Silas

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  1. Yes, it is. The system isn't totally random, ergo the system can be gamed. Sure, with a fully random system someone leeching at the door has the same shot at a VR as someone busting their hump fighting, but you know what?

    That's why the devs graced us with a kick button.
  2. Quote:
    Originally Posted by StratoNexus View Post
    I expect the guy in the fireproof suit to have made the guy with the flamethrower point it in a direction away from me (and I expect that I will do my best to assist the guy in the fireproof suit by remaining in a smart position too).
    This. It is both the responsibility of the Tanker to ensure they and others don't get caught in sequestration just as it is the responsibility of others to do the same.

    It doesn't matter if the trials succeeded anyway or people got the Mo badge, it's poor and lazy play.
  3. Silas

    Lore for tankers

    Quote:
    Originally Posted by Madadh View Post
    Or do you only get the level shift when the pets are summoned and on-scene? Have to admit I never considered this, and haven't checked to see if this may be the case.
    No, if you have the level shift as long as you have a tier 3-4 slotted. Same as the Destiny level shift.
  4. I'd say if anything was "extraordinarily derp" it would be the statement that 2 MM primaries are "almost entirely useless".
  5. If it helps any, I don't actually know how to do it, I just know it can be done Anyone who does know probably isn't going to say how to do it on the forums.
  6. Quote:
    Originally Posted by Person34 View Post
    While the pet isn't intended to be permanent, there is a way to reset the timer on it. Which I'm sure is an oversight of some kind.
    Yes, I wouldn't count on it staying around.
  7. Yeah, new additions to the Incarnate system will probably require new salvage/components. This is to prevent (or hinder) people stockpiling huge amounts of the components and getting all the abilities on the first day.

    Which is understandable, except it can get little silly because we'll end up with more and more different types of incarnate components and currencies. We've already got the TF salvage, shards, threads, trial salvage, Astral and Empyrean merits.
  8. Quote:
    Originally Posted by Emberly View Post
    I just aim to survive long enough to kill the dudes before the dudes kill me.
    :3
  9. Quote:
    Originally Posted by Lifewind View Post
    So who do I have to Kill to get an all dominator event on the calendar?
    Make one, make a thread
  10. Some friends and I did some testing of this last weekend. Ran a whole lot of Lambdas back to back.

    On one had 4 people on each team doorsit, they always got the threads rewards table. Everyone who actually ran the trial got normal-looking rewards. That is to say, 1 rare or VR, several uncommons, several commons.

    We did another run where all the doorsitters were on one team, they got diddly squat aside from merits. No iXP, nothing. Again, thread reward table at the end.

    So it seems the best way to game the system is have half the team leech at the door so they get exp towards unlocking their slots, while the other half get better drops. You then switch it up after a while so the fully unlocked people get drops and you rotate in new alts.

    When you have a system that isn't totally random, it can and will be gamed. Cheers, devs.
  11. Quote:
    Originally Posted by Astrale_Champion View Post
    Absolutely...we will make sure the entire SG can get runs in if they want it.
    And honestly, getting the Mo badge can be done much more easily than the way we did it. Can break up the badges into a few runs, so you're not fighting perma-Enraged Marauder with all 10 portals pumping out ambushes.
  12. New Dawn, Aye, a fair point. Some people will never change their playstyle. For those who want to improve however, there is at least some information out there now

    Void Spirit, The moving ahead of the team is always a judgement issue. Sometimes it will be more important for you to get to the next spawn first and open up on them, sometimes its gonna be more important for you to make sure the current one is cleared. That was one of the difficulties writing this guide actually, since so much of it comes down to situational judgement. There aren't really any 100% watertight rules on how to do things.

    Except maybe don't play your melee dudes the exact same way teamed as you would solo, I guess

    The point about split up teams is a good one. I'd say the same general principles hold true. Stick with one of the smaller teams. Ideally, the teams would be more or less balanced, so not all the melee people going off together kind of thing.

    Edit: just thought of a rule of thumb. Stick with the mini team where you can provide the most benefit.
  13. Good times. A very productive evening, all in all.
  14. Silas

    Solo MoITF

    Quote:
    Originally Posted by Cyber_naut View Post
    Very impressive man, congrats! How did you deal with the final rommy and his fluffies fight? Did you have to get him away from the healer? Did you use anything to kill their regen?
    I don't know how he dealt with the final AV fight, but he couldn't have used anything to kill their regen since it was a Mo run. No Envenomed Daggers. Would have been pure DPS.
  15. I'm pretty sure the going rate is 2-3 bill.
  16. Awww man no that is straight up the saddest episode of Futurama D:
  17. Well, they are written from an endgame perspective. That said, the DM and Rad will be monsters earliest. Both combos will have their core debuffs and buffs by the teens.

    Traps is no slouch in that regard though, since while the really good Traps toys come later, Fire Blast is enough to carry you through the low levels and you get your main def/res debuff power at 10. Caltrops isn't really worth taking for an endgame build, but it's great for lower levels.

    If not being squishy is a big factor for you, I'd definitely go Traps. The FFG provides a boatload of defense as well as giving you mez protection.

    Edit: actually I'd argue that Traps provides more for your offense than Rad does. While AM has a damage buff and EF provides a slightly stronger res debuff (2.5%) than Acid Mortar, you can have multiple Mortars out. That, in combination with the fact that getting mezzed doesn't shut down your debuffs and how proc-friendly Traps is gives it the nod for me.
  18. Quote:
    Originally Posted by Fiery-Enforcer View Post
    Yeah, in that case, the Brutes/Scrappers/Tanks weren't doing a good job at holding aggro. Once in a while I'll get hit with a warning, that's understandable. I've even gotten hit with 2 warnings once on a squishy, but the third time? That's when I'll start blaming other people.
    Pretty much this. Given the number of melee dudes on your average BAF, the squishies should really be able to go full bore on the AVs.
  19. Fire/Dark, Fire/Rad or Fire/Traps. Not a coincidence they're all Fire Blast. Great ST, great AoE, double Scourge damage with RoF and all of those secondaries provide more than enough survivability/utility.

    Got guides for all three secondaries in my sig if you're interested
  20. 3am, eh? I'll try and make it. Will probably bring something more esoteric like my Fire/Traps.
  21. Yep, Champion is pretty great. Glad I'm here. Heh, thinking about it the only reason I am is because the friend who got me into CoH chose it randomly way back when at launch.

    Christ, I was like 15 then. Oh, how time flies.
  22. Mebs, Yeah Smoke Flash doesn't put you in the Hidden status, it just Placates stuff around you. Since I'm softcapped, I pretty much never use it.

    BrandX, Well, that's what I've gotta try. With softcapped melee/ranged defense, I should be able to get the AS off more often than not. For AVs, that's the possible downside to not bothering with softcapping my AoE, I might get clippped and have AS interrupted in hectic fights. Not sure what you mean by disregarding Placate though, it seems to work fine for me. I'll pay more attention though and let you know.
  23. Quote:
    Originally Posted by Deus_Otiosus View Post
    I turned on musculature core paragon in your build, it can get up to 1639.


    I like that. I like that a lot. That's actually something I've been mulling over, Spiritual vs Musculature. I've got recharge out the *** so Spiritual is arguably not providing me with a great deal of benefit outside of my powers underslotted for recharge (Placate, Hasten, Rin).

    I've only taken a very cursory look at my numbers with both Musculature and Spiritual, but it seemed Musc was adding about 44 points to my main attacks.(61.2 MG, 26.04 Smite, 47.24 SL). But it boosts AS from 864.77 to 994.79

    Which is...substantial. Downside being Hasten isn't perma anymore and adds about 2 seconds to Placates recharge. From playtesting my build, my endurance bar barely seems to budge at all. What I could do is drop the end rdx from MG and move it to Hasten. That'd make Hasten perma even with Musculature, which just leaves Placate.

    Thoughts?