Vauluur

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  1. In my experiences with the new TFs, it has been very difficult to organize teams of Incarnates that meet the requirements. If you have an Incarnate with a filled Alpha slot on the server, please post your global here. I have gotten together with my team from this evening to create a global channel for Guardian Incarnates, to make the TFs easier to organize.
  2. Out of curiosity, how many have there been on the server since I19 went live? I just finished running one. Time of completion: 2 December 2010 approx. 22:45 EST.

    Anyone have one earlier?
  3. Apologies to all who were counting on me to show up, my internet has been giving me problems. Until today, I couldn't even get online at all to post on the forums. As a result, I'll have to postpone my participation in any of these until I can be sure that I'll be able to show up.
  4. It is for Sara Moore. And I'll add you to the list. I'd prefer Saturday over Friday, so I'll make Saturday AM our tentative start. Make sure to check back though, because if someone can't make it Saturday I may be changing it to Friday.
  5. The next TF will have to take place on either 9/17 or 9/18. I am able to make both of those days work, though 9/17 would be better for me in theory. Please post here if you are interested to let me know which day works better for you and what time you would like to start. Morning starts are best for me.
  6. Any more planned runs Vixen?
  7. Dr. Quarterfield was completed successfully. Once I get a look at my schedule for next weekend, I will post a date for our next TF.
  8. Quote:
    Originally Posted by Dash_no_Chris View Post
    So, 11am EST / 8am PST on Friday, 9/10/2010? Still works for me.

    --Chris
    Correct. You can send me a tell at @Ampithere or add me to your global friends so that I know when you are online.
  9. Quote:
    Originally Posted by TsumijuZero View Post
    I ran a series of tests over the weekend to work out the timing data for the shields, we are working out how we are going to do this EU side given the regen issue, but I hope this data helps.

    The shield for Rularuu is slaved off the Willforges directly. Each Willforge has a set number of defenders, multiplied by 3 gives the total number of opponents to defeat.

    When the last defender of the First Willforge is defeated, a 45 second timer starts, if all the defenders of a second Willforge are defeated in less than that 45 seconds, the timer resets. Again this continues with Willforge 3, with the exception that if the enemies are defeated within the 45 seconds, the shields show as shattered.

    After this message, a further 45 second timer starts, when this is over, the Willforges will glow (approx 1-2 seconds) and the Rularuu will respawn at all 3 Willforges at the same time.

    This means teams attacking all 3 at once, or sequentially will have the same amount of time with the shield down.

    The biggest obstacle is overcoming that monster regen and holding it within 45 seconds, or taking out the defenders when the shield is restored quickly enough for debuffs to still be applied on the second shield drop.
    Nobody else commented, so I will. These numbers play an important role because it could change the strategy slightly. If the idea is to take Rularuu down in one pass, then it would be better to take out the cubes sequentially as one giant group. It might take slightly longer, but chances are nobody will die. That means you'll be at full strength to bring down Rularuu as soon as the shield drops.
  10. On the off chance that one of these raids does get canceled, Earthclan Elite has been running raids as well and will be running one again on 9/4/2010 at 7PM EST. The raids I've been on with EE have come closer to succeeding each time. Alpha-One has a solid strategy. I know that for a fact, because we held a 2+ hour meeting after our last failed trial and came up with essentially the same strategy, that being prior to Alpha posting his strategy on the boards I believe.

    One note I'd like to add is that if you fail to take down Rularuu on the first pass, the spawn from the cubes will probably overwhelm your squishes before the tanks can do anything about it. That was the main source of our second failure. That, and the laughable amount of damage we were dealing. We had essentially no -Regen.

    Another point that you did not mention is the possibility (or so I've heard), that a different aspect might spawn each time, meaning different powers and possibly different attributes. Correct me if I am wrong, but I believe the aspect is not always a buffed up Lanaru clone is it? Because that's the aspect we faced. (Also, it not only was a Lanaru clone, it had his description.) The only affect this may have on strategy is if one of the aspects has really high resistance or defense instead of really high regeneration. Again, that is only something I have heard, I have yet to be able to verify it.
  11. Well, final time change, a friend of mine that wants to join can't until 11 EST. So we are going to start a little later than expected if that's OK with everyone.
  12. It's looking like complications my arise for this Saturday. So I'm going to have to push the start of our TF marathon to 9/10/2010 at 9:00AM EST. That gives others some more time to make the switch to blueside as well. So I'll start the official sign-up list.
  13. Between the MMs and my planned perma-eclipse build (hopefully finished by Saturday), we shouldn't have a problem. I'll be weak against AVs but it doesn't really matter because the pets will just swarm it.
  14. I'm glad you are all going to participate. This will be my first run of the TFs. I'll keep checking back here to see what our team makeup is. Hopefully we can finish without it taking 15 hours.
  15. I'll be happy to join as many as I can. Just shoot me a tell at @Ampithere when you start forming the teams.
  16. Currently, I am unable to log in due to technical difficulties related to my university's network. In the meantime, feel free to continue posting interest in Shadow Shard TFs and if you are willing to lead one, let everyone know.
  17. I'm having numerous problems with the game since the release of Going Rogue. Some are old favorites such as frequent disconnects from the map server (something I assume to be a result of the increased stress on the servers), and others that I've been having since about I17. Off the top of my head, these include images that are missing when I open menus (i.e. try to change a costume) or speak to contacts, animations that don't play, and the power activation icons (the blue swirling thing when you click a power in the tray) failing to disappear when I turn toggles off or sometimes even staying up when I activate a click power. It's all fairly difficult to explain, and most of it doesn't affect my ability to play the game. However, the rubberbanding and disconnects I have been experiencing made missions impossible today. So, just to make sure that nothing is wrong on my end, here is my CoH Helper data. Please tell me if there is anything about my system that could be causing these problems.

    ---System information gathered by CoH Helper version 0.2.0.2---

    DxDiag gathered at August 21, 2010 17:38 (-04:00)
    Operating System: Windows 7 Home Premium 64-bit (6.1, Build 7600) (7600.win7_gdr.100618-1621)
    System Manufacturer: Alienware
    System Model: M15x
    BIOS: Ver A06 1.00
    Central Processor: Intel(R) Core(TM) i3 CPU M 350 @ 2.27GHz (4 CPUs), ~2.3GHz
    Memory: 3072MB
    .Net Memory Report: 1779MB out of 3060MB available
    Page File: 4328MB (1790MB currently in use)
    C Drive: (ST9250410AS) 155679MB out of 223434MB (69%) free
    D Drive: (Optiarc DVD+-RW AD-7640S) zero-size drive
    Windows directory location: C:\Windows
    DirectX: DirectX 11
    DirectX Diag version: 6.01.7600.16385 (64-bit version)

    Display Notes: No problems found.
    Sound Notes: No problems found.
    Input Notes: No problems found.

    Monitor:
    Monitor's Max Resolution: (blank)
    Video Device Name: NVIDIA GeForce GT 240M
    Manufacturer / Chip: NVIDIA / GeForce GT 240M
    Video Memory: 2260 MB
    Driver Version: 8.17.12.5721
    Driver Date: 6/7/2010 7:58:00 PM
    Driver Language: English

    Sound Device Description: Speakers / Headphones (IDT High Definition Audio CODEC)
    Driver File: stwrt64.sys
    Driver Version: 6.10.6241.0000
    Driver Date: 9/15/2009 3:49:02 PM


    WMI Information
    Motherboard Manufacturer: Alienware
    Motherboard Model: (empty)
    Motherboard Product:
    Motherboard Version: A06
    BIOS Manufacturer: Alienware
    BIOS Name: Ver A06 1.00
    BIOS Version: ALWARE - 6040000
    BIOS Release: 20100507000000.000000+000


    Registry Information for Current User
    Resolution: 1600x900
    3D Resolution: 1600x900 (Not using renderscale)
    Full Screen: Yes
    Maximized: No
    Screen Position: 0, 0
    Refresh Rate: 60Hz
    Vertical Sync Enabled: Yes


    Physics Quality: None
    Maximum Particles: 50000
    Max Particle Fill? 10.000
    Physics Card Enabled: No


    Anti-aliasing: Off
    Anisotropic Filtering: 4x
    Texture LOD Bias: Smooth
    Water Effects: None
    Bloom: 1.000 (turned off)
    Depth of Field Enabled: No
    Desaturation Effects (Sepia) Enabled: Yes
    Shader Detail: Unknown (5)


    World Texture Level: Low
    Character Texture Level: High
    World Detail Level (Vis_Scale): 0.800
    Entity Detail Level: 1.000
    Shadows Enabled: No
    Shadow Mode: Stencil shadows
    Shadow Map Shader: Unknown (0)
    Environmental Reflections: Disabled
    Advanced Occlusion Settings: No
    Ambient Occlusion: Off
    Occlusion Strength: Off
    Blur: Bilateral
    Ambient Resolution: Performance


    Gamma Correction: 1.000
    Geometry Buffers (VBOs) Enabled: Yes
    Suppression of FX When Camera Close Enabled: Yes
    Close Suppression Range: 3.000
    Show Advertisements: Yes

    Audio Mode: Compatiblity
    3D Audio: No
    FX Sound Volume: 1.000
    Music Sound Volume: 0.600

    Show Advanced Graphics Options: No
    Overall Graphics Quality: 0.250
    Reverse Mouse Buttons: No
    Save Login Username: Yes
    Transfer Rate: 314977 bytes/second
    Current Game Version: 1850.201007290124.19T2
    Installation Directory: C:\Program Files (x86)\City of Heroes

    Mod files in the Data directory
    No modifications found
  18. I'll be happy to join in next run. I ran one last night as well that was similarly fated. First run, we were set up fine but one team was always way more efficient than the others so we had a hard time getting the pillars down at the same time. After spending time failing, we found out the hard way that you cannot restart the trial until the timer expires. Once we restarted, we found out that sometimes the trial likes to send the 3 teams to different mission maps, and therefore the second run was not possible to complete. At that point, I mapservered for about the hundredth time and gave up trying to log back on.
  19. As a long time veteran, I miss the days when there were so many teams you had to /hide to solo without being pestered by them (not that I soloed often). Is there a server where those days never went away?
  20. I'll show up, not sure about anyone else in my SG lol.
  21. Vauluur

    Pocket D Party

    Due to a number of factors, I have little choice but to cancel this party. I apologize for any inconvenience this may have caused.
  22. The two builds would have roughly the same results as far as defense is concerned, with the exception that mine avoided sacrificing any extra powers and/or slots. The reason being, almost every enemy you will face has smashing/lethal as a portion of their attack. Attacks that don't deal ANY smash/lethal damage are fairly rare in CoH, and would be the only major concern, assuming they came from outside melee range. Is my build perfect? Of course not. Does it serve the purpose of surviving in the event of a tanker fail or a need to solo difficult missions? Probably. On paper, it does. Testing it will be more difficult. I've respecced into it, but am working on crafting all the IOs I need. It will be interesting to see how well it works. With luck, I'll be impressed at my own survivability. Sadly, I have little influence at the moment. I'll have to farm some more up with my WS. I have far too many expensive builds.

    After I finish testing the build I created, I might consider making an Overkill build, though I'd be more inclined to attempt that on a Tanker than a Scrapper, as Scrappers need to focus on damage as much as possible in order to perform our role effectively.
  23. Answered my own question. It is possible, but requires sacrificing an attack to pick up Confront, and sacrificing the slots to put 6 into Confront. Honestly, the returns are probably better to just come close. For instance, the build I'm posting here will probably be fairly effective as it is over the cap with only a small amount of enemies in the range of Invincibility. It is also over the cap for Lethal damage with parry, and parry puts you over 40% against melee. So, in most cases, this build will make it.

    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Ampithere: Level 50 Magic Scrapper
    Primary Power Set: Broad Sword
    Secondary Power Set: Invulnerability
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Hack
    • (A) Smashing Haymaker - Accuracy/Damage
    • (3) Smashing Haymaker - Damage/Endurance
    • (7) Smashing Haymaker - Damage/Recharge
    • (31) Smashing Haymaker - Damage/Endurance/Recharge
    • (37) Pounding Slugfest - Accuracy/Damage
    • (43) Pounding Slugfest - Damage/Recharge
    Level 1: Resist Physical Damage
    • (A) Reactive Armor - Resistance/Endurance
    • (9) Reactive Armor - Resistance
    • (9) Reactive Armor - Resistance/Endurance/Recharge
    • (13) Reactive Armor - Resistance/Recharge
    Level 2: Slash
    • (A) Smashing Haymaker - Accuracy/Damage
    • (3) Smashing Haymaker - Damage/Endurance
    • (7) Smashing Haymaker - Damage/Recharge
    • (34) Smashing Haymaker - Damage/Endurance/Recharge
    • (39) Pounding Slugfest - Accuracy/Damage
    • (43) Pounding Slugfest - Damage/Recharge
    Level 4: Temp Invulnerability
    • (A) Reactive Armor - Resistance/Endurance
    • (5) Reactive Armor - Resistance/Endurance/Recharge
    • (5) Reactive Armor - Resistance
    • (25) Reactive Armor - Endurance
    • (25) Steadfast Protection - Resistance/+Def 3%
    Level 6: Slice
    • (A) Multi Strike - Accuracy/Damage
    • (11) Multi Strike - Damage/Endurance
    • (13) Multi Strike - Damage/Recharge
    • (37) Multi Strike - Accuracy/Endurance
    • (40) Multi Strike - Accuracy/Damage/Endurance
    • (43) Multi Strike - Damage/Endurance/Recharge
    Level 8: Swift
    • (A) Run Speed IO
    Level 10: Super Jump
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (11) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    Level 12: Parry
    • (A) Defense Buff IO
    Level 14: Health
    • (A) Healing IO
    • (15) Healing IO
    • (15) Healing IO
    Level 16: Unyielding
    • (A) Reactive Armor - Resistance/Endurance
    • (17) Reactive Armor - Resistance/Recharge
    • (17) Reactive Armor - Resistance/Endurance/Recharge
    • (31) Reactive Armor - Endurance
    Level 18: Whirling Sword
    • (A) Multi Strike - Accuracy/Damage
    • (19) Multi Strike - Damage/Endurance
    • (19) Multi Strike - Damage/Recharge
    • (40) Multi Strike - Accuracy/Endurance
    • (40) Multi Strike - Accuracy/Damage/Endurance
    • (46) Multi Strike - Damage/Endurance/Recharge
    Level 20: Resist Energies
    • (A) Reactive Armor - Resistance
    • (21) Reactive Armor - Resistance/Endurance
    • (21) Reactive Armor - Resistance/Recharge
    • (46) Reactive Armor - Resistance/Endurance/Recharge
    Level 22: Stamina
    • (A) Endurance Modification IO
    • (23) Endurance Modification IO
    • (23) Endurance Modification IO
    Level 24: Dull Pain
    • (A) Healing IO
    • (29) Healing IO
    • (37) Healing IO
    • (50) Recharge Reduction IO
    • (50) Recharge Reduction IO
    Level 26: Disembowel
    • (A) Smashing Haymaker - Accuracy/Damage
    • (27) Smashing Haymaker - Damage/Endurance
    • (27) Smashing Haymaker - Damage/Recharge
    • (36) Smashing Haymaker - Damage/Endurance/Recharge
    • (42) Pounding Slugfest - Accuracy/Damage
    • (46) Pounding Slugfest - Damage/Recharge
    Level 28: Invincibility
    • (A) HamiO:Cytoskeleton Exposure
    • (29) HamiO:Cytoskeleton Exposure
    • (31) HamiO:Cytoskeleton Exposure
    Level 30: Boxing
    • (A) Accuracy IO
    Level 32: Head Splitter
    • (A) Multi Strike - Accuracy/Damage
    • (33) Multi Strike - Damage/Endurance
    • (33) Multi Strike - Damage/Recharge
    • (33) Multi Strike - Accuracy/Endurance
    • (34) Multi Strike - Accuracy/Damage/Endurance
    • (34) Multi Strike - Damage/Endurance/Recharge
    Level 35: Tough Hide
    • (A) Defense Buff IO
    • (36) Defense Buff IO
    • (36) Defense Buff IO
    Level 38: Unstoppable
    • (A) Recharge Reduction IO
    • (39) Recharge Reduction IO
    • (39) Recharge Reduction IO
    Level 41: Combat Jumping
    • (A) Defense Buff IO
    • (42) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (42) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    Level 44: Tough
    • (A) Reactive Armor - Resistance/Endurance
    • (45) Reactive Armor - Resistance/Recharge
    • (45) Reactive Armor - Resistance/Endurance/Recharge
    • (45) Reactive Armor - Endurance
    Level 47: Weave
    • (A) Defense Buff IO
    • (48) Defense Buff IO
    • (48) Defense Buff IO
    • (48) Endurance Reduction IO
    • (50) Endurance Reduction IO
    Level 49: Conserve Power
    • (A) Recharge Reduction IO
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Critical Hit
    Level 6: Ninja Run
  24. Has anyone come up with a build that allows an Invuln scrapper to consistently have the soft defense cap, even in fights against a single AV/EB? How much defense bonus would be needed from sets in order for that to happen?