (each team given different objectives) then all the teams converge after a while on some big (instanced) GM boss? I'd dig it. -
Quote:But this buys into the whole melee=tough guy misnomer. Stalkers are not meant for aggro. They have tools to survive it, especially after they're left the guy in the middle of a group of enemies with a sword sticking through the boss...but aggro management is really not well suited to their repertoire. It's like trying to build a blaster for tanking, just with more shields, less nukes. Stalkers get placate and the like not to sick the enemies on their team members, but because when the enemy turns their back there will subsequently be something sharp in it.Hmm...it dawns on me that a Stalker can take Provoke and thus make their lack of aggro control a non-issue. Assuming you AS and then Scrap it out, they are plenty survivable enough to handle pulling some aggro.
I think I just might make a second build for my DM/Nin and try it out. Smoke Bomb to release aggro when I'm about to AS and Provoke to grab it back before the bosses crush the squishy corrupters. Hmm. -
Quote:Oh yeah, I know for a fact the value of the mid-range drops. Those 50's wanting to be exemp-friendly will pay good money for them. But I've been here 6 years, read all the guides, know what sets have the best bonuses and the widest uses, what they've been going for for awhile, and what things to vendor because they're not 'worth' selling.Earning power at 50 definitely overshadows everything else, yes.
But even casual, non-optimized fairly low level gameplay will generate quite a bit of inf.
If you've got 10 characters around level 30 and if you've sold all your drops on the market it'd be hard NOT to have 20-30 million each lying around. Mass that together and you've got a nice nest egg.
That's knowledge the everyday Joe/Jane doesn't have. Talking with a friend, they vendored a couple good melee set recipes because their confuse/slow/etc. recipes hadn't sold yet, so they had no room at the market. There are many ways to easily buy/sell/invent/invest, but they all require knowledge that you won't get just from the in-game help stuff. as such, the 'pool' for casuals will be smaller.
That said? I foresee complaints, as they make multiple characters go broke by pooling cash for unwise/overpriced purchases. -
Hm. Speaking as a causal-ish (That is not having time to play a lot) altohic player, the spending power of an altoholic is diminished by the lower average range at which you play. Playing 3 20's in a row won't equal the INF income of one 50 for the same period. Not by a long shot. And since you played a whole bunch of characters, none make much xp to get to 50 anytime soon.
-
I think a lot of the anti-stalker stuff comes from this: melee=tough. The 'squishier' armor sets get some of this. The same people that say "ugh, a stalker" will probably do the same with a /energy brute, fire/ tank, or /dark scrapper. If there's a 'good' melee AT on the team to take point, this will be treated as fine, they may 'permit' the squishy melees as the 'good' invulnerability, stone, or whatever melee guy does what the melee AT's are 'meant' to do...jump out front and get pounded on.
Stalkers don't fit that.
The best stalkers take care of the two roles they have on a team: troublesome target elimination, or when there's no troublesome targets, take out the big hunks of HP hanging around. Timing is key, because if that ring mistress gets her mask of vitiation on your group, your assassination afterwards means a lot less.
As such, the best stalkers save the trouble for the team by trouble prevention, which few notice. This is also why said people don't appreciate control: if that sapper was held/assassinated, they didn't sap said player, so that player has no problem with the sapper.
The other bad side is, yes, bad stalker players. There's no point in finding that last objective ahead if the team has to wade their way to it. Likewise, I've found many stalker players to be soloists...they use their invisibility to go somewhere, start killing things they want to. When you're free to go where you please, some players don't stay with the team. When you can't rely on a stalker to quickly slice and dice that enemy that's killing you because they're off soloing a boss down the hall, that's a problem.
Mechanically, stalker function excellently for what they need to do. Burst kills, target elimination before it can be trouble. Heck, on a team they don't need hide for burst kills, they get critical hits so well.
On teams, people have to just be aware of the thing suddenly dropping dead, or the lack of nasty enemy powers as those mobs hit the floor. Likewise, stalker players need to be team players, and work as a unit with their visible comrades. -
My thoughts on Twilight: best live action mannequin movie I've seen. They way they move them, you almost think the mannequins have a sort of feelingishness. Or emotion-like symptoms.
Bleah, that and the stalkery-ness of the characters, the unhealthy dependencies...not exactly a good model for the adoring audiences' expectations.
That said, I watched the movies again with rifftrax...now that was a good time. (Rifftax is basically done my the Mystery Science Theater folks, and they're hilarious as ever.)