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Posts
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Joined
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As someone who cares very little about i9 and all the annoyance that is coming with it (*growls at the hated hostage changes*)...
At least I have i10 and i11 to look forward to. -
Just thought I'd try to be a bit different!
Hope it's a good one though! -
1) Magic Blaster
2) Inferno (after Aim and Build Up of course). I love my nuke and use it almost every time it's up.
3) ValkyrieRising curls up and bends over a bit, as if building up energy. She then explodes into a fireball, throwing her arms out wide. All the surrounding mobs are set on fire with embers and bits of fire around on the ground.
4) Favorite: Council. They line up so nicely
Least favorite: Carnies. They are not nice ladies! -
Ah, you just reminded me.
Are all controllers having issues in the first mission with their pets not attacking inanimate objects? My controller felt pretty damn worthless in the first mission since she is built for control and support. Rocky is her only damage and he was just standing around. -
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Good to know, I'll have to try to test them later.
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Pretty sure Arcanaville is responsible for the testing of those numbers. -
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Actually make an effort to kill all the Repairmen when you take down each Tower, and they won't respawn them after they've been defeated. We accidentally left 1-2 alive and they rebuilt the thing in seconds, but that was the only one.
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You just described what I was talking about, accidentally missing the repairmen. Tell me, how much did LR regen while you had to stop and deal with the tower? What if another repairman somehow got thru later in that fight and you had to yet again stop and deal with a tower, letting LR regen again?
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We hadn't even started on LR at that point. We decided it would be better and safer to take down all the towers before even attempting to attack him. And if you've been fine enough while taking down the Towers, you should be fine enough to take a few seconds to look for any Repairmen.
Honestly, I don't see this as an issue at all. Just make sure the team is aware that *all* Repairmen have to be defeated, take 5 seconds to check, then move on to the next tower.
I think you're making a mountain out of an anthill on this one. -
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That's exactly my point about the cool kids. You shouldn't HAVE to have a Rad to take down an AV, you shouldn't HAVE to have a stone tank to take down another specific AV, you shouldn't HAVE to have a bubbler for the reactor core in the TV trial, but it sure helps. The core of all teams according to the devs has to be Tank, scrapper preferably /regen and an empath defender, and I say that's bullpucky! Why should they make a rad defender as nearly as invulnerable as a tank with RI against minion, lieuts, and bosses, but then neuter the HELL out of debuffs when it comes to AVs? I want this game to be more than green bar maintenance for the already overly self important tank. All the way up to ED we saw tanks solo the entire content of this game and then they cried and cried over the defense nerf so what do they do? They nerf the debuff, defenses, and controls of the squishies to compensate to balance PvP.
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And yet, you PMed me saying that you "were skeptical" that our team (that Linea was on) actually successfully completed the TF.
No Tank there.
The other RO team that ran it the next day had an Ice Tank keeping Recluse's attention.
Tank = Not required.
Emp Defender = Not required
Rad = Not required, but damn helpful for more than just -regen (which you can get the equivalent from multiple sources now)
The only thing that is required is communication, tactics, and good teamwork. -
[ QUOTE ][*]Lord Recluse's Buff Towers. Not a huge fan of the whole "gimmick" here that's sometimes used in video games of 'Destroy these so you can damage the boss, and keep destroying them if they get healed/fixed'. I know the idea is to keep the repairmen away from them, but inevitably one will slip thru, and due to how much damage it takes to destroy one, people could get downright severely frustrated by having to pound on them all over again. And in that time Recluse could regen right back to full health, adding further frustration. Also, who really wants to get stuck clearing the repairmen while the rest of the team is fighting Lord Recluse? Lose the repairmen entirely, or reduce how often LR can summon them, or make the Towers easier to destroy. As it is, the Towers are like fighting a lower level AV that doesn't fight back.
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Um...
Actually make an effort to kill all the Repairmen when you take down each Tower, and they won't respawn them after they've been defeated. We accidentally left 1-2 alive and they rebuilt the thing in seconds, but that was the only one.
And Scientist.... The Tower buffs have unlimited range. Trust me, players already used the tactic you're thinking of, and the Devs fixed that one right quick. -
Happy Birthday Brandon! Many happy returns to ya
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Does the temp power for Dr Aeon stick around after the TF? If so, for how long?
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It does stick around. It has an in-game timer on it.
I don't think it does anything on the other AVs, but I didn't try. -
RO folks finally got around to running it.
Team make up:
Earth/FF/Fire Controller
Earth/Rad Controller
Rad/Psi/Power Defender
Kin/Elec/Dark Defender
Storm/Elec/Elec Defender
Dark/Dark Defender
DM/Regen/Dark Scrapper
Elec/Elec Blaster
Took us around 3.5 hours to complete, the vast majority of which was in the bloody third mission (we had some real issues with the Vines and the Thorn Tree 'one-shotting' every member of the team several times). There is a reason why people hate the villain respec with such a passion... and I was quickly reminded why I haven't done that Trial in over a year.
Pulled three of the four Patron AVs (GW, Mako, Scirrocco). My Animated Stone tanked GW, Mako went down fairly easily (double-stacked Quicksand and Tactics x 6).
Two total teamwipes trying to figure out how to take on Recluse. Finally figured it out and only had a handful of deaths after that, which just meant more bodies for our two FFoF members (me and another) to blow up.
Earth Controllers are incredibly effective for this TF. The hordes of baddies spawned by the Flyer and Recluse were doing very very very little to our team. Almost 100% of the deaths can be directly attributed to Recluse.
Hardest but most enjoyable TF (aside from that bloody Thorn Tree) I've ever done. *thumbs up*
(edit: the only Shivans used were in an attempt to add DPS to taking down the Vines... didn't help though. Nothing used in the final mission) -
Sort of
(pretty much for the same reasons as Castle posted in another thread) -
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Sure! Then Weave could give 15% Defense, and Combat Jumping could give 25% Defense (or whatever) and combined, they'd give 30% instead of 40%. When the local FF Defender buffed the character, instead of the normal 25% for the FF, it'd be 5% for 35% defense.*
Basically, additional buffs would always be helpful, but the base level abilities could be made better and more useful across the board.
* Disclaimer: All numbers used illustratively and do not indicate any relation to what said values or formulae would actually be if we were ever to implement a system such as this, which I doubt.
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This would of course make for the fun situation of said local FF Defender being regularly turned down for the team because "we already have defense buffs, we need resists/heals/debuffs*"
*delete as appropriate, but you know it's gonna be heals
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Pretty much. Call me /unsigned. I'd rather not watch CoX go the path of all other MMOs, tyvm. -
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Wow... Just wow. An idiot and a jerk. Everything you just said... Hmm... 100% incorrect.
/ignore
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*Evidence*
Interesting how this person seems to have an affinity for name-calling
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I calls 'em like I sees 'em. The guy posted something that was complete and utter flamebait... In my mind, that makes him an idiot and a jerk.
And here you go again, doing exactly what I called you on in another thread. -
Wow... Just wow. An idiot and a jerk. Everything you just said... Hmm... 100% incorrect.
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Bull crap it isn't the reason for this thread. You pretty much had it pointed out that people have finally realized the usefulness of buffs and debuffs and that Tanks aren't as necessary as before. Then you post this? It may not have been conscious, but it's definitely a factor. And why am I not surprised to find the king of the argument for making buffs/debuffs weaker has already found his way here...
If you honestly think 8 defenders is godmode...
Then you've never played on a team with 8 defenders.
Just like tri-form Warshades... all-defender teams are at one of two extremes. They either do exceptionally well, or crash and burn faster than you can blink. -
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I love it when this topic comes up...
Back before Issue 5, buffs were secondary, practically unnecessary. Tanks were king. The Devs make some changes that actually make buffs useful, and people cry foul, especially those who played Tanks.
This topic comes up at least once every few months, always by someone who played an AT that didn't need support back before the GDN and ED. And considering the OP started a thread in the AT General section about Tanks' usefulness in the post-GDN/ED world... color me not surprised. -
Honestly, I have a hard time telling if any of that is his. Usually with an artist, they leave their fingerprint or signature on their art, so to speak. You can look at something and know that it is that artist's style. His stuff is all over. I'd be pretty damn surprised if any of it is original.
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Yeah... Personally, it looks great to me. His drawings... Yeesh. Maybe he's just lashing out at people that are better than him
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I was able to barf WAY before I9, hehehe I love the WS/PB glitch
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Which I do believe has been fixed, or at least blocked from working. Haven't tested it, but there was something in the patch notes at one point about it. -
My Spanish is incredibly rusty, but I think you're right there Kadmon, or at least close enough.