Shred_Monkey

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  1. I burned 1.4B in my own base last night... I'm posting about it here just to because it was this little project of yours that triggered the thought in my head that there really was no reason for the Robot Ninja Monkey Death Squad (my solo SG) to go without all the teleporters in my base. And also because as I was burning my money, I smiled at the thought of you guys and how epicly brilliant your project is on so many levels. Keep the fires burning.
  2. Quote:
    Originally Posted by Fusion_7 View Post
    So, why would I spend 5 million influence for a level 25 Efficacy Adaptor when if I wait till I hit level 47, can pick-up a 50 IO and get more bang for my buck?

    One more response to this question.

    For some of us (I fall into this catagory), asking that question is kind of like asking "why do you play computer games when you could read a book or talk to a neighbor for entertainment?"

    See... for some of us... the REASON we play is because we enjoy min/max-ing toons. I generally start designing min/max'd builds for all my toons starting at level 12 (the level we can start using lvl 15 IOs. That may seem crazy to some. But for me, creating the build IS the reward. I spend a great deal of time working on builds, attack chains, and concepts while I'm off line. It's not unusual for me to devote more time to CoX in a given week offline then I do online. I just like doing it. Some people like watching CSI: Miami.... I like tweaking builds in CoX. And yes.. sometimes those builds are for a level 12 toon. And sometimes that last peice of awsome I want to sqeeze into that level 12 build, is a set peice that costs me 5M inf.

    Is it worth it? Maybe not to you... but to me, yeah. The build is the end state I'm trying to reach... not just a means to another end.

    note: I apply this same argument people who create AE xp exploits, as well as the people who run costume contests. I don't do either of those things, but if it makes other people happy, it's fine with me.... Granted AE xp exploits do need to be fixed to protect the integrity of the game... but the people who find the exploits are more then welcome, IMHO, to continue to find the optimal method of leveling a toon, and repeat that behavior all day every day until their heart is content.
  3. One concept a lot of people use for thier blaster types is to build for all ranged fighting, with hover to stay at range while maximizing ranged defense. If you're going for soft-capped to ranged (or anything else), hover slotted with defense is worth quite a bit. Also, as mentioned, it can hold the LoTG +recharge IO and the Kismet +tohit IO.

    It also hold Blessing of the Zephyr set, which, although recently nerfed is still a nice way to pick up ranged defense at the cost of only 2 slots.
  4. I've never been fond of the frame rate my poor machine has on RWZ raids, so I generally stay far away from them. However, I'm anxious to get started on the incarnate system, and it appears that Vangaurd Merits can purchase one of the components.

    My question is the same as the title. Are there any regularly scheduled mothership raids on Freedom? Or is always just pick-up raids?
  5. Yeah... the official word at the beginning of this post makes me sad. In the many MMO's I've played coming here, the "stealthy rogue with huge damage" is always my first choice of charictor to play. In this game, however, the AT that seems to fit that roll the best is not the best option for my play style, nor does it seam, will it ever will be.

    That said... the people who say stalkers can't get teams are over exagerating. In 6 years of playing in Pick-up teams, I can't say that I've ever seen a team exclude an AT. They may have looked for a specific AT, saving the last spot or 2 for someone who can fill that roll, but never have I seen anyone exclude an AT altogether.

    I do tend to agree with the people who feel useless on a team. That happens in this game quite frequently.
  6. Shred_Monkey

    Alpha Slot Info

    Quote:
    Originally Posted by Desmodos View Post
    If they release all the tiers at once, and then suddenly realize adjustments will be necessary, there will be more whining on epic proportions.

    Very true. A lot of really good MMO's have been spoiled by the addition of endgame content. I would really hate for that to happen here. Caution is a good thing. If they released all 4 tiers and it turns out we can all be at T4 by this time next week.. then what's the point of tiers 1, 2, and 3?
  7. Shred_Monkey

    Alpha Slot Info

    I knew it.... I was worried (a little hopeful to be honest) that the incarnate slots were going to affect our build plans. Attack powers no longer need to be slotted for max damage.... with the ability to exceed ED recharge we can do attack chains that were impossible before (maybe.. there's not to many good options there actually). Interesting stuff. I do think everyone who's studying this out will be opting for damage or recharge.
  8. I respect the requests of teammates... if they're dumb requests that leave me not having fun, I'll quit at the end of the mission... although usually in those cases, I don't have to quit because the team breaks up naturally anyway.

    Caltrops specifically... I know all those little 1s may seem like it's a big deal... but in reality, you're not doing a lot of damage with them... it'd take 3-4 applications of caltrops to kill a minion.... that's like 2 minutes. Most teams kill a spawn in about 20-25 seconds... trops would not notably improve that time. People may argue against my logic, but seroiusly ... that blaster next to you is throwing fireballs into that spawn every 5 seconds. Like it or not, your 'trops aren't doing squat compared to that. 'Trops is, however, good for slowing movement... if the tank prefers to not have it, thats his choice... let him decide how he's going to do his job. Personally, I'd say the best use of the power is to throw the trops between me and the herd, so if a runner does break away, it's gotta cross the trops to get to the ranged fighters.

    In my expierience, trops are a great power to use for damage mitigation and to help a team from levels 1 to 25 or 30. But once people start getting enhancements slotted and building up their survivabilty on their own, caltrops become obsolete.
  9. I assumed that was an error in the way Mid's reports the defense values. I don't think the defense from Shield Wall is a seperate catagory from the defense from LoTG. If I remember, I can verify that in game tonight.
  10. Shred_Monkey

    AV Killer?

    Quote:
    Originally Posted by Mister Liberty View Post
    So, I'm up a creek if I try to solo an AV with my WP/SS tank?
    You're up a creek if you want to do it without temp powers. But temp powers aren't illegal or anything.
  11. Yawn.... this again? The whole reason I play this game instead of those other games is because I can actually make a maxed out toon in this game given my relatively short play session lifestyle. It's very easy to max out a toon in this game compared to every other game I've ever played. My I19 build for my DB/SR toon is easily a 10 Billion inf build (16 pvp IOs, and 25 purples). I hadn't done any marketeering in several months so I was basically at 100M inf or so in August. I started saving when I heard the news about inherent stamina, and I now have all my IO's bought and am waiting for I19 to come out. I visit the market for 10-15 minutes at the beginning and end of each play session and that's it.
  12. stone melee does the screen shake thingy... i love that.
  13. I've always liked the dominator concept. I like the idea of a fighter type who uses controls instead of defenses as his mitigation. But I've never made a dominator. I've never put together a build that I wanted to play.

    The thing that always stops me from pursuing a dominator toon is the secondary powersets. I don't really like any of them. They're all too blasterish... elementalish... magical powers and whatnot. What I prefer to play is something more physical or mechanical. I'd love to play something like martial arts mixed with guns... or swords mixed witih throwing weapons. The closest concept I've come to actually making is using energy attacks for a cyborg-like fighter who smashes things with his robotic arms and fires some energy weapons built into his armor. But the concept falls short when he then uses his mind to control his opponents. A Jedi with mechanical arms doesn't quite work. A jedi with a sword, or a ninja warrior with mind control... that works. A guy with telekinetic powers who's also trained to use guns and martial arts to fight ... that works for me. But the existing sets don't give me what I'm looking for.

    Every other AT with the exception Kheldians has a weapon set or a devices set. Scrappers and Stalkers are almost entirely based on weapons and or natrual punch-kick sets. Perhaps they need more elemental sets even. But dominators, IMHO are lacking in a physical "natural" type fighting set.

    No question really. Just a thought I had.
  14. Quote:
    Originally Posted by Fantomas View Post
    Yikes! Doesn't it cost a boat-load to go positional on a /WP? Of course, I'm familiar with your work and I'm sure you're juuuuuuust fine.
    ack.. sorry.. i meant typed... i'll edit my post.
  15. I try to cap typed defenses and choose a primary that does well with low recharge... (fire, energy, kinetic)... After defense I'd focus on +hp and +regen.
  16. I guess I just assumed they made the tip missions have a mix of the most difficult villian groups in the game on purpose. After all, it's got the best reward in the game, why should it be easy?

    Besides... they have an extremly broad range of difficulty settings in this game. You can set your difficulty settings low enough that these missions are still easy with any absolutely toon.

    Or, if you're like me, you're looking forward to I19 so you can use your new improved build to up the difficulty you run these missions at.
  17. I think everyone is looking at this from a micro prospective of "gee.. what will my toon do with this change." That's the correct thing t do of course since you're the player. But from the game prospective... from the macro prospective.... One sees that nearly every toon took 3 powers from fitness and they took them before level 20. If they didn't they soon wished they had. It wasn't required but it was certainly important enough that people would quit the game, or delete toons if they hadn't. It was key to enjoying the game for a very high % of players. The dev's saw this and finally said, "hrmm... how can we fix that problem." This is the solution they came up with.

    Then we ask... Does the solution has no negative impact on any toons? Nope. Does it excessivly overpower anyone? Nope. OK... Good fix.

    Do I wish I had more slots? Well, yeah.... but I wished I had more slots before this fix. Will my I19 builds be better then my I18 build? oh yeah.
  18. I use level 25 LoTGs because I like to exemplar.

    But I agree 100% with werner's earlier comment. If you're at 44.5% defenese... you're taking 10% more damage then at 45%... Is that 10% going to get you killed? well... considering that defense is generally all or nothing type of mitigation... yeah... you'll probably die about 10% more often.

    The question is, do you care about that 10%?

    Back to the OP... I use hero merits while leveling up and at level 50 for the same purpose. To buy miracle +recovery IOs or LoTG procs... Then I sell them and use the money to buy what I want. The only exception to this is that I use hero merits to pick up things that just aren't available to buy at the level I want them.... something like a stealth IO or a knockback protection IO.
  19. nope... i've thought about it some more and I'm still going to say a 2nd scrapper is best. If for no other reason then because this way the other player won't quit the duo because he's not having as much fun.
  20. Hail of Bullets being on a 120 second timer is very satisfying to use on a fresh spawn. Other then that, it's all flash and little substance. Just a basic set. Not bad... but not great. I like it as a defender secondary. The set is not enough by itself to define you by itself, but it does serviceable damage to keep you busy between uses of your important powers.
  21. Quote:
    Originally Posted by Firewasp View Post
    My time on CoX has been limited to only two and a half years, but I have played computer games since they were invented in the early 70’s, online games starting when they were invented in 1983. It was a game called, “P-51”. A dogfight simulator between two players over a modem or it could be played between two computers via a null modem adapter. This was a 4 pin serial cable with wires 2 and 3 swapped. Your opponent’s plane showed up as a white dot on a black screen. The bigger the dot became, the closer they were to your plane. This doesn’t seem like much for graphics, but it was pretty amazing 26 years ago. Our computer club held tournaments for six months. The tourneys ended when I figured out how to win the game in just 2 minutes, instead of 45 to an hour.

    You see that has been my hobby for the last 27 years. To figure put what a program will do beyond what it says it can do. In 1999 my brother gave me Asheron’s Call as a Christmas present. It was one of only 3 mmorpgs at the time. It had a level cap of 126 (4 billion xp) and an expansion came out for it a few years later that increased the cap to 275 (trillions of xp). So now when I play games like CoX and WoW and see a level cap of 50 and 80, I realized why so many players had many 50’s and 80’s. It was because this was a low level. It took me two years on Asherons Call to get my archer to level 165 (16 billion xp). Since every 10 levels your “power” is increased by 4 times, you can understand what the power of a 165 was like. Let alone a 275.

    Anyway back to the Defender. Last night I was in a mission with my level 17 scrapper. There were three others on the team. Two Defenders and one Controller. One of the Defenders cast a FF shield on me which is nice. The other Defender had no buffs for me being a dark Defender. As we were fighting, my health was going down pretty fast (we were fighting purples). I checked my defense stats to see what percentage my shield was. The Deflection shield was at only 15%. This was a level 20 Defender. This 15% is the unslotted base. So I look at his info. He trained only two of his PRIMARY powers??? Which were of course unslotted or not used at all. Most of the trained powers were the blasts. He should have rolled a Blaster that has these powers as a Primary. Which as you know are 20% more damaging then the Defender’s Secondary blasts.

    When my FF/Dark Defender reached 50 (never killing a thing to get there as he was pure player support as he should be), I respec’ed him to kill stuff. He was horrible! New players see the Defender and think, why should I play a Blaster. The Defender has all the blasts that a Blaster has, but I can heal myself. This is a huge mistake as those blasts they are thinking of are 20% less damaging. For the most part a Defender’s blasts are not designed to do damage. They are debuffing blasts. Lowering the defense, accuracy, regeneration, etc.

    Yes, you “can” play the Defender like a mini-Blaster, but why would you want to? Even if a Kinetics Defender casts Fulcrum Shift, Aim, Assault, Build up and even Power Build up, the Blaster will still do 20 to 25% more damage without FS.

    Now there is an exception to this as the title states above. If you have a team of Defenders with certain Primaries and Leadership, the stacked buffs will bring damage to an extremely high level. This team of Defenders could fight +6’s with ease and wipe them out in a fraction of the time that even Blasters or Scrappers could do. Plus the team wouldn’t get a scratch. Their defense would make a Tanker drool. I once tried to organize 7 others to try this, but they all thought it was a joke from the start and the team broke away before we even started. I have spent hundreds of hours studying this and building an epic team of Defenders.

    On World of Warcraft I came up with a similar approach. By grouping a mage, druid, priest, paladin and warlock, the buffs made us much more powerful. We started at Level 1 on a Monday evening after dinner. We played for 4 hours every evening Monday through Thursday, then 7 hours on Friday, all day on Saturday and half a day on Sunday. On that Sunday afternoon we were all level 60 (this was done before Burning Crusade). This experience was reported on the forums and 99% of the responders were so close minded, they said that it would never work and soloing was the fastest way to level.

    The Defender can be the most powerful class on CoH (Corruptors on CoV). But you must play as Defender as a Defender. Its right there in the name. A Defender’s job is to defend (not to fight). To buff, debuff, protect and to heal for the rest of the team. Playing a Defender as a Blaster is like using a screwdriver as a hammer or chisel. It “can” be done, but why would you want to?

    If there are any serious minded players out there that want to experience first hand just how much more powerful a Defender can be, just let me know and we’ll set up the team. But there are ground rules that must be followed. If the rules are ignored, it will surely fail and the team will break apart before level 10. That would be a waste of my time and yours. However if the rules are followed, you will witness a team with unprecedented power and speed like you have never seen before.

    By the way, when I was on Asheron’s Call. My level 15 walked into a dungeon with level 40 creatures in it. Players would run up and see me sitting on the floor with a level 40 creature standing behind me and I was perfectly safe. These players were extremely confused and the event was posted on the forums for years, trying to figure out how I did it. After two years I explained it all which really shocked everyone. Especially the developers.

    When I was level 80, the developers came out with a new creature that had such a high level of magic skill, that it would take over 50 players to kill it (half of the players died in the process). A few months later I showed my guild friends something very special. I cast some spells on that creature, then walked over to it. The creature tried in vain to kill me, but it was as helpless as a puppy. Told the others to approach me. They were hesitant at first, but finally walked over to it. Told one of them to hit the creature one time. One of them hit the creature with his axe and it died. The xp from this creature was over a million. The reason why was that the developers created it to have to be killed by 50 or more players and to spread the xp among all of them. I killed that creature for a couple months and made 165 very quickly. After that I was bored with the game and moved on. My character was so powerful that I resisted 97% of all magic and 99% of all melee damage. When I told others how I created my character I was told that it was just too extreme. That was my intention 

    At the end of 165 levels and two years, that character showed a report of only 16 deaths. Over half of them were caused by lag. We went into a dungeon one night. I was level 32. The others were level 60 to 90 (no such thing as being sidekicked – I was still only 32). We were overwhelmed with level 124 - creatures. When everyone ended up at the lifestone from being killed, they started to realize that I was not among them. They asked where I was. Told them that I was still in the dungeon toying with the NPC’s. This is because I studied the artificial intelligence of the creatures and discovered their weaknesses.

    See you in game!
    sorry... i was with you... really.. I played those old games. I know what a null modem cable is. I really was trying to give you the benifit of the doubt. But when you start talking about 165 levels being better then 50 and how you were fighting things 92 levels above you.... I just kept thinking of this:



    Nigel Tufnel: The numbers all go to eleven. Look, right across the board, eleven, eleven, eleven and...
    Marty DiBergi: Oh, I see. And most amps go up to ten?
    Nigel Tufnel: Exactly.
    Marty DiBergi: Does that mean it's louder? Is it any louder?
    Nigel Tufnel: Well, it's one louder, isn't it? It's not ten. You see, most blokes, you know, will be playing at ten. You're on ten here, all the way up, all the way up, all the way up, you're on ten on your guitar. Where can you go from there? Where?
    Marty DiBergi: I don't know.
    Nigel Tufnel: Nowhere. Exactly. What we do is, if we need that extra push over the cliff, you know what we do?
    Marty DiBergi: Put it up to eleven.
    Nigel Tufnel: Eleven. Exactly. One louder.
    Marty DiBergi: Why don't you just make ten louder and make ten be the top number and make that a little louder?
    Nigel Tufnel: [pause] These go to eleven.
  22. Shred_Monkey

    Bit of curiosity

    Quote:
    Originally Posted by Umbral View Post
    The only thing that makes resistance better than defense is the fact that every AT has the same functional cap for defense (45%) whereas there are only 2 ATs (Tankers and Brutes) that can mimic that same level of survivability (90% damage mitigation) with only resistance. Defense is viewed as strongly simply because it is more common (almost exclusively due to its prevalence and preference in IO set bonuses) and because it allows any AT to achieve the same mitigation cap that is generally restricted to Tankers and Brutes.

    From a mechanical standpoint, the two forms of mitigation are exceptionally well balanced: defense has the advantage of allowing you to avoid the secondary effects of powers but has to contend with the fact that it doesn't always work (i.e. a bad RNG string and you get hit 3 times in a row and dropped); resistance doesn't have the advantage or the disadvantage. For as long as I can remember, the developers have generally considered resistance to be substantially more "valuable" from a balance perspective than defense, mainly because, eventually, defense fails while resistance will never. I agree with that in principle, but I don't really agree with how the developers have translated the quantitative assessment into numbers, since it seems that resistance can be considered to be valued anywhere between 2:1 resistance:defense (most survivability toggles) to 1:8 resistance:defense (IO set bonuses).
    This is pretty much my view point. I'll just add, that it's not just IO's that give easy defense to all players when compared to resitance. The power pools have lots of +defense powers, and only 1 +resistance power that's smash/lethal only.

    My only counter argument to this whole discussion is this... Does it matter? I agree resistance is not as useful in the quantities provided to use as defense... but... well.. so? is it causing a game imbalance? If you gave Colossus some spidy sense, who is now harder to kill?... spiderman or colossus? Which group of Powersets is on the losing side of the imbalance here?
  23. I vote for a 2nd scrapper... I don't see any buffers/debuffers able to double the damage output of a team. If it was a bigger team, the buffs/debfuffs would multiply out to more then 1 scrapper, but in a duo... 2 scrappers is going to be hard to beat.
  24. Smite with a purple proc in it does better DPA then both Midnight Grasp and Siphon life. Thus, even if you could run MG+SL as a full chain, you'd do more damage per second with MG+Smite+SL+Smite.
  25. I like dark for soul drain. Oppresive gloom won't be of use to you. If you're softcapped you'll take more damage with oppressivle gloom on then if you have it off.

    If it's just the shield your looking at, I'd probably go with temp invulnerability from power mastery.