Tormentoso

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  1. Quote:
    Originally Posted by OneFrigidWitch View Post
    I understand that it is possible to get softcap without weave on just generic IOs.
    If you're a Tanker, possibly. On anything else, no.

    EDIT:
    T4 Incarnates might push you higher, but still do not think its doable.

    EDIT: I stand corrected, if mids is right,
    I can get to 44.1 / 44.1 / 47.3% with 3 level 50 IOs on every SR armor, Combat Jumping, Maneuvers, and an Agility Core Paragon.
    Without Incarnate power I'm at 40.5 / 40.5 / 43.4%
    Hide suppression taken into account (I think I modified it right in Mids)
  2. There's two things you can pay attention to. The Assassin Focus icon on your buffs section. You can have zero, one, two and three. It's only when you have three that there's a 100% chance to crit and the orange rings appear.

    Each stack lasts 5 seconds (I think) so if the orange ring disspears before you use A.S. it most likely means one focus faded, so there's still a good crit chance. If you have two you have a 66.66% crit chance which is still mighty good.

    I'd be happier if instead we got a bar like brutes get. The orange rings confuse me with Street Justice, Staff, and Dual Blades till I get the hand of how they work. Then it is all fine and dandy.

    But that's more of a nitpick than anything.

    EDIT:
    And there's no need to go back to hide, you can get 100% crit form un hidden A.S. plenty of time before going back into Hidden state.

    Also, each attach only has a chance to give focus. Iirc, longer recharge powers have a higher chance. So slash slash slash A.S. doesn't always work.

    In practice I try to aim for 3 focus, but don't really stress over it. I my other attacks are recharging and/or I have 2 focus, I click it.
  3. Quote:
    Originally Posted by Zombie Man View Post
    Did you read the souvenir?
    Yes. Brother Hammond's souvenir is awesome.

    And for the record, I enjoy Rueben's arc more than Hammond.

    One thing I like about Hammond is not so much that the motivations are to steal, which are beneath high level villains but still in line to starting level 15, but more the "lookie here, a religious zealot with a easy to fulfill prophecy. I have a couple of minutes to spare for some fun."

    Stealing the bank is more of a side perk of the whole endeavor. I treat it more an an alibi, "No, I didn't have to do anything with the power shutting off, I was robbing a bank at the time!"

    And when Aeon confronts you, you once again take advantage of weaker people for your own benefit and/or just to enjoy your superiority.

    Both arcs have the player taking agency in their own fates, seeing an opportunity and taking it, using the contacts as means to an end. Which is something we've complained red side is often lacking in.

    Hammond is more petty and pointless, but I think that's why I enjoy it. It is more of a sidequest most of my villains would do for fun.
  4. Quote:
    Originally Posted by Samuel_Tow View Post
    I don't have much of a choice but to either try it with Praxis or just not try it at all. Still, Praxis is the avatar of an amoral cosmic horror who regards sentient beings with the same dignity as she would regard a rock, so evil acts shouldn't be a problem. So long as I'm not expected to do it FOR the puppy-kicking.

    Still, if Ruben was this good, I don't see why Hammond would be bad.
    Ok. If Praxis "regards sentient beings with the same dignity as she would regard a rock" and has no issues toying with then, she will fit right in.

    The puppy kicking perspective comes more from how I see violent religious zealots in a world of super powered villainy. Taking advantage of Luddites is similar to puppy kicking once power levels are taken into account.
  5. I found both the low level new arcs really good. Try the Brother Hammond arc. Probably on whoever alt you have that just enjoys kicking puppies.
  6. In my attempt to make Redside more lively, I've been rolling alt capable of leading teams.

    So far my main ones are a WP/Axe and a Force Field/Fire. My stalker is starting to mature enough to be able to lead and take alphas, but I'm looking for more ideas.

    What I'm looking for is combinations and concepts that can serve as good team centers. Ideally should mature early.

    Yes, I know in this game any team makeup can work. But what I'm aiming at is combinations and playstyles that can remove the nervousness and initial doubt most teams have and encourage them to jump in and hurt stuff. Specially in the lower levels.
  7. Quote:
    Originally Posted by EU_Damz View Post
    Redside is extremely hard to organise a PUG on, anybody who says otherwise isnt in touch with the majority of the game

    Sure I could start a lowbie villain team quite easily within 5/10 minutes and have a blast. Reason for that though is because i've been around for so long that i know quite a lot of people to get to team with me. Most of the teams i set up i can guarantee wouldnt happen if i was an unknown/new player.
    All the RED groups I make are entirely out of HELP and BROADCAST. I belong to no VG and I often forget to announce on the two globals I'm in.

    To be fair, I am from Virtue, so this is the only experience I can talk from. And there are some hours of the day combined with days of the week when it is more difficult. 2 am Tuesdays, very unlikely.
  8. Interestingly enough, the LFG queue can be seen as an attempt to make forming teams and leading them easier. Specially the trials.

    And yet, people still opt to form teams and/or wait till someone does instead of just clicking on the Queue button.
  9. Quote:
    Originally Posted by dugfromthearth View Post
    You are wrong.

    The game does not exist in theory, it exists in reality. It is played by real people. If real players have problems finding a team then there is a problem finding a team.

    The attitude of "the system is fine the problem is with the people" is the attitude of people who are very impressed with themselves but produce very poor results.

    A system is only as good as the results it achieves, not the results that you can speculate that it could or should achieve.
    With this I agree with. There is a teaming problem which I think is rooted in the lack of people willingness to take leadership roles. And this is made worse REDside because of its lower population.

    Oftentimes I have a full awesome team running and when I have to go no one wants to pick up Star duties and it falls apart. Seven competent people, each going in their own direction.

    I understand some people don't like picking up the mantle. I feel that way myself and when I do I get my Scrap / Dom / Stalker to solo stuff to kill time.

    My question would be what can be done to make leading more enticing or less threatening, or stressing?
  10. Quote:
    Originally Posted by Justaris View Post
    I form teams all the time on redside and like you I have very few issues if any getting up a team. Unsurprisingly, many people want teams but few people want to be bothered to actually form and manage a team. I line up some Tips or a story arc and once I have some missions lined up I begin to form a team and we run my missions unless someone on the team asks to run theirs. Not only does it work very well, but I often get people sending me tells asking when I'll be on again forming more teams whenever I get into a particularly active period (real-life work necessitates that I go through periods of high and low activity in-game).
    This has been my experience as well. Interestingly enough, when I say I'm starting to put together a RED team I get few responses, when I say my REd team has room for 2 I get 4 tells. . .
  11. Not sure if its me, but since today's patch the hidden A.S. from dual blades has a tick of delay between stab and death.

    Unhidden A.S. works fine. I checked with my Kin Melee and Ninja Blade and they feel the same.

    Can anyone corroborate or tell me I'm crazy?
  12. I was moderately excited for a second. I thought the inspirations on sale were the team inspirations. As much as it pains to admit it, those dual team inspirations are good stuff. Specially on lowbie PUG teams. At that price I would have gotten a bunch to keep just in case.

    EDIT:
    Very tempted by char slots.
    And maybe getting the War Wolf Whistle for my circus animal trainer Beast MMs for fun.
  13. Although I enjoy iContent and iPowers, the way I see it is that IOs and the Market do so much more to make my characters powerful than the incarnate powers and have a much wider range of usability.

    Given this, I would not charge more than the total costs of the Invention License + Market License. Most likely I'll do a iPowers license and a separate iContent license. However I would not make them tier unlockable, so premiums will always have to pay for the system.
  14. Everything I've read about them, from how they are bred to their medical problems, makes me hate people more than I already do.

    Given that I find ligers and tigons pretty sad animals that shouldn't be promoted or encouraged, I'm happier with it being the magical Dynamite version than the real thing.
  15. Although the SSAs are new content, my biggest issue with them is that they are TF structured that need ViPs or people who have bought them.

    Personally, I'd rather they be more like regular repeatable arcs where I can invite whoever I want whenever I want. Give the rewards to mission holders only, that way whoever wants the reward has to go to contact and auto complete as we go.
  16. Storm gives you 2 tornadoes.
  17. Quote:
    Originally Posted by Ronin_Edge View Post
    For me personally, I get to T3 on my incarnate powers and then start up my next toon to iOut. I will eventually T4 my others, but I will do that in my leisure.
    this be it for me as well, with the option on just T1 on Judgmenet and Interface. Not hard core enough for T4.
  18. Aye, iTrials hit bubblers a lot harder than they hit empaths. And some pure debuff sets were also hit nasty with +4 resistance to debuff levels.
  19. Tormentoso

    Kinetic Melee

    They 'feel' slow, yes. But from real numbers they seem to be the same as most high damage attacks.

    Compared to Katana:
    Standing still waving your hands: Slow jazz hands.
    Jumping in the air and dropping with a down slash: Takes its time, but looks badasrsh as he does it. So it feels right.
  20. My Axe tank used the hell out of the AoE attacks and stun. Waiting till 28 for an AoE was painful.

    And it was fun, so I'll likely craft more.
  21. First, I suck at giving advice about end management, so can't say anything about this. But you're energy aura, end should not be a problem.

    My biggest question would be why the 2 Mako sets? If its for the Eng/Neg def you're way overboard on Energy. Negative is in the 39 range, but don't think it should be a problem. But this is a minor concern. Also, irrc Mako's are expensive (been a while since I invested in them). So Crushing Impact might give you a bigger bang per buck. You can always slot 5 of those and keep the proc.

    And if you're going for proc, move it to quick strike, since that's your fast recharging using between gaps attack. (unless we're talking about store bought IOs, which use PPM).

    Concern #2 would be AoE. I like Energy Torrent, its Knock down, so it doesn't make a mess and another AoE is nice.

    But as it stands there's nothing horrible or bad about what you have, just preference differences.
  22. At point I had extra slots, so Energy drain is slotted aiming for recharge and the LoTG bonuses (health, acc) and end mods. I could probably just move the LOTG: rech into Combat Jumping and slot it differently for no big loss. The defense is minimal, but when you're at 40%, you don't need much.

    I played with Disrupt and I like it. But the animation drives me mad. It if was less silly looking I'd take it.

    Overload is mostly a +Rech mule posing as an occasional oh sh*t power. Weave would be just as good +rech wise.

    My original build had tough/weave, but then they buffed Energy Aura Energize and Drain became a lot more alluring so I phased those out. Endurance might be trickier to handle with those, of course, but if I don't need my end management powers as is, I'm sure you can get by with two toggles with some usage of Energize and Drain.
  23. Not a polished build (just got to 50 yesterday) but here's what I have:





    Still need to get something into Health and focused burst, but you get the idea.

    There are 5 LoTG in there.
    Global recharge: 97.5% (+6.25^when I get the last piece of Positron).
    Defense (unsupressed):
    S/L: 41.37%
    Eng: 40.68%

    Recharge on most attack powers is in the 60% range, 95% in A.S. (I like to be EX-friendly, so outside of boosting the enhancers, I won't be upgrading to level 50 enhs)

    Endurance is not a problem, and if its is, I have Energize and Energy Drain.

    So yes, still needs some optimization, but I'm very happy with his survivability and damage capacities.
  24. Quote:
    Originally Posted by firespray View Post
    The ONLY thing that I'd really like to see done to scrappers is replace the stupid useless confront power in every primary with something useful.

    You could even take confront away from scrappers and give it to brutes in place of taunt, so that tanks could feel special since they would have a better aggro management power than brutes.
    Don't you dare touch my Katana's Taunt. I love pointing my sword at people. Specially "just because.