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Posts
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Joined
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Quote:What should be the Goal for the Stalkers build? My is already HP and travel cap,
Do we need to get a much recgh,def,regen Possible?
I will be posting the dom and stalker builds soon. I have to modify the ones I currently have to remove all purple and PvP IOs.
For now slot up as you would for PvE, remember we will be using your 2nd build for PvP. -
Quote:Please forgive me if this is superfluous question, but I was under the distinct impression that IO set bonuses only worked up to the 5th set of the same bonus. And yet in most of these builds I see almost every +4 Knockback protection you can slot.
Do they still stack after the 5th one?
The reason we try to put so many KB protection IOs in a build is because lacking sufficient KB protection leads to at best being essentially removed from play the whole match or at worse being farmed for kills.
As Hem stated the set bonus from these act independently, think of how you can slot 5x 7.5 LotGs and also 5x 7.5 +recharge from other things like pet IOs and Snipe sets.
So you can slot upto 5 karma, 5 steadfasts, 5 BotZ (but who has 5 travel powers unless you are a ws). -
Sonic/EM Blaster-
HP capped, 44KB protection, Travel Capped.
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
sonicEM: Level 50 Magic Blaster
Primary Power Set: Sonic Attack
Secondary Power Set: Energy Manipulation
Power Pool: Speed
Power Pool: Leaping
Power Pool: Concealment
Power Pool: Leadership
Ancillary Pool: Force Mastery
Hero Profile:
Level 1: Shriek -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(3), Dev'n-Acc/Dmg/Rchg(3), HO:Centri(5), HO:Centri(5), HO:Nucle(7)
Level 1: Power Thrust -- KinCrsh-Dmg/KB(A), KinCrsh-Rchg/KB(7), KinCrsh-Acc/KB(9), KinCrsh-Rechg/EndRdx(9), KinCrsh-Acc/Dmg/KB(11), KinCrsh-Dmg/EndRdx/KB(11)
Level 2: Scream -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(13), Dev'n-Acc/Dmg/Rchg(13), HO:Centri(15), HO:Centri(15), HO:Nucle(17)
Level 4: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(17), AdjTgt-EndRdx/Rchg(19), AdjTgt-ToHit(19), AdjTgt-Rchg(21)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(21)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-ResKB(23)
Level 10: Shout -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(23), Dev'n-Acc/Dmg/Rchg(25), HO:Centri(25), HO:Centri(27), HO:Nucle(27)
Level 12: Amplify -- AdjTgt-ToHit(A), AdjTgt-ToHit/EndRdx/Rchg(29), AdjTgt-ToHit/Rchg(29), AdjTgt-EndRdx/Rchg(31), AdjTgt-Rchg(31)
Level 14: Super Speed -- HO:Micro(A), HO:Micro(43), Zephyr-ResKB(43)
Level 16: Super Jump -- HO:Micro(A), HO:Micro(42), Zephyr-ResKB(42)
Level 18: Conserve Power -- RechRdx-I(A), RechRdx-I(42)
Level 20: Stealth -- LkGmblr-Rchg+(A), Krma-Def/EndRdx(40), Krma-Def/Rchg(40), Krma-ResKB(40), Ksmt-ToHit+(48)
Level 22: Invisibility -- LkGmblr-Rchg+(A), Krma-ResKB(37)
Level 24: Maneuvers -- LkGmblr-Rchg+(A), Krma-ResKB(39)
Level 26: Screech -- Stpfy-EndRdx/Stun(A), Stpfy-Acc/Stun/Rchg(36), Stpfy-Stun/Rng(36), HO:Endo(36), HO:Endo(37), Range-I(37)
Level 28: Power Boost -- RechRdx-I(A)
Level 30: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg/EndRdx(43), GSFC-ToHit/EndRdx(45)
Level 32: Phase Shift -- RechRdx-I(A), RechRdx-I(45)
Level 35: Boost Range -- RechRdx-I(A)
Level 38: Total Focus -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(39), C'ngImp-Dmg/Rchg(39), C'ngImp-Acc/Dmg/Rchg(45), C'ngImp-Acc/Dmg/EndRdx(50), Mako-Dam%(50)
Level 41: Personal Force Field -- LkGmblr-Rchg+(A), Krma-Def/EndRdx(46), Krma-Def/Rchg(46), Krma-ResKB(46)
Level 44: Temp Invulnerability -- S'fstPrt-ResKB(A), Aegis-ResDam(48), Aegis-ResDam/EndRdx(48)
Level 47: Assault -- EndRdx-I(A)
Level 49: Acrobatics -- EndRdx-I(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: The Atlas Medallion
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Level 1: Brawl -- Empty(A)
Level 1: Defiance
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(34), Mrcl-Heal/EndRdx(34), Numna-Regen/Rcvry+(34)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(31), P'Shift-EndMod/Rchg(33), Efficacy-EndMod(33), Efficacy-EndMod/Acc(33)
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1420;669;1338;HEX;| |78DA6593DB6F124114C6676129968294B6B4D4DEA4F7D2B2A5B1F14513E305939A9| |2109BF8A2862EB0A19BE2EE0A5B63BD36FAEA83D107DFBCA4DA9818FF23FF052F4F| |EA8BC1C3F96629C91298DFECF9CE99F3CD2C53B87F252AC4C105A1C42ED7F566B37| |48946D768840A7ACDAC849BB66556F285B010624C2AA5EBBA5533AADA565B2A5D74| |5DBDB23BE3695B7B8E63375C2D6F198DDA7EA9A05BA6B357D75DD3B6121BD68ED13| |02C57F32691A26DD7B52DC730AA519E6E1ABA635AB5043F6C58F7CCA65936EBA6BB| |1FF7E4AAD168EE98CE40DE312BDA55BB5131A847BBF37E8A2C2ED2EFA6F03EAD903| |824AC89C027E088A1AE13D460873DE7C13BDD850F02EDD49E478C130F81C78CC853| |E009E316E52BB24A41BB28DA45D1EEA46CE3B15FB6B3094114AAC177BC56FF7BC6C| |007E02D63E890314DAF20847425B4CC2B0F01C3A484A5124E2A1CFAC635258AF54A| |6FBDF0360C6F29784B494FA73C4A6FDB843EE9AD0F36C6E16D1C4E27617112DE66A| |87D0CE981D8392C91F1082B239412972971292D7944CA5D7A4AC87D24B0B5252046| |C5830AEC0C62870BBFE969422CFC01FE3256FF31E2949E940B25913E8B840429235| |21981320FA54CE3A83CAAD10356669E03CF80B3303BEB31C3D69AED8B813A3106B7| |83E1F682D8EAC447DE5AE688B1F219AF9912A6A48B29D4AC002E8DD372B56984F66| |89C93C6E6B63934AF03659456186B556097F12588CB4055C1456C348B13CBE2C4B2| |D8F657CA5BC6C90696530A1FE23AA7AFE61803E455938EB434FE3414CAA146E4101| |A573B5787BEF41169D5BB17AD56C6A7E67C91355FE48C2FB2EE8B6CFA2245B5731D| |85C291DEFECE3D6B7D8F90AA74AB3F8F2341E51A4D16447A03C80337183F7C95BF8| |E23AAF206D7E115E3F46BE005F092518CB45F376CDCEE9A97BBE6FF01E356F254| |-------------------------------------------------------------------|
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I have had that happen as well, often if I leave the computer with the game running on all night... try shutting down the instance and restarting it.
Its not Victory, that is the game server. -
Psi/EM Blaster- No purples, No PvP IOs
HP cap, Travel Cap, 44 KB protection
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
psiEM: Level 50 Magic Blaster
Primary Power Set: Psychic Blast
Secondary Power Set: Energy Manipulation
Power Pool: Speed
Power Pool: Leaping
Power Pool: Concealment
Power Pool: Leadership
Ancillary Pool: Force Mastery
Hero Profile:
Level 1: Psionic Dart -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(3), Dev'n-Acc/Dmg/Rchg(3), HO:Centri(5), HO:Centri(5), HO:Nucle(7)
Level 1: Power Thrust -- KinCrsh-Dmg/KB(A), KinCrsh-Rchg/KB(39), KinCrsh-Rechg/EndRdx(39), KinCrsh-Acc/KB(40), KinCrsh-Dmg/EndRdx/KB(40), KinCrsh-Acc/Dmg/KB(50)
Level 2: Mental Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(7), Dev'n-Acc/Dmg/Rchg(9), HO:Centri(9), HO:Centri(11), HO:Nucle(11)
Level 4: Telekinetic Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(13), Dev'n-Acc/Dmg/Rchg(13), HO:Centri(15), HO:Centri(15), ExStrk-Dam%(17)
Level 6: Psychic Focus -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(29), AdjTgt-Rchg(31), AdjTgt-ToHit/EndRdx/Rchg(33), AdjTgt-EndRdx/Rchg(33)
Level 8: Build Up -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(25), AdjTgt-ToHit/EndRdx/Rchg(25), AdjTgt-EndRdx/Rchg(27), AdjTgt-Rchg(29)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(17)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-ResKB(46)
Level 14: Super Speed -- HO:Micro(A), Zephyr-ResKB(37), HO:Micro(37)
Level 16: Super Jump -- HO:Micro(A), Zephyr-ResKB(36), HO:Micro(37)
Level 18: Will Domination -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(34), Dev'n-Acc/Dmg/Rchg(34), HO:Centri(34), HO:Centri(36), HO:Nucle(36)
Level 20: Conserve Power -- RechRdx-I(A)
Level 22: Stealth -- LkGmblr-Rchg+(A), Ksmt-ToHit+(33), Krma-Def/EndRdx(43), Krma-ResKB(46), Krma-Def/Rchg(46)
Level 24: Invisibility -- LkGmblr-Rchg+(A), Krma-Def/EndRdx(42), Krma-Def/Rchg(43), Krma-ResKB(43)
Level 26: Phase Shift -- RechRdx-I(A), RechRdx-I(27)
Level 28: Maneuvers -- LkGmblr-Rchg+(A), Krma-Def/EndRdx(40), Krma-Def/Rchg(42), Krma-ResKB(42)
Level 30: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg/EndRdx(31), GSFC-ToHit/EndRdx(31)
Level 32: Acrobatics -- EndRdx-I(A)
Level 35: Boost Range -- RechRdx-I(A)
Level 38: Vengeance -- Krma-ResKB(A)
Level 41: Psionic Lance -- Mantic-Acc/Dmg(A), Mantic-Dam%(45), Mantic-Acc/ActRdx/Rng(48), Mantic-Dmg/ActRdx/Rchg(50), Mantic-Dmg/EndRdx(50)
Level 44: Personal Force Field -- LkGmblr-Rchg+(A), Krma-ResKB(45), LkGmblr-Def(45), LkGmblr-Def/EndRdx(48)
Level 47: Temp Invulnerability -- ResDam-I(A), S'fstPrt-ResKB(48)
Level 49: Assault -- EndRdx-I(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: The Atlas Medallion
------------
Level 1: Brawl -- Empty(A)
Level 1: Defiance
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Mrcl-Heal/EndRdx(23), Mrcl-Heal(23), Numna-Regen/Rcvry+(39)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(19), P'Shift-EndMod(19), Efficacy-EndMod(21), Efficacy-EndMod/Acc(21)
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The problem nugget, is people say "oh that is funny, ha ha I want to try that" then go into the cut scene with their pet(s) out. The Pet trails you and will aggro Maurader and if he hit it and it flies out of the wall he will follow it. Instafail.
I have been in tons of cut scenes, but on MSTF or such I refrain from doing so because its really selfish/stupid to potential ruin something for everyone, just to have a little fun.
This cut scene has a great potential to cause complete failure therefore, I would request people not go into it.
Have I kicked anyone from this trial? No. I am just stating I really would rather NOT see 1/2 the team out there emoting when there are still objectives to complete. -
Just come to the next meeting- 2 weeks from yesterday.
See you guys there. -
I hate you for running the one event I've been pestering you for the last ~2 years on this day, and you know why!
JK, hope it goes well. -
Just for the record I was not in the cut scene on that lambda I was killing the last grenade glowing. Trust me once you get a failure because of someone pulling the AV I'm sure you all might feel the same.Quote:Sunny I don't think anyone would kick someone for accidentaly being in the cut scene but to bail when we still need 3 temps (for an astral merit) and there are 2minutes left on the clock....that's just dumb.i agree with helping teammates first. Last nights run with MP, there was an accidental person besides Masque and MP in the cut-scene. I know for a fact that it was completely un-intentional. It may happen as people will try to follow the more knowledgeable players to where-ever. If it is accidental, i would suggest a gentle warning. If the player does it consistently, then i could see kicking from a team/make note the player is looking for attention. I must admit when on an ITF and seeing us in the distance, it's still cool. I will let my co-horts know to not do this during Lambda. don't want my family to get blacklisted.
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That depends on who you talk too, some people take the snipe just as a slot mule. Then you have a few PvPers who actually use snipe in matches (this is pretty rare though), remember it grounds you so long you become stalker bait.
Zone yeah it has it uses.
Duels, I doubt you have that kind of time to get a snipe off. -
Depends on your build.
Psi/Em duelist are probably in the top 3 (maybe 5 builds).
Zone- can't go wrong with the hardest hitting ranger. -
Actually since, that one run, we don't cut scene jack.
Yes, GP its bad.... failing a trial because someone wants to jack a cut scene is stupid. -
According to my latest count- 69 players sign up for BC2.
Committee memembers please go to the hidden forums to /sign off on your various committee threads. -
Quote:Yes, I'm well aware of that. I was trying to determine what (if any) circumstances would make him leave, as I have yet to see that happen. Based on the above, it sounds like "Stupid Pet Tricks" is likely the #1 culprit.
-Gate
Bascially if someone aggros him then trys to run away by going out the door ... or over the wall= instant fail.
I am sure they put this in to stop people from trying to pull him out and around the outside to get the master badges. -
You can always just form the league yourself, and always but you and your friends on one team. Have your friend only look at the team window rather then the league and not put league chat up (of course only if you are running the league).
To him, he is playing with his 7 other buddies. As long as he knows what you want him to do he doesn't need to bother hearing with other people in the league are saying. -
Quote:This is why I do pre-mades (60% of the time, at least) and designate one person to get all acids. Too often do we take out all 10 acid chambers and only 7-8 gates are closed.
Why is it that people REFUSE, ABSOLUTELY REFUSE to look at their power tray for the acids/grenades?
I remind people also that there are 10 acids and only 8 on a team so some people will get more then one. I think most people assume "hey I used my acid, my job is done".
Another thing that can confuse (maybe) some people is that if one person from the grenade team hits a chamber there is a chance that anyone on the grenade team can get temp drop, so someone may be only looking for grenades and miss that they got an acid. -
Quote:And that is why on Leagues I lead, we do the Turrets before the courtyard because:
1. I don't want anyone to open the courtyard door giving Marauder a chance to leave and the trial to fail.
2. People remember to do the turrets before going into the building. It's easy once you clear the courtyard to forget about turrets.
Zombie are you sure he can't leave if the door is closed?
I had someone jack the cutscene with their pet out and when it ended Marauder followed the pet out the door and we lost.
I am pretty sure no one clicked the door open- so just wondering if he can still leave even with the door closed. -
I actually think you probably were not a victim of sabotage but of people not paying attention/being new to the trial.
By doing the outside then the courtyard then jumping back to do the guns, I bet you confused some of the players who have run this a lot. Intuitively it makes more sense to work in rings from the outside then inwards: outside-> guns-> courtyard.
So once someone runs to the big door, I am guessing some of the newer players went with him and started on "team".
The next part does sound like someone being a jerk or just plan thinking their way is better then the leaders. There is never an excuse for going into the training center or munitions without instruction.
The last part about someone pulling Marauder, someone stated that if you aggro one of the spawns that are summoned from an open portal, he will also aggro on you. So if you were killing the chamber near an open door that *might* be why the AV came to you.
Gratz on finishing a difficult uphill trial. GJ! -
Luck on Infinity
Held on Victory -
Quote:Funny side story-i know, which is prolly why i say cold dom cause im too lazy to type domination lol
I was hosting a 2v2 PvP tourny (I actually think it was one of the first ones I did here on Victory), and one of my buddies (kat/regen) was teamed up with Turk on his stalker fighting against ABC(ice/psi dominator) and Rock (rad?/pain corr). During the match Celt (the scrapper had the dom almost dead but the corr kept healing him so Celt starts yelling for him to "attack the dom he is healing him, attack the dom he is healing him!!" So Turk goes and attacks the ice dominator and they end up losing the match 1 to 2 I think.
After the match, I was talking to Celt and I said "hey buddy, you probably should have said Pain, instead of Dom" all I heard was a crunching noise, and I think Celt had to buy a new headset the next day. -
First official meeting of PvP Boot Camp2 will be this Friday at 9pm est. Victory Server- Pocket D(2).
Due to BAF/Lambdas being formed in Pocket D, we may end up forcing a 2nd instance of Pocket D being created, if so everyone go to Pocket D2.
Vent info is listed on the global channel "PvP University" MotD. Invites to this channel will be given out by the channel Mods to those people who come to this meeting.
Once you are on vent with us, you can pretty much log that character from Pocket D, and just listen to the meeting.
Outline of meeting:
- Introduction to PvP Boot Camp- what it is, what our goals are, and what you can expect.
- Rules/eligibility- The rules committee will outline the rules for this event, and what is expected from each participant.
- Brief introduction of the balancing/scouting committee, who they are and what they do. Team captains will be introduced to the players.
- Brief introduction of the ideas/check off committee.
This will be discussed during the ideas/check off committee's presentation. As of right now, the 3 ATs available to players new to PvP include: Blaster, Stalker, and Dom. The specific powersets will be outlined during the meeting as well as the specific time that the sign up sheet will be posted in this tread. There are limited slots for Doms, Stalkers and some Blasters, therefore to let everyone have an equal chance at these slots, a time will be announced and everyone who has attended this meeting will have the same opportunity to sign up for what they wish to play.
After the meeting-I would like for the Vet PvPers and Boot Camp1 people to run a 10 minute match so new players may observe what a team PvP match looks/sounds like.
I unfortunately, have had a family issue arise on Friday and will be getting home at about 11pm est. I will be available however, for anyone who has questions/concerns/comments when I do get in game, or you can contact me via the boards or PM (in-game tells often get missed, so avoid those). -
Oh one last thing, I hope people on the trials I run realize I am totally not trying to steal iXP when we overload one team.
For lambda we have been overloading the acid team- just because it seems like at this point acids are more important then grenades. I had one person comment that we were taking all the iXP from the guns and I totally didn't even consider that when I set up the teams, so for anyone on those lambdas I am sorry.
For BAF, I think it all works out, north path (overloaded team) has less mobs so less iXP, then for keeping them separated, we split into 4 groups (2 on each av) so ixp should be fairly distributed. When we do Strong and Pretty I try to send one person from each team with AoE damage and judgements to the spawn (doms are awesome for this) so the iXP should be sort of close.
Again, I apologize to anyone who got hosed on iXP because of overloaded teams, I've been recently trying to come up with ways to more equally distribute damage along team lines. -
Great Post Defenestrator-
I thought I would post a few things we (a group of us that are normally on vent when we run stuff) have noticed and theorized.
Quote:Totally!!! I give credit to Elegost for first wanting to run this strategy on Victory, I am sure others were already running it but it is becoming more and more popular.1) On the B.A.F., the newer North road / South road strategy seems to be the way to go. It's far less confusing and you don't need to open up a map and decipher it, which got especially confusing because Team #s would typically change upon zoning in and people wouldn't notice.
A few key things to note though, when we run this strategy we overload one team with AoE damage (like sleet, RoF, fireball, Burn) that is the north team. There are only 2 "groups" that run this north path so 1 team of 8 can hold it just fine.
The south path has 4 "groups" that run it, so you need lots of people down there, so we send 2 teams of 8 down to hold that path.
I have seen people trying variations of this technique like team 1 north, team 2 south, team 3 splits up and covers north and south. This typical leads to leaks to the south exit (because twice as many spawns run west, along the south path as they do that runs east).
One variation that I have been using lately is to send one high damage (ranged character is best) to cover each exit, that person just patrols to keep an eye out for lts who make it through the gauntlet of pain.
Quote:2) Voodoo's observation on the Molecular Acid's is interesting, but considering how many people are incapable of following simple directions on some of these trials, I suspect it's a lack of attention to detail or not listening.
1) If someone from the wrong team does damage to the containment chamber then anyone from both teams can get the acid (someone who is only looking for grenades may not realize that they got the acid).
2) DCs, we have seen on numerous runs that someone gets an acid or two then DCs when the cut scene starts.
3) *Totally hypothetical"- Perhaps missing acids are being awarded to people who are dc'd during the trial? For example, I do damage to the glowie, but before it dies, I DC, the glowie is destroyed and the drop goes to me but I am not online to get it. I am suspect of this theory as no other temp does that in game but who knows.
Quote:3) Tested and confirmed, but it is NOT necessary to hand all of the pacification grenades to one person. If Marauder becomes enraged and a grenade is in the process of being thrown, another one can NOT be thrown. (You get an Invalid Target message.) If you give all the grenades to one person, and they get smooshed and trapped at the hospital for 20+ seconds, your teams could be pretty much hosed. Also, on the last phase when he goes Invincible, USE A GRENADE. We had the "one person holding the grenades" refuse to do this last night.
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6) Every time we've TRIED to get the Synchronization badge, we've failed. I've gotten it on both characters I've run Lambda on without trying though. Go figure.
I think when we get better at these the way to go would be to clear spawns around glowies and leave one person at each, then try to blow up multiple glowies on each team at one time, like 3 crates and 3 chambers that would give a lot of leeway.
BTW- one last thing that affects both trials as far as badges and such is the damn lag. We killed both NS and Siege and had them both respawn (at the same time) because of what we assume was game lag. I also thing that game lag is what causes issues with the synchronized badge if one team has lag and the other doesn't (for me the munitions map lags TONS more then the training map). -
I personally have enjoyed them and yet they have also sometimes left me feeling very... um... I am not sure /e facepalm?
The first few days I really enjoyed running the Lambda Sector, it was very fun and the fast pace seemed to fit right into my typical play style of running past mobs and trying to find the glowies. The only two issues that ever seem to pop up both deal with the temp powers. Molecular Acid/Pacification Grenades temps and either not realizing it or not knowing how to use it. There has been some issues where people from one team accidentally go to the wrong 'zone' which can lead to people on the "acid team" getting grenades or vice versa.
After Wednesday I pretty much switched to all BAFs. The first one I ran on Victory was run by Hyperkinetic Hippy and I learned a lot from his method of running it. I ran a few more with various people who had some great ideas including: Elegost's plan of camping the north and south walkways instead of doors. DC's plan of gathering on the tennis courts and pulling the AVs to the wall to prevent people from intercepting them early. Farming the ixp was the way to go for the BAFs as we were able to get between 30-50% of judgement unlocked on each run. Each day there were people who had suggestions and criticisms of the new ideas and strategies, but I think each run is getting smoother as the days progress (yes this is partially due to people being level shifted and having slots unlocked and slotted).
After almost a week of running these I was wondering what people's perceptions about these trials are. I am reminded of MG's comment about the CoP, I think he said something like, after all that time spent planing and setting up teams it was over in 20 minutes and he felt like it was huge let down. I haven't been on too many of these trials were I wasn't involved with setting up the teams or league but for those who just join one does it feel that way? Because for me its been a lot of fun, and at times stressful (but in a fun way) like "omg we actually might fail this" or "20 secs left and no prisoners escaped...gogogo!"
I do have to commend anyone who leads one of these trials especially a BAF, trying to communicate to *that* many people can be difficult and often frustrating. I know I have gotten a little short with people who question the plan we lay out for that run (the best was when one guy was telling me we were doing it wrong because I wasn't doing it the the way someone else lead it the previously... when that person was .... me).
The only other frustrating thing about this league system is formation of the teams. Prior to starting we might have someone crash and then you are left wondering how long do I hold their spot. Also someone may ask if they can join and you invite them and suddenly their whole team of 4-8 people pop up on your league window when you were expecting one person.
------So quick recap----
Do you like the new trials?
If you aren't leading do they seem brainless/too easy like the CoP?
How long should we hold spots for people who disappear when forming?
And, don't get too upset if someone leading gets short with you about something you are doing because often times they are trying to send tells/messages to 4 other people as well.