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Quote:I know I'll regret revealing this since it means some kind of nerf-like change will be implemented, but it will get out eventually anyway:There is zero interest in the new trials. I did it, successfully, on beta and I have no interest in the TPN. It is NOT fun, it can be failed by a few people not paying attention, and I don't want to spend most of my night micro-managing how the team is made up.
Pay no attention to the outside. When in any particular building, the entire league blitzes to the central room. Quickly dispatch the IDF attacking H.D. Taunters (Tanks, Brutes, and even Scrappers) pull all the IDF away from the terminals towards the center of the room. Once pulled, the technicians are vulnerable. The rest of the league simply has the task of killing anything in the center of the room, with 3-5 people circling the perimeter killing the technicians. Once you get teleported outside, the league heads to the next building (they follow a repeating sequential pattern east to west). Rince and repeat. A league can move at a swift enough speed to build and maintain Public Opinion long enough to complete each stage.
Other than that, everyone just needs to know that
1. Cameras are not to be touched
2. There is no AoE Damage attacks outside except for the direct confrontations with Maelstrom
3. If you end up with crosshairs above your head, get away from Maelstrom.
No, the above strategy does not allow for the "Fair and Balanced" badge, so those going for Master Of.. runs will have to figure something else out. But for those who just want to grind for Empyrean Merits, that is a simple strategy that encompasses 75% of the trial. -
Quote:This.I ran the TPN trial for the first time today. I have to say it was awesome.
2-for-2 on successful runs last night on Pinnacle. The second one (which was smoother since we had figured out the winning strategy) was 30 minutes flat. I have a hard time believing that people will be shunning a 30 minute trial that guarantees them 60+ Incarnate Threads and at least 1 Empyrean Merit every time they run it. They just need a chance for the strategies to become widely known. -
Indeed, if you want us to catch you up, gotta give us a point at which to start. Though if you've been gone long enough to forget your account info, you are probably going to have a lot of reading to do.
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Gotta remember: Some of the weapons are axes (which will result in handle bashing with some of the animations) and some of them are swords, which look just right with the animations. Obviously, with a set like this, there is a ton of room for customization. I think most players would rather it look like they were hitting their opponent in the gut with the staff of their huge axe, rather than be limited to fully-bladed weapons. Use the weapon to it's fullest potential!
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**SPOILERS** If you have yet to run it and do not want the experience ruined, I do not recommend that you continue reading.
(DISCLAIMER: I am not a big fan of the Incarnate trials. I like to successfully run each one on each of my Incarnates to experience it from their point of view, and then I usually let the trials alone. However, given that I never got around to trying the new trials on Beta, finding a working strategy was a tactical puzzle. I am a sucker for puzzles.)
Last night (12/7/11), I had the privilege leading two successful TPN Campus I-Trials on Pinnacle (the first successful runs for the server to my knowledge). Tuesday night, we ran it 3 times unsuccessfully (only 1 of which I led), so we changed up the strategy last night, and it worked. Without divulging the details (don't want to spoil too much): while the strategy we used won't work for badge runs, it was quick and efficient, allowing us to achieve victory in 30 minutes flat.
The first thing I noticed (after our first success) was that the trial is very different from what is implied on the official guide from the CoH website. Without going into detail, it is clear that the extended Beta testing had a significant impact on the final product. The guide made the trial sound quite difficult and frustrating, but the Live version is in fact quite doable.
TPN is a formulaic (and sometimes tedious) pattern in much the same vein as the Keyes Island trial and as long as you move swiftly through the pattern success is nearly guaranteed. I was thrilled when this discovery led to some people's first successful TPN run. However, despite being glad at having led the leagues to victory, I have been left slightly disappointed.
I am not a big fan of the Keyes Island trial because of it's repetitive nature. I was hoping for something a little more like the Underground Trial (but shorter), with multiple stages each requiring a different approach. The Underground trial is the most interesting trial to date in my opinion because of the varying tactics that are required throughout. I would be tempted to run it more often if it weren't so long. That said, I found that there are certain types of characters (melee vs. ranged vs. control, ST vs. AoE, etc.) that are best suited for one part or another of the TPN trial's strategy, as opposed to everyone just dog-piling everything. That variance is a plus for me.
I think I am in the minority, judging by the negative response that erupted at the (now eliminated) proposed changes to the BAF and Lambda trial rewards. The player base as a whole, or at least those playing the end-game, like trials that:- Have an easily followed pattern/strategy
- Do not require any specific type of ability, Incarnate or otherwise, to complete
- Are on the shorter side
It is impossible to tell right now (it has only been 2 days) but this trial has the potential of being run as often as the BAF and Lambda, perhaps even more often given that you are guaranteed at least 60 threads and at least 1 Empyrean Merit every run. That's more than enticing to anyone trying to get their Incarnate powers, especially those going for T4s.
While I congratulate the Devs on modifying the trial to fit the requests of the player base majority, I am left with a divided opinion of the final product. I am slightly annoyed that such a formulaic final state is what the majority of us want out of the trials. However, as I said earlier, I am glad that certain characters are best suited for certain tasks throughout the trial, which will provide for a unique experience when playing the trial with a Blaster vs. a Tanker. It seems a good balance has been found between appeasing those who just want to steamroll for the rewards and appeasing those who want to feel as though they are contributing something to the league that not everyone else can offer.
I admit, I am upset that my puzzle is now solved, but the fact that this trial has the potential to become very popular, thus appeasing both the player base and the Devs, leaves me satisfied.
(I'm still looking forward to the revamped Dark Astoria though!) -
Quote:This is a similar strategy to what we used on Pinnacle last night. While we did not succeed, and too many people did not have time to run another, we were close enough where another run would have been successful.Why can't you use AOEs? A few single target people can cover the telepathists, everyone else take all the AOEs and put them to use getting to and activating terminals!
Was successful with the following on Defiant...
Team 1: Two tanks, an empath, a blaster, a humanform PB (me), and a combination of Brutes and Scrappers. Successfully killed the telepaths while holding off Maelstrom with this. (well enough that we got the badge for not letting teles convert too many protesters)
Teams 2 and 3 - EVERYONE ELSE, running between buildings, AOEing enemies inside and activating terminals.
There is a place for AoE on the trial, just not on the group dealing with the Telepaths.
And anyone who is raging over the failure of the a trial on its first day on Live(!) needs a slap in the face. -
To the OP: That is complete and total B.S.
First off, I hate discrimination of any kind, so this pisses me off right away.
Secondly, most people running trials now have been doing so with the same characters for a while. Which means that most characters are at least 50+1 (unless you're odd like me and don't feel any of your current 50s' concepts call for that level of power). So the majority of any league at this point will most likely be 50+, and unless you're doing a Master Of- run, I see no reason to call for that.
Got any server transfers stocked? Come over to Pinnacle. None of my current incarnates are plus-anything (for my own odd conceptual reasons), and I've never been shunned. -
Because I have dreams where I am flying.
Because I am a sucker for the superhero genre.
Because I can be any type of superhero I want, customized almost to perfection.
Because I log in for a half hour and still walk away having accomplished something.
Because I like being the hero. -
Quote:This. Not that I'm saying the OP was doing that (because it does not sound that way) but many have, and it is obnoxious.More people use them for the color changes than anything else.
I say if you don't want to nor need help, don't choose either of the titles. And obviously, it is becoming more than just a vanity item as more new players join the game. -
Quote:Machiavellian?! I mean, it is a fantastic adjective, and I have to give props for pulling it out, but... I would bet money that over half the players of this game do not know what that means.Issue 21 Special Update: Media Blitz is live with not one but two Incarnate Trials for you to pit your favorite hero/villain/rogue/vigilante/Praetorian against increasingly more Machiavellian foes!
That said, I am looking forward to giving these a shot on Live. Though I don't know how much I'll be grinding them... -
Everything I do revolves around my character's theme, and I am pretty rigid about it (i.e. none of my current 50s have level shifts because none of their concepts call for that level of power).
I have only taken an Interface power on one character so far: a t3 Paralytic on my Energy/Energy blaster. He is much like Ironman, using an armored suit, so I chose Paralytic as sort of a "tag and lock on" system. Each successfully landed attack helps him lock on to the target (by lowering their DEF). -
I've said it before, but just to weigh in... I almost never play melee characters, and the few that I do tend to be based more around single-target centric sets. So yeah, I have next to no reason to buy this, haha.
That said, it looks very cool, and I look forward to teaming with some Titan Weapons characters to see it in action. -
By now, you've probably seen us leading the charge against the Rikti on a weekly basis. We've received a couple amusing questions along the lines of, "How are you controlling 4 characters at once, Winter?"
To set the record straight: I am only ever behind Talsor Vox. The rest are other players, players whom you could be among!
Joining an established SG is tough though, especially if it is one with a theme. I know, I've been there. But you should know that we will be the exception. We are a flexible, friendly group of people with an easy-to-navigate base, and we have a very loose way of doing things. But hey, why should you believe me? This is the internet after all! Come see for yourself.
The Talsorian Guard cordially invites you to an Open House event on Sunday, December 11th, at 7:30pm CST (8:30pm EST). Maybe you saw our characters and were intrigued. Maybe you've always wanted to try a themed SG but have been reluctant to make the effort. Maybe you just feel like hanging out with some fun players. In any case, we want you there!
Come hang out in our base, get to know some people, and maybe learn what we're about. At the very least, you'll walk away with a couple global names of people with whom you can team in the future. Then we can all go out and fight back the Rikti together at the usual time.
And if you can't make it, or maybe you don't feel like waiting that long(!), you can check out our website by clicking on the banner in my sig, drop me a tell or an email! My global is @Winter. and I will be happy to talk about the SG and take you on a tour any time. -
Great showing again this week, Pinnacle! Once again, we had a full league, with others door-sitting to try and get in the zone if someone was unfortunate enough to disconnect. I myself had a disconnect issue this week! But minus those nuisances, the raid was a success and we all had fun, so thanks for coming out.
I would also like to personally thank those who took a second to say that they had fun. Makes it all the more fun for me to lead knowing people are having a blast.
The original post has been updated with this week's date. -
The two you are looking for are "PinnBadges" and "Cozmic's Playground." You'll be able to find exactly what you listed above. Just know that PinnBadges automatically silences all new members as a spammer precaution, so just look at the channel list and message one of the guys with a star next to their name and they'll un-silence you. See you there!
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Quote:I did not make any notion towards perpetuating that stereotype as I did not make any statements pertaining to all blasters. Ice Manipulation is not a particularly effective "Blapper" secondary, with only 3 melee attacks, none of which are especially hard-hitting. Many of the moves are made obsolete when combined with Ice Blast and Cold Mastery (i.e. Freeze Ray and Bitter Freeze Ray are all the Hold power you will need, decreasing the value of Freezing Touch, and Flash Freeze is a better AoE sleep with a larger radius than Frozen Aura).Nothing wrong with playing an S/L capped Blaster in melee range or using a Ranged capped Blaster and jousting in and out of melee combat so please lets not perpetuate the stereotype that Blasters are only equal to Ranged.
I would disagree with anyone who said blasters in general should be played exclusively from range. I think anyone playing a /Fire, /Elec, /Energy, /Darkness, or /Mental would have a lot to say against that. But after having tried both "blaster" and "blapper" with the powersets in question, I found that I was dispatching enemies faster and more efficiently by staying at range. If we were talking about a different secondary power set, my notes would be much different. Your mileage may vary, I am just expressing my experience. -
My schedule is in constant flux lately, on a daily basis. But at this point, I have no other obligations that evening, so I intend to be there with a blaster.
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Ice/Ice/Cold is a ranged fighter. I also recommend going the "hover-blaster) route. If you've been using the melee abilities, I suggest respec'ing out of them. You can easily slot up enough recharge to form a continuous attack chain using mostly your primary, and with Ice's slow effect, you will have to actively run in to use your melee abilities (as opposed to waiting for the enemies to come to you) which will just take time that could be better spent blasting.
Defensive powers are your friend, for two reasons. First and most obvious, it offers you protection. But defensive powers also offer you a place to slot the Luck of the Gambler: DEF + 7.5% Global Recharge IO enhancement. You already have Frozen Armor (I hope) so that's 1.
I recommend taking the Flight pool, since that gives you Fly (your travel power) as well as Hover and Afterburner. Use the default slots on Hover and Afterburner for the LotG enhancement, then put a lvl 50 Flight IO enhancement in Swift and Fly. By doing all of that you waste no slots, leave yourself with 3 power pool choices left, provide yourself with 15% global recharge, give yourself essentially 100% defense to melee (Hover), increase your hover speed (flight IO in Swift), and put yourself very close to the new flight speed cap (Afterburner active with Flight IOs in Fly and Swift).
At this point, your global recharge is at 22.5% (3 LotGs). But hell, why not go for the limit of 5? I recommend picking either the Concealment and/or Leadership Pool(s). Concealment offers you "ghosting" capabilities, and you can take your pick of 3 powers for the LotG enhancment (Stealth, Grant Invisibility, or Invisibility). Leadership buffs are decent but can be costly. I took Maneuvers, Tactics, and Vengeance (with Maneuvers and Vengeance holding the LotG enhancement). I find I have little use for Maneuvers at all, and I only use Tactics when I need its fear/confuse protection, but I had power choices to spare. If you don't, you may want to consider something different. At any rate, either of those choices will bring you to 5 LotG enhancments (the limit) and a global recharge of 37.5%.
Take Hasten and 3-slot it with Recharge Enhancement IOs, and that should be the end of your recharge woes.
As for the rest of your powers:
First off, read up on the Ranged Damage IO sets, found here. (The rest of that page holds useful info on all the other types of sets as well.) Ice Bolt, Ice Blast, and Bitter Ice Blast are perfect places for any of those sets. My personal favorite is Thunderstrike, as it tends to be on the cheaper side, will enhance the damage of a power to over 100%, and each full set offers you 3.75% increase to ranged, energy, and negative energy defense, not to mention other some other nice bonuses. But choose for yourself.
I recommend six-slotting all of your primary powers except Aim and Ice Storm. Lockdown is a great set for the two Freeze Rays, and Positron's Blast is best for Blizzard and Frost Breath. I covered your three single target blasts above.
For your secondary powers, it all depends on what you use most. I only took Chilblain, Build Up, Ice Patch, and Shiver. I use Chilblain and Shiver most, so I six-slotted those. (Trap of the Hunter in Chilblain and Pacing of the Turtle in Shiver, though Tempered Readiness works well too). 1 recharge is all you need in Ice Patch, and 2 or 3 Recharges in Build Up will have it up quite often.
For Cold Mastery, it is completely up to you. As I said earlier, Frozen Armor should be a no-brainer, and I recommend 4 slotting it with Luck of the Gambler (with one slot holding the +7.5% Recharge). Hibernate is great, and you only need 1 Recharge in its default slot. Finally, I recommend Flash Freeze to open the power set (Snow Storm + Shiver is redundant), plus it makes soloing a breeze with 2 or 3 sleep enhancements. If you have the slots to spare, go ahead an slot it up with the IO set of your choice.
Finally, all the +recharge can be harsh on your endurance, so I recommend 3-slotting Fitness with Endurance Mod. IOs, and 3-slotting Health with 2 Heal IOs and 1 Numina's Convalescence +Regen +Recovery.
...Sort of got lost typing there, so I apologize for the length. Keep in mind, this is just my way of doing it, one that I have found particularly effective. I offer this as advice rather than a rigid guide. Personally, I hate min/maxing, but for this particular character of mine it was necessary to get him "exactly the way I wanted." Build your character your way in the end. Good luck! -
Quote:Damnit... there's that "other perspective" rearing it's ugly head...Just so we're all on the same page, Chaos has gone on the record as not really appreciating this kind of vote conscription. About one of the first things he posted on his site following the thread's creation was that he'd seen the spike in votes and was aware of this thread and not too happy about it. He's also, I suspect, playing the game and monitoring the forums.
And I kind of agree with him, to be honest. The point of the poll is to tell him what his audience most wants to see him review (League of Legends, it turns out), so getting votes from people who don't even watch his show, we are kind of cheating, not to mention making it harder for him to interpret the results.
I just wanted to put that out there.
You're right. To be honest, I've never even been to Grinder, so I cannot be considered part of his audience. Sure, if he did a review about CoH, and somebody posted the link here, I would definitely go check it out, but as it is...
On the one hand, I really want him to review the game simply for the sake of the game's publicity. On the other hand: the fact that I voted for him to review the game, when I had been ignorant of the website's existence prior to this topic, has left a bad taste in my mouth. -
The wider-than-normal view of any thread while using the "heroic" skin. That was supposed to be fixed today as well as changing it so that every VIP's username would be gold by default. The log-out bug was not on the fix list.
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Quote:Right but at that point you are looking for "Support", and that's pretty broad. As opposed to people looking for "Defenders and Corrs"
Defenders, Corrs, Controllers, MMs & even VEATs can fill in here.Quote:On the contrary I think this would be less inclusive.
The Incarnate powers fill broad gaps, but they don't substitute or replace any AT/Role completely.
If you make X the strongest at a particularly ability, and that ability is the most sought after - you now have a reason for one AT to be sought above others and for others to be excluded if their specialty is not seen as valuable.
Plus, I'm not talking about huge discrepancies here. The variation of Incarnate power numbers from archetype to archetype would carry a similar (if not the same) ratio as it does now. For example: A Defender's Destiny buff would be the best in the game, followed very closely by Corruptors and Masterminds, but leaving Blaster numbers in the dust. Conversely, a Blaster's Judgement numbers really would not vary that much from a Scrapper's or Dominator's, but would dwarf the Judgement numbers of a Controller. What you would be left with is a Blaster that will still shine it its defined role (damage output) while also being able to grant him/herself and his/her team some buffs without stepping on the toes of Buff/Debuff specific archetypes.
Granted, Incarnate powers are but a small fraction of abilities when compared with a character's entire array of powers, and even with the current situation (Incarnate buff/debuff/damage numbers being standard across archetypes), I don't see any blaster stepping on any support archetype's toes. I am strictly speaking from a personal point of view when I say that I wish Incarnate power numbers followed archetypical roles. -
Quote:Again - I'm not expecting poetry and theatre mission after mission, and I have no problem being told to go into a huge instance and kill everything I can target. I'm perfectly fine with missions that have large maps and simple objectives. I rather enjoy "Defeat boss and crew" or "click 21 glowies" and indeed even love the "Save 21 mystics from Oranbega." Missions don't need to be complex or expensive, they just need to be numerous. Simple, straight-forward, laconic missions are much easier to replay when it comes to that.Quote:The game's main storyline doesn't need to be that complex. Any complexities necessary need to be moved to external, non-mandatory sources. That way, completionists and story junkies will go out of their way to seek them out on their first playthrough and those who just want to kill stuff or have run the content a dozen times already can move on without much trouble.
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Quote:...Really? That's ridiculous, and players like that should be ignored. I suggest trying a lower population server, I've never met a player that will deliberately withhold buffs simply to prove their worth.I don't see why this is such a problem. AT homogenization is a good thing because characters get to be more versatile and less reliant on others. It means no more trawling the global channels for aggro management because everyone in the team has outsourced their basic survivability to someone else. It means no longer being at the mercy of support characters who deliberately withhold support just to impress on you how important they are.
Quote:The more homogenized the capabilities of ATs are, the less your fun is placed at the mercy of random internet strangers' ability to cooperate and be competent. You can enjoy your favorite characters solo or teamed, in any situation and any content. The result is more fun and less frustration.
Now everyone can take the initiative during combat and play in a superheroic, comic-booky way. There is nothing heroic about 7 people hiding behind a big guy taking potshots at the enemy. Maybe for the big guy, but not for anyone else.
Characters being good at only one "role" which fits neatly into the holy trinity of tank, support, DPS designed to enforce forced teaming is one of those great, stupid MMO concepts I never understood the reason for. Characters, especially superheroes, should be able to fill a wide number of roles simultaneously and have a range of options to support their teammates.
Take the X-Men and the Fantastic Four for a different example, another two very popular and well-known comic book titles. Here are two teams who are enthralling to read about because there is no one all-powerful person among them. You don't see The Thing or Wolverine shooting much, and you don't see Cyclops being the first one to jump into a horde of incoming enemies. Sure, Cyclops has some hand-to-hand combat skills, but he is just as squishy as any human while up close. Yet he is still an interesting and popular character.
There's nothing wrong with either version. But in the grand scheme of the wide comic book universes, the iconic superheroes who are known for "doing it all" are the minority. So a game based in a superhero universe has to be balanced around the fact that the majority of the characters likely will not be able to "do it all," and simply provide the tools/achievable levels of power for those who do wish to do it all.
Quote:With my fire/kin I can buff and control. If there's no tank I can soak up the alpha with massive layered defenses, if the team is low on offense I can help obliterate enemies with blaster-level damage. That's real tactics and teamwork, which will never be possible if all characters are shoehorned into roles which they must fulfill to the exclusion of everything else.
I do not wish to come off as condescending. Indeed, your post represents the desires of many players. I myself have a couple "do it all" iconic heroes. But the majority of my characters are not, and I think that holds true for much of the player base, around which the game has to be balanced. -
For anyone saying Tankers are obsolete, I ask that you consider Gauntlet (their inherent). I can count on one hand the number of Brutes I have met that could hold aggro like Tankers, and all of them were actively using Taunt. Most Tankers I know skip that power altogether because their attacks automatically taunt anyone in their vicinity. For those that don't have an "aggro aura" (Against All Odds, Chilling Embrace, Rise to the Challenge, etc.), they need only launch a PBAoE attack within the mob in order to keep most of their teammates safe. The typical Brute, for all it's orange numbers, cannot do that.
The Corruptors vs. Defenders argument is a bit more plausible in my opinion. Corruptors lose nor gain nothing between solo and teamed situations. Defenders lose damage when teamed, but gain the ability to activate abilities at a lower endurance cost provided their teammates' health bars are failing. These days, endurance management is trivially easy compared to what it once was, so that part of Vigilance is much less meaningful now. While I've seen Defenders do some amazing things for their teammates' stats, I find the Corruptor's buff/debuff numbers to be close enough to the defenders, making the difference in damage (while teamed) much harder to justify.
Blasters are the outlier, in my opinion. They are supposed to be the highest damage dealers, and their ability to attack from range is supposed to be their mitigation. I see no problem with increasing their ranged damage output (not overall damage output, mind you). When using attacks with, say, a range of 30+ feet, they get a damage bonus. It won't step on the Scrapper's or Stalker's toes for melee damage, it will make their presence quite more noticeable than currently, and is consistent with the definition of the archetype. -
I rarely play melee, and I am definitely more of a Single Target player. Obviously, this set is not for me and I probably will not be buying it. That said, it looks quite well designed with an interesting mechanic, so I look forward to teaming with Titan Weapons characters and seeing the set in action.