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Quote:There's no question that if you don't have enough mez protection, you're screwed. That's not a design of the trial I like, but until/unless we can convince the Devs to change it, people need to make sure they have enough of something to cover it. The most likely something is going to be Clarion, though a healthy showing of Tactics can help, as it provides both minor Confuse protection and Confuse resistance, which reduces the duration of the effect.I don't think the UGT is too hard, exactly, but it seems like every victorious run is laid at the feet of whomever is tanking and whomever happens to have Clarions.
A bad tanker can screw up a lot of stuff. -
If you can't find her, which is perfectly understandable in the middle of as many as 24 players, all their pets and whatnot, target her health bar in the Trial window and hit follow. That's what I do.
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Quote:Are you not heeding the warning messages? Every time it says the Avatar is about to do something, I either get behind it or go stand by Desdemona when it says to do that explicitly. The only time getting behind it doesn't work so well is if I actually have its aggro, which I have done once for a UGT league. In that case, I run away, then come back a few seconds later (with the goal that I don't lose aggro completely).Three of those four attempts failed... One on the second war walker, two on the Avatar. Being a melee type each time, I can tell you exactly where that "Melee is suicide" idea comes from... Simple experience. When your tank is getting one-shotted by effects you can neither see nor avoid every time you get close to the AVs, you learn to wish you'd brought a blaster.
If you can't/don't do these things, I can see there being a problem. I always did them, and had no problem.
This can't just be "experience", because my UGT experience is mostly on melees and it's contrary to yours with respect to how dangerous the Avatar is to melee characters. -
Quote:I've never even seen this effect come into play. I've only been on two failed UGTs in about 10, both pugs, and both failed at the WWs, not the Avatar.I think something needs to be done about Infection, the Avatar's PBAoE -Defense/-Resistance power. I believe it does -33% to both defense and resistance, and can stack up to three times. It basically allows the Avatar to one-shot absolutely anybody, and makes melee virtually worthless. I'm convinced that trial success/failure at the last fight hinges largely on whether you have an Illusion controller to tank the Avatar with Phantoms who can't be killed, or if you have to make do with a player.
Since none of the successes I went on even had an Illusion Controller, I'm pretty sure that can't be a determining factor in success.
Edit: I also don't know where the "it's fatal to melee the Avatar" comes from. Most of the UGTs I've attended have been on a melee character. I find melee with the War Walkers more dangerous. I'm wondering what leagues I've been on are doing right that my experience with the above things is so different.
Edit2: I should mention that I'm not opposed to improving the trial, I just am surprised at some of the things people find hard about it. I think Snow Globe has some great suggestions on how to improve it. I think the (lack of) visual queues part in particular is very important. I think some of the other things are matters of opinion (and SG prefaced all his complaints with that disclaimer). I happen to agree with the escort mission bit, but I seriously doubt there's anything that can be done about that at this stage. -
Quote:I don't disagree with what you're saying, but tactics that no one really have to talk about are, well, not that worth mentioning. Not unless you're looking to share them with folks who don't know them yet, at least. And that's sort of the crux of the disagreement with RemusShepherd: it sounds like he's pining for the days back before we knew what we were doing.Most teams I'm on do have tactics, we just don't discuss them. We don't have to. We know what to do, we've played long enough. If something catastrophic happens, we'll discuss a better way to approach things in the future, but that's it.
The thing is, I don't think most of this took most of us very long to figure out what we were doing. There wasn't any grand era of tactical exploration and discovery for myself and people I knew. We figured out the basic mechanics of the AI within the first few months, and we've only had to adapt the resulting tactics when the AI has changed or new gimmicks were added. -
Quote:Dark Miasma is a toggle-heavy set. Not because it has a ton of toggles, but because the toggles it have are expensive to run.I've played nearly every possible def combo out there. And yes, I can see the appeal of cardiacs end reduction. But unless I'm running a toggle heavy set, and stacking many toggles on top of it from pools (like only melee sets can do), I just can't see getting cardiac.
On top of that, typical solo play for Dark Blast is cone heavy, which means it's EPS heavy. Combine that with two expensive toggles, and you're asking for endurance pain.
Most people do not ED-max their endurance. Most people do ED-max their damage. That means that most people get more DPE increase out of Cardiac than they do out of Musculature, because they mostly only get the 2/3 of Musculature that ignores ED, but probably get most if not all of Cardiac. Slotting Musculature increases DPS as well as DPE, but higher DPS only tips the balance over higher DPE if you're going to run out of foes before you run out of endurance. If you play like me, and charge continuously from spawn to spawn, having larger the larger DPE ends up leading to higher long-term DPS, because I don't normally ever run out of end, where I would if I had lower DPE.
As mentioned, Cardiac also makes it less expensive to spam Howling Twilight, plus things like Judgement.
Now, my Dark/Dark is not a Soul or Dark Mastery, and Dark Consumption clearly changes the equation. I might at least experiment with Musculature in that situation. -
Quote:I think the issue here is that, for some reason, the way you played before left you thinking you needed to do all those things. That level of planning combat in CoH has never been necessary to the degree you outline above. I and those I played with never did any of these things except target Nemsis LTs last and DE emanators/LTs first, and we essentially never had any problems.Fair enough. Here are some simple strategies against different enemy groups, if we were fighting the old way:
Hellions, Skuls -- Focus fire on the bosses or they will wreck you. Minions and Lts are ignorable, but if you're solo and defense based take out the ones with def-reducing attacks.
Clockwork -- Manage the teslas first of all; either get their aggro on the tank or kill them quick. Save AoEs for after bosses' deaths to sweep away gears. Teammates with recovery boosting powers are valuable here.
Circle of Thorns -- For most levels, the Lts are the dangerous ones. Air and earth mages can screw up a team's squishies, while the Lt ghosts do massive damage and accuracy drains. Focus fire on those Lts. An exception is the Ruin Mage, especially at low level. Wait until he drops an earthquake then pull him to a spot away from it and kill him.
The Council -- Focus fire on bosses. Secondary targets are the riflemen, who have massive slows and def-reducing attacks.
Freakshow -- Anything with 'shock' in its name has sleep and/or stuns; focus fire on them. Squishies should not fight bosses in close range. If possible fight from the air, as Freakshow have few ranged attacks although some of them fly.
Sky Raiders -- First target are the engineers, who create shield drones. Bosses can be extremely dangerous and durable, and most of them explode on death. Be ready to heal meleers right after a boss goes down, and squishies should fight at range.
Nemesis -- Lts use vengeance on death, so kill minions and bosses first and avoid using AoE damage. Warhulks and jaegers will explode on death.
Devouring Earth -- Park the bosses near a tank and ignore them. Focus on the Lts, who spawn eminators, and the fungoids who toss sleeps.
(By the way, I and everyone I play with still tries to defeat Nemesis LTs last, because enough stacked Vengeance on survivors (especially bosses) and they will still wreck you, Inventions and Incarnates notwithstanding. We target Cairn and Quartz emenators, and ingore/AoE the rest.) -
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Quote:There is no coding involved. This can all be done with the existing powers system. My version is actually less work. The FE change was extremely labor intensive because EVERY power for Scrappers, Tankers and Brutes had to have fire damage added. My version requires only BS powers to change.Yeah, I see your point, but that's WAY complicated. Just make it a Fiery Embrace clone, swap damage types, and call it a day. You get 95 percent of the verisimilitude you want for 5 percent of the coding effort.
Edit: I see other posters have the same misconception. Making BS's BU into a full FE treatment is only conceptually simpler. It's far harder to implement. -
Quote:Interesting. I wonder if that derived from the Twilight Zone episode "It's a Good Life", where a child with godlike powers would "wish [people/things] away to the cornfield" if they displeased him. IMO, it was an extremely dark episode, even by original Twilight Zone standards.And... seriously, it might be a plausible alternative to banning. Similar to the Corn Field.
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Quote:I soloed the whole arc with IO'd characters, but my support ATs soloed it at +2/x6, and the only inspirations I used were BF-types in the Hero-1 mission. (There are lots of mezzes with all the Rikti, plus The Honoree having stuns in his ranged attacks.)It was either Evil Geko or Zombie Man who soled that entire arc, Hero 1 included, with team-centric AT/powerset characters, on SOs with only small inspirations. I forget what the specifics were, but an entire thread existed in I19 Beta specifically to record those precise results.
I even posted a YouTube video of my Dark/Dark corruptor's fight with Trapdoor. -
Quote:Er... again, as someone who's been here since day negative three, I don't know what you're talking about. There have are only ever been two ways to complete door missions in CoH that I can think of: click on something or defeat/destroy something. Your choices in achieving those goals are: fight to the objective, and then do the needful, or stealth/leeroy past foes to the objective and do the needful.I think this is the basic difference between you and I, Samuel, and it illustrates how this game has changed. It used to be that you *could* win a mission with strategy. Brute force worked, but there were alternate ways to win. I preferred to find the alternate paths.
If you have examples of alternatives to those "strategies" I'd like to hear them. -
Quote:I have to say, I'm with Sam here. I've been playing CoH since pre-release, and I don't remember missions taking strategy, ever. The hardest mission I can think of back in the day was the "rescue friendly Oranbegans" map full of Malta, and that was only hard when you took a large team in. The only "strategy" we ever used on that was to try and not aggro multiple groups, the risk of which was the thing that made it hard to start with.You pine for a myth, then, because it never, ever took strategy to win a mission. All it took was stats, and back then we had greater stats than we do now. You only needed strategy if your build sucked, and you can make your build suck now with little difficulty.
I always remember laughing at the time limits we were givin on missions. They were beyond generous for even my most limited soloers. And I have been in the habit of clearing maps, even when I don't have to, since before ED. (Then again, I didn't try to run missions solo with anything that wasn't picked because I knew its AT or powerset choices allowed it to solo with some facility. Dark Miasma and Rad Emission Defenders soloed more easily than Empaths, for example.) -
Interesting. I haven't run into someone phasing out that nearby yet.
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Quote:This answer may be easy, but I don't think it was very effective. That outcome doesn't establish parity between the character and an army division. The army division was likely a response to the escalation that would have occurred had the hero failed. It doesn't imply that the character could have achieved the same thing the army could have.The Hero Corps Field Analyst from Twinshot's arc gives us a good example of this. He sends you to stop strangely powerful Hellions from summoning a demon, but then thinking you'd failed, he calls in the army. When you report back with a "mission complete," the Field Analyst has to sheepishly apologise to a COLONEL for calling in an entire army division as I understood it.
Why would a godlike being take down street gang? Because he could do it by himself in the span of an afternoon, whereas it would take contingents of police officers and junior heroes months to do it. I get the Tiered structure, but if I were godlike and my pursuit of the ultimate macguffin put me in the territory of a dangerous local gang... Yeah, I'll wipe them off the streets, sure. I have a few hours to spare. Just in the same way as I'll stop to save a lady from being mugged by level 1 Hellions even if I'm level 50.
Even if we assume the character could have matched the sheer output of an army division, that further serves to reinforce the point. This is a fairly low-level hero running that arc - someone with only a fraction of the in-game power of an Incarnate-infused level 50, and they were the right power level for the job. If they were on par with an army division, what's that imply about a level 50 Incarnate?
You're assuming that there's downtime. That level 50 heroes get time between epic contests for the safety of the multiverse to go stop the local Hellions with Pyronic Justice applied in passing. A realistic plot isn't going to be stopped by blowing up some guys stealing a purse on a street corner. If the level 50 isn't functionally omnicient, they have to find out where to go to light the right Hellions on fire, or it won't be effective. They don't just pop in, they need to effectively run a mission and click glowies to find clues. Do they have time to do that while the Rikti, Nemesis, Praetorean Earth, and a litany of other things that actually specifically need level 40+ characters to tackle them are going on? I wonder.
Quote:Because we soloed them one at a time. In Task Forces and Trials, they show up all at the same time. As a villain, I have beaten up all of the Freedom Phalanx separately, including the Statesman. If all of them showed up at the same time, though, even as elite bosses, I couldn't beat them together. Facing the Surviving Eight at the same time would require eight of us so it's an even match. You actually ignore the meat of my posts in this thread. I don't want "me and my army against the overpowered foe," I want "them and their army against me." Lord Recluse has the right idea. At the end of Time After Time, he's a pushover. Those 20 boss-level Bane Spider Executioners he summons, not so much.
Sure, now I said 10 AVs, and 10 is a very specific number, and we don't have to stop there. Eventually, if you pour enough level 54 AVs on our heads, yes, that is a problem a team won't steamroll. The devs could possibly build trials around that. Would it "work"? I don't know. I would probably enjoy it if it did, and it would definitely add variety. I am not sure I specifically consider it superior to 1-2 "big scare foes", just as my own opinion. -
Quote:I really have no idea why anyone on your team phases out. Thus my question.If its a feature and not a bug, than what's the purpose behind any character "phasing out"?
Quote:Are they literally on a different zone?
Quote:Do they not see every other character that you see? Can a phased out player see you? -
Phasing is some new tech that debuted (as we're referring to it) with I21/Freedom. It refers to contacts and even critters that only a particular player (and their teammates) can for sure see. It allows, for example, for contacts who can be arrested or killed, based on choices the mission holder makes. Different people can make different choices and all still see the outcome that makes sense for what they did.
When people on the same team get "out of phase", the teammates disappear from the mini map, and can't be targeted. It's almost like they're in a different zone, except that their entry in the team list becomes sort of a grey version of the normal "in-same-zone" version. You can see their health and end bar, unlike if they are really in a different zone. -
This is a wholly unsubstantiated claim.
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Quote:For better or worse, Sam, I don't think you'd be able to do that if that's all the game offered. It's the height of speculation on my part, but I doubt the game would still be here if that had been all it offered after all this time.I'd play a game like that. If there were a sufficient storyline justification for it, I certainly would. I'd probably enjoy it a hell of a lot more than most of the newer City of Heroes content, too. Put it this way: I'm not here seven years later because I find Protean's Power Syphon that amazingly astounding. I'm sure as hell not here for the running enemies and the escorts.
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There are a lot of things I wished worked like this. Especially when it's how it works for players. The Phantasm summoned by Master Illusionists comes to mind immediately. I hate when that thing locks a hostage down. (Caltrops do that too.)
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"Assuming you're soft-capped to start with" is simply not a safe assumption.
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I didn't mess with the new "phasing" tech when it was in beta. When it went live, I mostly played my new lowbie characters solo, so any phasing I or others did when around one another went unnoticed, which is sort of the point.
Recently, I've gone back to playing Tip Missions, which for my heroes I normally do in Atlas. I've noticed that when moving around the zone, my teammates gray out. I'm told this is what happens when a teammate phases.
This is annoying when it happens. If I want to follow someone, I lose them. I can't tell where they are any more. I discovered this when trying to get to a Halloween GM the other day - I zoned in and couldn't locate my teammates in the same zone with me.
Why is this even possible? When we're on a team, we're told that the world we see is that set by the actions of the character with the active task. Why in the world should phasing not obey that? Is it not supposed to and what I am seeing is a bug? -