Smiling_Joe

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  1. Quote:
    Originally Posted by IronAlex View Post
    its better to 5 slot light form with end mods and build for hp, than for resitiance.. by the time you get all your shields, tough, 2 res proc, light form is just giving you a inch of resitance sloted.. its better you take what it gives you and get a lil more out of your hp...
    I know you've read this thread and you even posted in this thread, although you didn't seem to get the point that Light Form ignores endmod enhancement.

    So, do you have any evidence to show that Light Form doesn't ignore endmod enhancement?
  2. When the number of AH procs you have exceeds the number of powers that can slot them, you have too many.

    EDIT - I do believe the proc affects enemies as normal when slotted in pseudo-pet powers. The procs that don't work normally are the ones that affect you. For example, a healing proc will heal the pseudo-pet.

    My general rule of thumb is this (and keep in mind I could be wrong): It all comes down to who the proc affects. Since you and your pseudo-pet are both attacking the same enemy, any procs that affect the enemy will attack whatever enemy you (or your power) is attacking. If the proc affects who is doing the attacking, then slotting it into oil slick (for example) will heal the oil slick if it procs.
  3. Mako and a bunch of Corallax popping in out of thin air? Badge for defeating enough Corallax to spawn Mako and defeat him?

    I'll pass.

    Now if Mako and his coral-covered minions crawl up out of the ocean? I'm totally there.

    Yes, it makes a difference. If Nemesis and his troops had arrived via mole-machines I wouldn't have ignored that one, either.

    Otherwise it's just a regurgitated Rikti invasion.

    Sprayed out like, I don't know, bile, or something.
  4. Blaze Mastery: Soul Drain+Fireball=baby back ribs and beer awesome!

    Have you thought about/have the ability going villain long enough to run a patron arc and pick up Soul Mastery? Shadow Meld is a handy compliment to MoG.

    OR you could go Leviathan Mastery and pick up the I Win button of Waterspout.

    Just some thoughts. If you don't have access to Going Rogue, you might even consider picking up an insta-change alignment token from the market.
  5. Quote:
    Originally Posted by Nethergoat View Post
    thank you for sparing me endless complaints from people who don't understand time zones.
    But now how will I know what day the freebies are released?
  6. Quote:
    Originally Posted by Golden Girl View Post
    The Balck Knights also taunt - I think it's one of the NPC upgrades they're rolling out to try and combat our vast levels of power
    I'm all about upgrading the NPC's. Poor bastiges. All day long they stand there, pounding one hand with the other and cat-calling at nothing but the air when some incarnate hero comes along and "judges" them for it. And what do they get? Two or three attack powers on long recharges and - if they're lucky enough to be a boss - a little mitigation. IT'S NOT FAIR!!!1

    I mean, come on. It's bad enough that super-powered villain NPC's can't so much as snatch a purse without super-human resistance on the part of the citizens, or - heaven forbid - they should actually manage to break into those titanium-encrusted cars and buildings. Who needs heroes when a thug can't even pull a decent street misdemeanor in this town?

    About the only NPC's in this game that DON'T need buffing are the citizens! They can jump any height and not take damage, can move even the heaviest hero aside without even lifting their heads long enough to say "excuse me" and can insta-placate any attacker by doing nothing more than waving their arms in the air and sprinting fifty yards in the opposite direction. And don't even get me started on their Longbow summoning power on Mayhem missions - where they ALSO don't take any damage! NERF CITIZENS!! BUFF ENEMY NPC's!!

    ........Oh dear. I've had too much coffee again, haven't I?
  7. Quote:
    Originally Posted by PrincessDarkstar View Post
    I love how I haven't seen a single person care about anything other than the KB/KD IO. Seems a really well designed set.
    Not true. You're so negative lately. Cheer up, Princess!

    I'm actually very interested in the set bonuses.

    In fact, with the exception of my Peacebringer, none of the characters I play these days actually need the -kb.

    I just keep getting the same one. Clearly I need to run this more often.

    Thanks for the replies! At least I know I'm not doing something wrong...
  8. Okay, so I'm digging the Summer Blockbuster event. I LOVE Casino Heist (although - as a suggestion for next Summer, could we have it give us a costume swap power for the non-hideout parts like the DA personal story arcs? Would be a nice touch!)

    And it's a damned good thing I love it, because of the six times I've run the thing on four different characters over two days I've gotten SIX of the Damage/Recharge/Endurance enhancements.

    Sigh... oh well. Pass the popcorn. Good movies are worth seeing seven times, I suppose. Or eight... Or nine...

    Six isn't so many times to run it, I guess.

    EDIT - oh right. The question. Is the reward random, or performance based? Maybe I'm doing a crappy job....
  9. Quote:
    Originally Posted by gameboy1234 View Post
    Probably, the wiki isn't always updated the instant new content comes out.

    Best way I think to learn is to run the trials in game, capture the Caption text in a window, then save it and read it later to learn what you are supposed to be doing. Watch what the leader does and says, and note what you'd do the same and what you'd change. And then try it and see how it goes. Take advice from the league (esp. afterwards) on anything they had trouble with and what they'd like to see done differently. Be flexible and adapt.
    Excellent advice, and the easiest way to do that is to create a custom channel (I use 4) and add league, request and caption chat to it. After the trial, /copychat league and paste into your favorite text editor.
  10. This isn't detailed enough?

    What about this?

    Paragon Wiki's Incarnate Trial visual guides can be easy to miss if you use the site's search function, I suppose. But there's a link at the bottom of each trial's page to a visual guide and a strategy guide.

    Here's a link to visual guides to every trial from BAF to MoM and here's one to the strategy guides for trials and many task forces.

  11. I almost forgot one:

    9. IT'S NOT YOUR TRIAL! If you load into a trial first and end up the league leader, HAND THE EFFING STAR BACK TO THE ORIGINAL LEAGUE LEADER!!!!

    Not noticing that you have league leadership is one thing, but deliberately keeping the star because you (rightly or wrongly) think you "know better" how to win the trial results in me (on the rare occasion that I'm on a trial) giving you one star and avoiding any trial you might form in the future like the plague, I don't care how good you may be as a league leader.
  12. Quote:
    Originally Posted by Blue_Centurion View Post
    Hit the GREEN button.
    LOL So true.
  13. 1. Listen to the league leader.

    2. It's not your trial. Do as the league leader says.

    3. It's not your trial. Don't try to change the stated goal of the league just because you see an opportunity to get what you really wanted to begin with (ie - a more experienced leader logging in that can get you that last MO badge.)

    4. It's not your trial. You don't have the right to demand who gets invited or not invited based on how many stars you, personally, have above their head. Feel free to ask, but no is no. You can give your spot to someone else if that's a problem.

    5. It's not your trial. Somebody screws up and gets called out by the leader, KEEP YOUR MOUTH SHUT while the trial is in progress! The offender has been corrected, no need to join in. In fact, it's probably best for the entire league if chatter over the league channel is kept to a minimum anyway so instructions can be seen and heeded with more reliability.

    Sorry. Had to get that out of the way. Now, reading that you might think I'd led a few trials and been burnt. You'd be wrong. I've led a total of two trials since they came out, both times when no one else would step up to lead them. The first one I led succeeded, and everyone was very grateful. The second one failed, and everyone was very gracious. Since then, I've found the behavior I've seen from a surprising number of members more than a little sickening. To the point that lately I've preferred the small team incarnate path of DA to the trials, regardless of how long it takes.

    I have nothing but respect for anyone willing to pass out the cudgels to up to 47 other people and risk being verbally beaten with them if everyone isn't A-1 spiffy happy when it's all said and done. Hat's off to ya, folks.

    BUT to the OP, some screen layout tips that have helped me on the occasions that I HAVE run in trials:

    I tend to like a few windows being open (like the map) more than most, so I go into the preferences and knock the window size down to about 85%.

    The big thing I like to do for trials, raids and anything involving a league is to designate the fourth custom chanel (the "4) on the menu options above the chat window) as the League/Request channel on all my characters. THEN I click on the upper left button on the window frame to unattach it from the chat window and return the league view to its proper place. The new "League/Request" window I drag down to the left of the chat window and size accordingly. My inspiration window is always popped out and kept down front in the center of the bottom, and since my eyes tend to be in that area anyway (to see what inspirations to click) it's easy for me to see instructions as they come out.

    IMHO every member of the league ought to know how to create a chat tab and keep it out during the trial.

    Now I think it helps to have read the guides for the trials (although I will again repeat my desire to see those official guides placed in some sort of contact dialogue in-game similar to the RWZ raid coordinator) but it isn't absolutely necessary. And I sure don't think it's necessary to communicate your knowledge to the league leader. But just as a league leader has a spare tray full of macros for giving instructions, every trial participant needs to have a spare tray for macros that they can use over the course of the trial. Like the acid/grenade selection macro, for example. You've got a handy-dandy little "plus" sign over on the far right of your power tray menu options along the top of the tray. It opens up a floating power tray that you can customize to fit. Use it. Love it. My extra tray is 2 across and three deep and sits down to the left of my normal power trays.

    (so if you're keeping track, the bottom of my screen has ::Global andTeam Chat/Team Members::League/Request Chat::Inspirations::Extra Power Tray::Power Tray:: )

    I can't recall them all right now, but a list of Trial Macros might be a handy thing to publish here and/or keep in an in-game email to send to people.

    That's it off the top of my head - hope it helps.
  14. You might try coupling -regen with the -resist. Might I suggest Robotic Drones?
  15. Quote:
    Originally Posted by Snow Globe View Post
    If they aren't functioning as a part of the team, it is the leader's responsibility to establish order by instruction. If instruction fails, then it is the leader's responsibility to remove them from the equation (ie. remove them from the trial and don't invite them back until they show that they can act as a part of a team).
    I don't think it's possible for a league leader to boot someone from the trial any more, is it? Last I checked it had to be put up for a vote.

    Which - as with most things - translates to pure comedy in my mind. (Whoa, time out there, Shadowhunter! We've got "issues" in our league here, OW! Quit it Pendragon! Watch where you're pointing that thing. We're trying to hold a vote, here! Aw, for cryin' out loud WILL SOMEBODY TELL CHIMERA TO COOL HIS QUIVER!?!)
  16. Quote:
    Originally Posted by Snow Globe View Post
    The information I was talking about (team size) is, get this, IN THE GAME. You don't have to go to any other source (though it would be nice if you did).

    Click on any of the thumbnails for a larger version:

    Team size requirements? Really? Since any moron with a mouse and the ability to find the "queue trial" button in the lfg tab will know really quickly whether they've met the requirements I don't see how this is at all relevant.

    I think you're the only one going off about minimum team size, and that we pretty much all agree that you need to know the minimum number of players to start a trial. And since that's found in-game, I'm not sure why you're bringing it up in response to a post about information not found in the game being required for trials.

    Quote:
    And people are still dumb enough to try to form an ITF with less than 6 players. I avoid those leaders like the plague. Why? Because experience has shown me that this type of leader will make the ITF a 90+ minute task force with a strong chance of failure.
    How do you start an ITF with less than 6 players? Are you talking about inviting fillers?

    And I think you completely missed Darkstar's point that no external documentation or forum reading was required for people to be successful ITF leaders. She wasn't saying there are no idiots trying to start ITF's. Pointing out that there are stupid people is sort of a non-sequitur.


    Quote:
    And what about the official documentation? Is that also "optional"? How about the in-game information (posted above)? At what point do you draw the line as to who is qualified to lead a trial?

    If the leader isn't willing or able to read the basic in-game documentation or the official documentation* for the trial, then they shouldn't lead it.

    * Official documentation sources:
    http://na.cityofheroes.com/en/news/game_updates/

    BAF:
    http://na.cityofheroes.com/en/news/g.../baf_guide.php

    Lambda:
    http://na.cityofheroes.com/en/news/g...ctor_guide.php

    Keyes:
    http://na.cityofheroes.com/en/news/g...land_guide.php

    Underground:
    http://na.cityofheroes.com/en/news/g...ound_guide.php

    MoM:
    http://na.cityofheroes.com/en/news/g...yhem_guide.php

    TPN:
    http://na.cityofheroes.com/en/news/g...mpus_guide.php

    Dilemma Diabolique:
    http://na.cityofheroes.com/en/news/g...tegy_guide.php

    The only incarnate Trial without an official guide is the Magisterium which is a combination of the previous trials.
    ::shrug::

    Some people read game manuals before starting the game, some prefer to learn on the fly. The sort of information the official documentation gives is rather basic, and the sort of information I see being "required" on leagues is very specific.

    I'm not sure why they didn't include much of the information in those guides in-game in the form of a contact like the RWZ Raid coordinator or Prometheus (especially given that he already has dialogues for Lambda, BAF and Keyes) Seems like that would be a no-brainer.

    Of course, all of this is beside the point. MY only point was that if a league leader is up-front about the amount of experience/knowledge he or she has with a certain trial, I don't think it's the tiniest bit irresponsible on their part to queue up the league. If they've communicated up front, everyone on the league knows what they're getting into, and can continue or quit accordingly.

    Why do I keep bringing this up? Because I've noticed the trend in-game of players who accept places on leagues with less experienced leaders who do communicate their lack of experience, completely ignore the league leader during the trial, and turn around and castigate the poor sap publicly if the trial fails. Sometimes even if it doesn't fail.

    Worse yet, I've seen experienced league leaders trying to make the best of a low server population get pressured into trying more than they know the league is capable of doing (like one recently who was pressured by members of his league to invite more than sixteen people to a less-than-ideal bugged Magisterium league because some friends had gotten online after the previously-stated 16 member maximum had been reached) and then turn right around and complain because of a less-than-ideal league.

    The problem with the incarnate system being for powergamers isn't with league leaders; it's with league members. If you haven't been leading leagues since they were on beta and you don't have an already-established reputation as a league leader, it's very difficult to get players to listen to you, and more often than not trials fail because players think they know how to do it better than the leader and do their own thing regardless.
  17. Quote:
    Originally Posted by Snow Globe View Post
    There are numerous guides (the guides section, paragonwiki), official documents (both in and out of game), and people you can ask. Ignorance is fixable. However until you are willing to learn you can't fix it.

    Here is the thing though: That basic information (league size) is shown as you move your cursor over the trial in the LFG window. Not to mention numerous guides, official guides on the website and paragonwiki. For a leader to be ignorant of the league size shows an amount of willful negligence that borders on the insane. It also shows that the leader isn't willing to put forth minimal effort to understand content that is radically different from the rest of the game.

    Task forces and non-incarnate trial are far more tolerant of mistakes than the most basic Incarnate Trial. Treating an Incarnate Trial like the rest of the game is a recipe for disaster. Sure, you might get lucky, but chances are you won't. Worse, you won't know why the trial failed.
    Players shouldn't have to read player-made guides to accomplish anything in this game. Guides are for powergamers, and while there's nothing wrong with powergamers, one of the chief attractions to CoX over the years has been its accessibility. Not everyone who plays this game wants to spend a lot of time doing research in an internet forum when they could be playing the game.

    Not that I would know from first-hand experience. I'm spending time posting in an internet forum about that same game. I love guides. But I refuse to discriminate against those who don't.

    So long as a trial leader communicates his or her level of experience/knowledge up front, I'm fine with joining - and failing, if it comes to that - their trial. I got to spend time mashing my keyboard to get specific reactions from the pixels on my screen. I'm all good.

    Would that other players should be so charitable.
  18. Quote:
    Originally Posted by Ukaserex View Post
    Well, you mention that you know nothing of trials. You may prefer to stumble and learn - but what about the other 7 to 23 players? Some of them have limited game time. I don't think it's asking too much to try to succeed at the trial the first time, instead of stumbling through - which may lead to failure and waste peoples time. Many of the trials do not allow for the luxury of too many mistakes before bad things happen and you're out of time.

    It's one thing to try your best, and fail - maybe someone d/c'd or your team just didn't have the stuff that particular time. It's another thing to fail because you find it more fun. (when odds are, the other players are there for badges, incarnate salvage or some other end reward - in addition to the fun of feeling powerful. )
    Provided a potential trial leader effectively communicates the goals and leadership experience to the league I see absolutely no problem whatsoever with not being an iTrial rules doctor. For example, if a league leader has to leave after a trial and someone steps up to lead who's never led a given trial before, there's nothing wrong with that so long as that's communicated before the trial is queued. Any in the league who stay on with that knowledge have no right to be mad when it fails.

    Point is, if goals and expectations are set at the start, league members with different expectations and goals can always use the "quit league" button.
  19. It's true. He does.

    It's why we all love Microcosm.
  20. Quote:
    Originally Posted by TwoHeadedBoy View Post
    Guess I missed it, I had to tldr most of his posts and skim for relevant information since he talks so much.



    Take a look yourself if you want.

    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;835;348;696;HEX;|
    |78DAA590DF4A025110C6E7E8AEA66DE13FA28BEA262B3313A 5EEA39242B0127A005|
    |9E35807B6153CABD4652FD43BF416BD84D56D449C66CF19C4 38DD3570F6637E33F3|
    |ED30170F2DEFF9FCE90858E134F0A5EC75B97FC3FB2311DEF 251FAD28FC6233F803|
    |8D2F8B6E6ABBDABC18087524C78BD33BE17E1702C7B27E811 957F75B5B8D5758CA6|
    |90EF0E8741BD1D4E84147D1188E871499333717B17E1A8475 9147229174D12C4355|
    |8C54D2AF83E5DA0502ED412004D0712FBA475A34E83F405B5 E840AA69F2693CCBF4|
    |2C03850159FDFD7209A327DB4DEADE54D5E8428D741DB4664 93DF28E0DD4371AB86|
    |4E06E9B9F793B46972BA455A3B93DD27983BF82A500F2649A DF345B14CAA4B44589|
    |4C4A94AFB48DB9FA6FAC39B3338339D58626F19994AA58D5A A333B21304D1A16695|
    |AE4C0228716E958A46B914C0E206988BAC66A86AA195D9D66 91B079F26E91378B7C|
    |58E4B588B73544FD00A1C50E64|
    |-------------------------------------------------------------------|


    Just the basic math shows 156.29 for bolt>blast>r strike and 144.67 for i strike>rstrike>bolt>blast. This is only with the slotting above and t4 reactive for both chains, not factoring in -res which in my opinion, those procs would be doing more on my chain since more frequent attacks (no waiting on i strike animation) means more chances for the proc to trigger. I haven't tested that though, just a hunch.

    Both chains would obviously be higher when you factor in Inner Light, Hybrid, Assault and Musculature.


    Edit: also Microcosm mentioned earlier in the thread that you can proc the hell out of bolt for even better results. I haven't personally ever done that but it makes sense.. Still even with just one dmg and one -res proc per attack the bolt>blast>rstrike chain is noticeably better as you can see above in this post.
    Alright, with the slotting you have above and Achilles' Heel procs weighted in I'm showing 174 for the bolt-blast-strike chain and 166 for the other.

    Rakeeb, you might want to show how you arrived at that number for the IS chain.
  21. Quote:
    Originally Posted by TwoHeadedBoy View Post
    This is the best chain, period. Why are you looking at DPS of single attacks? Why are you writing pages of useless crap without even giving total DPS numbers for the chains you're posting? Why do you think this:

    Is better than Bolt?Blast>R Strike?
    Rakeeb did put the total dps - on the third line right underneath total damage.

    Example (relevant part bolded):

    Basic High-Recharge Rotation
    Gleaming Bolt -> Gleaming Blast -> Radiant Strike

    Time: 4.286
    Total Damage: 192.3 / 576.9 / 769.2
    DPS: 44.87 / 134.60 / 179.47
    Procs: 2x Superior, 16.49
    Interface: 21.38
    Hybrid: 33.43
    30% -Resistance Total: 143.46 / 254.29 / 309.7



    Quote:
    The animation on I Strike is way too long to be used in a high DPS chain. With ED capped damage and a purple proc in each plus t4 interface the DPA is higher on r strike, g bolt and g blast than it is on I Strike. There's no reason to ever use I Strike over any of those 3 attacks if you want high end DPS on your Peacebringer.

    Provided you accept the math that Rakeeb has used to arrive at the dps of the various chains, those numbers would appear to disagree with your opinion.

    Do you have numbers that show that the bolt-blast-strike chain can exceed 200 dps, or are you calling shenanigans on the 200 dps figure for the chain that includes Incandescent Strike?
  22. Smiling_Joe

    Extra Power Tray

    I can't tell you about "most" players, but I can tell you about those with whom I play and know in the real world.

    I can't remember ever using a mouse to activate the main powers. Ever. It was just intuitive for me to associate slot number with a number key. Now the secondary and tertiary trays? Sure. I'll use the mouse for those, but then I also relegate non-combat or long recharge powers to those trays, keeping attack chain powers in the lower tray.

    My wife hardly uses a mouse at all. She uses the arrow keys for movement and the number keys for the primary tray. The mouse activates secondary/tertiary powers and selects enemies.

    Both my parents use the mouse mainly for movement, as well.

    Having said that, I am the only one I know who uses keybinds (including binding my wife's warshade trayswap commands). I tried to get my parents (and my sister and brother-in-law) into kheldians, but it was the keybinds that in the end drove them away. Just too non-intuitive.
  23. Fantastic work, Rakeeb!

    I agree very much with your conclusions on the forms.

    Question: Had you thought to try the dwarf numbers with a force feedback +recharge proc slotted in every dwarf attack? It feels like it helps my dwarf's attack chain(I monitor recharge in combat numbers), but I've never really taken the time to quantify how it affects damage output.

    Overall, though, a well-wrought analysis! Good work!
  24. Smiling_Joe

    Extra Power Tray

    Quote:
    Originally Posted by Placta View Post
    /powexec_serverslot #

    You could also do /powexecname Bright Nova Blast, etc.

    I like the new tray now that I get a clean representation of my form powers (rather than filling the tray with duplicates) and it goes away when I revert to human. I can now have one tray for both forms, with powers I'd like to switch to human to reup when they refresh and powers I can use in my forms. It does mean I'm up to 21 bindfiles for my peacebringer (22 if you count the simple list of basic binds), and that's without creating new bindfiles for Hybrid...
    Thanks! The binds I'm contemplating are:

    Nova:
    /bind e "powexec_toggleon bright nova$$bind 1 powexec_serverslot 1$$bind 2 powexec_serverslot 2$$bind 3 powexec_serverslot 3$$bind 4 powexec_serverslot 4"

    Dwarf:
    /bind r "powexec_toggleon white dwarf$$bind 1 powexec_serverslot 1$$bind 2 powexec_serverslot 2$$bind 3 powexec_serverslot 3$$bind 4 powexec_serverslot 4$$bind 5 powexec_serverslot 5"

    Human:
    /bind f1 "powexec_toggleoff white dwarf$$powexec_toggleoff bright nova$$powexec_name inner light$$unbind 1$$unbind 2$$unbind 3$$unbind 4$$unbind 5"

    At least, that's the plan. Haven't had the chance to test them, yet.

    I really wish there was a way to gray out trays, making a single tray the "active tray". That would save me some binding.
  25. Smiling_Joe

    Extra Power Tray

    Quote:
    Originally Posted by AIB View Post
    I have no intention of adapting or changing. We should not have to.
    Ironic, given the archetype you're playing.