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Posts
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Joined
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Quote:Too much is made of being leader or having the star. I know some people view it as a kind of cross between James Kirk and Pol Pot but it doesn't have to be that way. A minimalist "behind the throne" approach works just as well. As long as you ensure a workable mix of AT and levels as you invite people, the rest will fall into place.While I agree with c., Skeet, I'd like to point out that since teams can have up to 8 people and only one of them needs to lead, it should be basic logic that only 1 in 8 players needs to be a leader-type personality and therefore 7 in 8 shouldn't have to be the kind of player that likes the star.
I hate the star. With a comment by Phil I have started to be willing to start teams and run with them, but that doesn't mean I wouldn't prefer to have someone else do the starting. Even if you assume half the people who aren't the leader-type are willing to lead, you've still got 4 in 8 players who would rather just go roll a scrapper or some other AT who can solo better. Being a defender is kind of a "behind the throne" play-style and therefore isn't going to generally appeal to leader-types. That further decreases the number of defenders as those people give up and go build something else. That's the real problem here. Attrition. We are trying to stop that and we're not going to do it by telling people "well your personality just isn't cut out for being a defender 'cuz if it was you'd just start your own team". To a lot of players saying "start your own team" is going to be the same as saying "go play something more solo-able." That promotes attrition.
Robin -
Controllers aren't not force multipliers. Wait, how many negatives was that? I mean to say, sure, I'll go with you on that and say yes, controllers are force multipliers.
Quote:Does a team consisting of a
Kin/Rad Defender
Rad/Energy Defender
ForceField/Archery Defender
really that much better off than a team consisting of a
Ice/Kin Controller
Earth/Rad Controller
Illusion/Forcefield Controller?
Quote:Is it not the case that the higher level these team go, the more Controllers edge farther and farther ahead?
Quote:Once you get to the 40's and EPP's, there is effectively no more reason to BE a Defender over a Controller. -
Quote:c. Start a team. You're a defender so you've already got the cornerstone for a successful, productive team. All you need to do is start inviting some of the people who, just like you, took option a and are sitting back waiting for the magic to happen.I'd consider my Emp/Psi both hard AND slow to solo.
This is what might typically happen when I log on my Emp:
1. I log on, set my flag to "looking for team", do some standard toon maintenance (selling, marketing).
a. I get invited to a team. Yay!
b. I don't get invited to a team. I don't really have any up-to-date contacts, so I do a paper mission (or a level-independent mission like from Montague). I enter the paper mission, and encounter a spawn of CoT. Take care of them in what seems like way too long of a battle. Next spawn - 2 +1 thorn casters and a +1 Behemoth lt. I get pwned. I think to myself "Self - that would have been a trivial spawn given one of your blasters, controllers, scrappers, your mastermind, maybe your corruptor. Eh, forget this - time to play one of those." -
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Quote:I wouldn't mind at all if AE were set up like the radio/newspaper with no auto-sk and only level-appropriate missions for the zone you're in. That would make it a lot more like the existing content with a zone to zone progression as you go up in levels and no so much with the single zone 1-50 pileup we have with AE in AP now.I'm for this kind of mechanic as well, but I would restrict the AE in zones so that a character could not enter AE missions in a zone that is below their level - with the exception of the Rikti Warzone (I'm adding this now as this would pretty much fall within my guidelines for below, and it is the only dual-alignment zone with an AE.)
This plan removes spamming for higher level AE teams from the starting zones.
And, if the DEVs, really want to help put a stop of PL'ing in the AE, they should not allow characters to access AE missions in zones that are more than 20 levels above them - or - characters that are 20 levels below the highest member of the team are automatically kicked when they try to enter a mission that is over 20 levels above them.
I think the 20 level spread is generous as the AE was not intended to be used as a power-leveling tool at all.
This second plan works to stop pl'ing in the AE by not allowing level 1's and level 50's to be on the same team in the AE regardless of what zone they are in. -
Quote:I would suggest this is unavoidable. Defender primaries may (mostly) fill the same role on a team but they're so different from each other in mechanics and playstyle there's no one-size-fits-all inherent possible. This also happens to be my favorite thing about defenders and what has made it fun for me to level up a variety of them.
The last thing Defenders want is to have another inherent that rewards different power sets unequally. -
Quote:It's inconvenient for them and the teams they get kicked from.
I've yet to see why "AE noobs" are bad for the game. All I'm seeing is that they're an inconvenience to a segment of the player base, and that's about it. -
Even if you stick your head in the sand, your tail is still out in the real world and can be affected by it. Larger trends in the player community affect individual player game experiences and influence future dev decisions.
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Narrow... minded.
Quote:If my team NEEDS an empath, its time to log and sleep off the booze. In this game strict heal's are a waste of a party spot.
Quote:Trollers at least can troll when not healing. Rad, Termal, Kin, Dark can heal AND do other things like buff/debuff. And I love TA/A or bubblers any day of the week. And ive known a few of those that will add medicine for heal other, stim, and rez, and use them only in dire circumstances. then again ive known blasters to get those powers too. -
Quote:Obviously your mileage has varied. I PUG'd my way to 50 on almost all my toons and there was a drastic difference in what I saw at low levels vs high. There were in fact certain assumptions you could make about a lvl 50 having been a few places, done a few things and having some idea of how to use their build in a team context. As always, there were exceptions to this but the exceptions were just that.Oh please. They were always commonplace at 50 in pugs.
I remember way too many pre-ae incidents of complete friggin morons at 50 that I've long since given up on the pug.
Now, the game is so flooded with newbie 50s that exception and rule are reversed.
As an aside, a lot of bad PUG experiences used to be less the result of individual play but rather people having no idea how to compose an effective team and ending up with an unworkable level spread or poor balance in AT selection. -
Quote:That goes beyond stupidity or ignorance and reaches the realm of just plain wierd. Given the vet badge the argument could be made it was even griefing.Quote:I am confused. If mobs are supposedly not hitting you due to your already high defense, why would you need a healer?
For me if they are hitting me it's because I don't have enough defense.
Having done +4 TFs with a bubbler on my Ice tank... I can tell you that 80% defense to all makes a lot of difference. -
Thanks to AE flooding the game with inexperienced high-level players, the bad-team-experience rants used to start out with "I was on my lowbie in the hollows when..." are now commonplace at lvl 50. Yay.
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Quote:Being very specific to the case of lvl 54 boss missions, things go a lot smoother if there's a little healing to top people off. Looking at +def as the only thing that matters is just as narrow as healz0r thinking.So the other day I'm sitting around in Atlas, bored and wanting to kill some time, so when I hear some guy broadcasting a LFM for a 52 AE boss mission, I send him a tell saying sure, 50 fire/kin controller, toss me an invite.
The guy (a 50 tank) sends me a tell back saying, "We need heals only."
Once I'm over my "..." reaction, I send him another tell, repeating, fire/kin. He replies no, they just need a healer.
I almost offered to come along and trail the team spamming Transfusion on autofire, doing nothing else, but I decided I wasn't that bored. -
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I wonder if the servers are back up yet. I'll check the server status page and... oh, that's right, it's still broken too. These guys just ooze competency.
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Quote:This can also happen easily on the ITF where each hit carries a -def and one or two lucky shots can result in a cascading defense failure that opens you up like a tin can... capped off of course by a crit or two.Speaking as a tank who plays in the softcap without external buffs:
Sometimes softcapped defense just isn't enough.
With enough badguys overrunning you, the "lucky shot" factor kicks in and they whittle you down anyhow.
I had this forcibly demonstrated to me on an LGTF at L50 set to 8-man Invincible, in the mission with Glacia and Infernia. I had 3 full groups climbing over my tank while the controller duo on the team ghosted.
I took it. For a while... In the end I was smelling floor.
Force fields (and high defense in general) are great to have but definitely not the universal adapter vs danger. -
After working my way up the support ladder--not unlike playing a round of donkey kong as the first couple levels of support rolled flaming barrels of scripted "test this, check that, update your video drivers" at me--I finally got the issue escalated to the point where they performed some sort of "reset" on my sg base and it loads with no problem now. YMMV.
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Ran into this problem today. Visiting the registrar doesn't help, loading screen just hangs.
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While the nerf to slow was a big hit to TA, the PVP situation isn't quite as dire as you'd think.
The core powers of entangling, glue and acid are still just as maddening and disruptive to people on the receiving end as they ever were. One application of entangling arrow will drop someone from the air, even if they're using hover and it still cancels jump like it always did. Defense and resist debuffs will net you a noticable increase in your hit rolls and damage.
Team with people who can follow on and apply damage after you ground/debuff the target and you'll find that you get a lot of targets killed. The choice of words there being key, TA doesn't kill targets it gets them killed. If you want to play a support role that tilts the balance in favor of your side, TA is very effective.
As far as builds, entangling/glue/acid are the must-haves from TA. Tactics isn't an absolute requirement but will help a great deal. The rest basically goes into survivability. 30+ kb protection (without acro), super speed, phase shift, super jump, an epic dmg shield. A self heal is nice if you can work it in. Stamina is optional as you won't be spamming enough attacks to crush your endurance most of the time. -
This is the emp/dark build I went with for zone teaming. The main differences being more emphasis on kb protection, a little range in the heals and recharge bonus and less on hp beyond accolades. Also included torrent for those targets who aren't so fanatical about kb protection.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Mutation Defender
Primary Power Set: Empathy
Secondary Power Set: Dark Blast
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Concealment
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Healing Aura -- Dct'dW-Heal:50(A), Dct'dW-Rchg:50(3), Dct'dW-Heal/EndRdx:50(3), Dct'dW-Heal/Rchg:50(5), Dct'dW-Heal/EndRdx/Rchg:50(7)
Level 1: Dark Blast -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(5), Decim-Dmg/Rchg:40(7), Decim-Acc/EndRdx/Rchg:40(9), Decim-Acc/Dmg/Rchg:40(9), Acc-I:50(11)
Level 2: Heal Other -- Dct'dW-Heal/EndRdx:50(A), Range-I:50(13), Dct'dW-Heal/Rchg:50(13), Dct'dW-Heal/EndRdx/Rchg:50(15), Dct'dW-Heal:50(15), Dct'dW-Rchg:50(17)
Level 4: Absorb Pain -- Dct'dW-Heal/EndRdx:50(A), Range-I:50(17), Dct'dW-Heal/Rchg:50(19), Dct'dW-Heal/EndRdx/Rchg:50(19), Dct'dW-Heal:50(21), Dct'dW-Rchg:50(21)
Level 6: Combat Jumping -- Zephyr-ResKB:50(A), LkGmblr-Rchg+:50(11), Krma-ResKB:30(23)
Level 8: Clear Mind -- RechRdx-I:50(A)
Level 10: Hurdle -- Jump-I:50(A), Jump-I:50(50)
Level 12: Fortitude -- HO:Membr(A), HO:Membr(23), HO:Membr(25), Ksmt-ToHit+:30(25), Krma-ResKB:30(27), LkGmblr-Rchg+:50(27)
Level 14: Super Jump -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(29), Zephyr-ResKB:50(29)
Level 16: Health -- Heal-I:50(A), Heal-I:50(31)
Level 18: Hasten -- RechRdx-I:50(A), RechRdx-I:50(31), RechRdx-I:50(31)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(33)
Level 22: Acrobatics -- KBDist-I:50(A), KBDist-I:50(33), KBDist-I:50(33)
Level 24: Super Speed -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(34), Zephyr-ResKB:50(34)
Level 26: Stealth -- LkGmblr-EndRdx/Rchg:50(A), LkGmblr-Def/Rchg:50(34), LkGmblr-Def/EndRdx:50(36), LkGmblr-Rchg+:50(36), Krma-ResKB:30(36), Shield Wall chance for tp resist(45)
Level 28: Grant Invisibility -- LkGmblr-Def/Rchg:50(A), LkGmblr-Def/EndRdx:50(37), LkGmblr-EndRdx/Rchg:50(37), LkGmblr-Rchg+:50(37), Krma-ResKB:30(39)
Level 30: Phase Shift -- RechRdx-I:50(A), RechRdx-I:50(39), RechRdx-I:50(39)
Level 32: Adrenalin Boost -- Dct'dW-Heal:50(A), Dct'dW-Rchg:50(40), Dct'dW-Heal/EndRdx/Rchg:50(40), Dct'dW-EndRdx/Rchg:50(40), Dct'dW-Heal/Rchg:50(42), EndMod-I:50(42)
Level 35: Regeneration Aura -- Dct'dW-Rchg:50(A), Dct'dW-EndRdx/Rchg:50(42), Dct'dW-Heal/Rchg:50(43), Dct'dW-Heal/EndRdx/Rchg:50(43), Dct'dW-Heal:50(43)
Level 38: Recovery Aura -- RechRdx-I:50(A), RechRdx-I:50(45)
Level 41: Torrent -- KinCrsh-Acc/Dmg/KB:50(A), KinCrsh-Dmg/EndRdx/KB:50(45), KinCrsh-Rechg/EndRdx:50(46), KinCrsh-Rchg/KB:50(46), KinCrsh-Acc/KB:50(46), KinCrsh-Dmg/KB:50(48)
Level 44: Power Build Up -- RechRdx-I:50(A), RechRdx-I:50(48)
Level 47: Temp Invulnerability -- HO:Ribo(A), HO:Ribo(48), HO:Ribo(50), S'fstPrt-ResKB:30(50)
Level 49: Resurrect -- RechRdx-I:50(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth:50(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
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[u]Set Bonus Totals:[u]<ul type="square">[*]3.13% Defense(Fire)[*]3.13% Defense(Cold)[*]3.13% Defense(Energy)[*]3.13% Defense(Negative)[*]6.25% Defense(Ranged)[*]6.25% Defense(AoE)[*]2.25% Max End[*]20% Enhancement(Heal)[*]18% Enhancement(Accuracy)[*]68.8% Enhancement(RechargeTime)[*]34.3 HP (3.38%) HitPoints[*]Knockback (Mag -35)[*]Knockup (Mag -35)[*]MezResist(Immobilize) 2.75%[*]MezResist(Terrorized) 11%[*]26% (1.1 HP/sec) Regeneration[*]2.5% Resistance(Smashing)[*]6.3% Resistance(Fire)[*]6.3% Resistance(Cold)[*]3% RunSpeed[/list]
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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