brophog02

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  1. Quote:
    Originally Posted by PHlRE View Post


    When the Banners become vulnerable, they will be targetable to be attacked. These Banners would be classified as GM class w/ their attributes. They do have massive regen and 40k+ HP. So you MUST have at least 1 -regen defender, or at least 2 -regen controllers. Remember, you're being timed and so this event WILL fail if the Banners are not dropped fast enough. Gather all the participants and Focus Fire on one Banner at a time, and they will drop fast if you got 2 -regen....
    I've yet to see one fail and haven't even begun to see this statement as true or necessary. I'm seeing banner's fall with a small handful of random people taking them out.

    I suppose by chance I could simply always be teamed with a lot of -regen, but the odds of that are astronomical. This event isn't even close to requiring the steps I'm seeing posted.
  2. Quote:
    Originally Posted by UberGuy View Post
    Confuse sets have been junk even at the peak.
    Actually, I think they've gone up, at least since I lasted outfitted with them in i13.
  3. It's not bad. Remember, you coordinate both parties, which is an enormous advantage.

    What I do on my Ninja/Storm is to "deliver" mobs to them. I send them on a goto and gale/hurricane/herd their way. Pre-planning with the melee pets takes care of 95% of any potential AI problems.

    My advice on the melee pets that really helps is to bind a goto command to an extra mouse button. That way it is point and click.

    The hurricane advice above is great, and the easiest way to learn the power is with a MM, again because you're in full control. Just outside of hurricane range it will begin to debuff (right at about the edge of your steamy mist cloud). Think of it as a very delicate instrument, and treat it that way. If you want to really move mobs, that's what Gale is for. Hurricane works best with a little finesse. A lot of people treat the two powers the same, and therefore think Gale is useless, but that really couldn't be further from the truth. You should always use Hurricane with the lightest touch, remembering that mobs move directly away from the caster. Therefore, with Hurricane, they will move away from you in a fairly tight arc. With Gale, however, if you're far enough away from them they will move pretty straight from you, again because they are moving straight from the caster, and therefore in a predictable angle. It is therefore easier to move lots of enemies away from you, into a good clump with Gale than with Hurricane. Gale, however, operates with brunt force making it a poor tool for finesse, whereas Hurricane is perfect for finesse moves and nudging enemies around.

    In time, you'll learn that even outdoor maps are at your beckon call. Drop freezing rain on a big spawn, throw down snowstom on the boss, and circle with Hurricane. You'll be amazed at how tightly you can get spawns. For this method, I like a little speed, but not necessarily superspeed. My stormies are about the only toons I take swift over hurdle with, because I like the speed of sprint+swift for this method.

    Indoors, learn the "ping pong" method of handling tough bosses/EBs. Get them near the corner, or with practice even a wall with a protruding edge, and put them just at the edge of hurricane. Drop a Tornado behind you and let it push the enemy into the wall. They'll bounce up and down on Tornado while your Hurricane effectively pins everything in. With practice, you can get small spawns juggled in this fashion.

    Storm takes practice in a sense that no other set really does, but it is amazingly rewarding when these and other methods are executed. With storm, don't think chaos, think containment. Most of your powers are AOE oriented, and the goal is really to utilize your awesome positioning tools to maximize that destruction, rather than having to resort to random chaos. Between the necro debuffs, hurricane, and a lot of slows and -recharge, very little will get much of a chance of hitting you.

    It may be a tad slow to 16, and you may grow tired of using Gale as primary mitigation in the early levels, but by 20 you'll see that it was really worth the patience.
  4. Quote:
    Originally Posted by Linea_Alba View Post

    I can make a defender that out blasts a blaster. Simply pick the best defender blast set and pair it against the worst blaster primary.
    I agree with the spirit of the post, but it isn't nearly this simple. Maybe with the right combination of primary/secondary from each you can get close........but not with a simple Blaster primary compared to a Defender secondary.

    None of the Blaster sets are that big of an outlier on the low end. They're pretty standardized anymore, although a few really stick out on the high end of the scale.
  5. Quote:
    Originally Posted by cp2_4eva View Post
    Well Strato, I am rolling a Dark/elec. As much as I'd like to solo, I am under the impression and understanding that this wont happen. I'll leave that to my scrapper toons. I would however like to do a better job of attacking and whittling down baddies. I'd like to all not get mezzed as much. LOL! I was facing some bad maltas and I was stunned for what seemed like an eternity while I was in hover.

    I just want to be the best Dark/elec I can be in general. LOL!
    Dark/Elec solos fine. Dark is an excellent solo set because of the power of the debuffs and a great heal. Elec is middle of the road for damage.

    I'm not sure how many squishies you normally play, but dealing with mez is part of the game. Scrappers are just spoiled.
  6. brophog02

    Power Surge

    Quote:
    Originally Posted by Vitality View Post
    The set is Electric Armor...within that set is Static Shield, which gives psi resistance...therefore the SET gives psi resistance.

    Since the set is mostly resistance I figured a tier 9 that further boosts resistances would boost them all.
    The set does in that the power is part of the set (from a logical standpoint), however, it is still an isolated power, which is what foils the premise.

    That is different than say, a fire oriented powerset, which has multiple fire oriented powers throughout the set, rather than the aspect just in one power. That's the distinction being made there between the words 'set' and 'power' (from a thematical standpoint).

    The set may be mostly resistance, but in this game, as we've said before, Psionics is very commonly excluded in resistance/defense, foiling that premise as well. In this game, if something boosts all resistances, it is far more common that it doesn't include psionics, and therefore you'd want to assume it didn't rather than it did.
  7. brophog02

    Power Surge

    Quote:
    Originally Posted by Vitality View Post
    I know that...it's just that the set gives psi resistance, so I figured that power should also.
    When the powers are ported around, they are rarely changed much (outside of AT modifiers). In the case of Power Surge (Surge of Power), it doesn't give psi resistance in any of its incarnations.

    In the case of Elec Armor, only one power (not the set) gives psi resistance (Static Shield). That doesn't mean any or all others in the set should, simply because one power happens to do so. That premise is not conducive with how the powersets in the game tend to work. Toxic resistance tends to be similar in that it may appear in one power of a set, but not in any other power of the set.

    It's very rare to get that level of psionic resistance at all, which was kinda the point we were making before. To have it in Power Surge, at the level Power Surge brings your resistances, would be very much off of what other sets can generate. Even with just Static Shield 3 slotted, you're at just under 42% Psionic Resistance, which is very nice for that attribute.
  8. brophog02

    Purple's

    Quote:
    Originally Posted by UberGuy View Post
    Read his last post. He states that he went from 10 to "30ish per run". The italicized part is the key here. It's in direct conflict with your interpretation.
    It can't be in conflict as I'm simply clarifying a possible problem, not necessarily the actual one.

    What can't be done, simply can't be done.......and that much has been explained several times. The other logical possibility is just a language one, which I offered.
  9. Quote:
    Originally Posted by Catwhoorg View Post
    /arenalist

    bringsup the arena console anywhere in the game

    create your match conditions and list.

    /ai playername

    invites your opponent

    Hit start match and you are ported into an arena instance and away you go.
    After the match you exit and get ported right back.


    Thats as far down the /duel route this dev team will likely go. (and /arenalist is a very new command).

    PVP is only to take place in specific instances, the zones, the arena and bases (when enabled), never in the regular PVE zones.


    /End Thread.
  10. brophog02

    Power Surge

    Quote:
    Originally Posted by Vitality View Post
    Haha...good answer.
    A lot of powers/sets/IOs protect against things except Psionic. It's the intentionally built hole that is hard (impossible at times) to overcome.

    It is just the way it is.
  11. brophog02

    Purple's

    Quote:
    Originally Posted by UberGuy View Post
    You aren't getting three times the drops. That's what he's saying. You get the same number of drops no matter how many characters are on the team. Your chance of purples does not go up.
    I think all of that is understood.

    The disconnect here is the word 'you'.

    It could be the person behind the keyboard, or the toon itself.

    If he can take content he normally can't take with one toon, but with 3 toons he owns, then the man behind the keyboard went through more content, faster, thereby increasing his odds.
  12. Quote:
    Originally Posted by Fulmens View Post
    I think it was about 70% more DPS for a top-end katana scrapper vs. generics, but for all I know I may have picked the most extreme example.
    Scrappers are a pretty extreme example, as a complete AT. Blasters, for the most part, are great frankenslot toons (although, specifically, I'd argue something like Archery, between Blazing Arrow and ROA being large damage components, gets a larger benefit from top IO sets than more balanced primaries do).

    Scrappers, on the other hand, benefit enormously in getting their attack chains as small and precise as possible, in large part because their native damage is spread across a lot of powers, with the top end powers typically being out of proportion with the lower tiered ones (much like Blazing/ROA for Archery Blasters). They benefit enormously in both damage and damage mitigation with the more pricy IOs. You just can't put together the insane recharge requirements for higher end dps figures while generating large quantities of damage reduction without spending the coin.

    ((Which is why if you want slotting advice, for any toon, go to the Scapper board. They've done their homework over there!))

    The game is balanced in large part around recharge and recovery, two components that can be drastically altered through IOs........but it is pricy. If acquiring that, either by the sets themselves or tickets/merits/inf doesn't count as endgame content, I don't know what does.
  13. Quote:
    Originally Posted by je_saist View Post
    heh. I like it. sounds like my own


    wish I had room in my sign to add that quote... guess I could if I did it as text in a picture...
    If you can do it after level cap, then it is, by definition, "endgame content".

    It is not, by definition, exclusively endgame content.
  14. That will always happen, Hyper. Unfortunately, you're not going to get people to stand aroun and be courteous in that endeavor.

    That's why the suggestion was made in test to increase the hit points of the GM (who seems to go down incredibly easy). An increase in the time between banners falling and the GM spawning have also been made.

    (On that note, why is it CoX takes in so much feedback and yet doesn't utilize some of the most important stuff. Dozens of people told them what would happen with MA, and it happened that way......only to be a black eye for everyone. Every test event like this important notes like this are said, and way too many aren't put into place. If you're gonna take feedback, then you need to take all of it into some account and not just code created bug issues. The players tend to have a good idea on how things will go, particularly in the area of exploiting a commodity).
  15. Quote:
    Originally Posted by Gorgar View Post
    I've always felt that I could do more using the horde of other powers that are available, but maybe I'll have a second look at Dreadful Wail on my dark/sonic.

    I like the nuking while mezzed idea, so long as there's nothing that makes it more advantageous to nuke while mezzed. That would lead to weird dynamics.
    Dreadful Wail is a great example of the sheer power of these attacks.

    -res, mag 3 stun

    You've incapacitated the enemy and made it easier for your teammates (and potentially yourself) to finish off. Sounds like a winning strategy to me.

    Oh, and there is that not so inconsequential amount of damage in the attack.
  16. Quote:
    Originally Posted by Kylazin View Post
    So my question is this, is there any point to have a level 50? Or is it just to start a new character and do it all over again? I understand that once you are 50, you can go back and complete missed missions and continue to tweak your build, but without some sort of end-game PvE (excuse the WoW reference: Raiding) and no real "gear" to collect, is there even a point to making it to end-game? It seems that all the threads I read people say "just make a new character" but it seems that each character is going to be playing through the same game.
    Is there really, at the end of the day, any point to WoW's "endgame"? No....you just call it an endgame. You're still just killing and tweaking your build.

    But you swapped Raiding and Gear for TFs/Farming/Exemplaring/PvP and IOs.

    I've never understood questions like this on this board, when WoW really has no more endgame than CoX does. Not when you think about it. Its perception based due to the fact CoX makes itself available for alts far more than a game like WoW. There are just so many combinations of characters to try that people gravitate that way.

    In either game, do you actually enjoy playing the character, or are you a hamster hitting the button? That may start answering your questions.
  17. Quote:
    Originally Posted by PKDauntless View Post
    After watching the lemming rush attempt Champion made at the Deadly Apocalypse this afternoon, I've come up with a couple of ideas that might help tune this event in for everyone and remove some of the chaos.
    1. One person needs to take the role of director/leader/head monkey. This person would simply coordinate which zone is next and which banner in the current zone is attacked.
    2. Two groups form in a zone. Each team splits evenly, with one half going with one group and the other going to the other one.
    3. One group, one banner. Once the first two banners go down, the second two are targeted.
    4. Finally, both groups reform on the GM and take it out.
    5. If necessary or desired, the head monkey calls the next zone and the two groups swap out their banner assignments.
    I realize this requires a modicum of organization, but we do successful raids in other areas of the game -- Hami and Mothership, specifically -- and these have organized strats.

    Of course, I don't think this is the end-all, be-all strat and folks should discuss to come up with something that works for everyone and/or most situations.
    You don't need any of that stuff for this.

    Here's what you need:

    A bunch of people.

    That's it!

    People are blitzkrieging these things so fast that the number one complaint is things fall before people can get their badges. The number two complaint is the servers can't handle the number of people and zones are crashing.

    Here's my "guide":

    See zone alert, go to zone.
    Find banner you don't yet have badge for.
    Beat on things until banner becomes vulnerable.
    Beat on Banner until it falls.
    Follow Nav directions to find GM.
    Beat on GM.

    The lower population servers/zones/factions may need someone just to disperse parties so that they aren't all on one banner for the clearing phase, but the number of people in the higher population areas don't even need that.
  18. brophog02

    Dark/elec

    Quote:
    Originally Posted by Biospark View Post
    When you refer to standardized, I am not sure what you mean.
    Last time I checked the animation times for Electric Blasts were still much shorter than say Energy Blasts. Did they speed up the slower attack animations, or pad some time into the faster ones to even out DPA ? If thats true then I am sad. I must have missed that patch.

    As far as VS being a tier 3 blast. I guess if you want to call it that, he could be considered a darn good one. My personal preference would be a standard attack that gave me control over where my burst was targeting. IMHO
    Yeah, they changed the animation times several issues back. Archery, for instance, was cut quite a bit back and therefore became a MUCH more popular set in the process. (I still prefer the old archery, because I hate the new animations. Snap Shot looks like a little kid firing a toy!)

    For instance, you say that Electrical is much faster than Energy, but that isn't true.

    Energy 1st tier: 1s, 36.15 dpa (50, defender)
    Energy 2nd tier: 1.67s, 35.50 dpa

    Elec 1st tier: 1s, 36.15 dpa
    Elec 2nd tier: 1.67s, 35.50 dpa

    (These two just happen to be the same, and that isn't the case overall. Some sets, for instance, are more loaded into their tier 3, such as Archery, whereas Energy is pretty balanced across the three attacks.)
  19. Quote:
    Originally Posted by Peterbilt View Post
    Most players don't realize the bosses are debuffed and the mobs are slowed unless they are really paying attention. Every once in a while I'll get a tell saying "nice debuff" but usually all you hear is "that boss/AV sure went down quick" which is enough for me.
    ....Try being a blaster. It's amazingly rare if you hear someone praise a blaster.

    In my experience, Defender's expect that sort of thing more than everyone else. That may just be me, though. I do try to go out of my way to praise those that don't normally get it, like Scrappers. Tanks always get at least a tell from me, and usually a friend request (I have a special place in my heart for quality tanks).

    Come to think about it, I never, ever praise heals. In my mind, I live and die by myself. I have respites and other munchies. If I get a heal, in my mind, it's just bonus. It doesn't change anything for me.

    I will praise defenders/trollers on a particular team that is really moving well, because it is usually their powers making that happen.
  20. Quote:
    Originally Posted by Rodion View Post

    What you can't do as a defender when playing on a large team is attack a large group first, or do anything that attracts aggro to you alone unless you have some kind of mitigation. You have to time your attacks properly while aggro is focused on the tanker, or other members of the team. So that means using area effect attacks is generally a bad idea for defenders, unless you have that mitigation (the knockdown in Freezing Rain, for example) or someone else is a bigger aggro magnet.
    Just to clarify something:

    On a sizeable team, that mitigation will ALWAYS be there, either in the form of control, debuff, tanks, or just dispersed mitigation (which is what all-blaster teams will do, rather than one take the alpha, the team disperses it across multiple parties).

    Poor aggro management on your part is never a reason not to utilize an AOE attack as a Defender. Even a newbie Fire blaster, loaded with AOEs, soon figures out how to time it so that things die rather than drawing aggro.
  21. Quote:
    Originally Posted by eryq2 View Post
    lol.

    I was refering to forum replies, not broadcasts in game. I was hoping it would be clear, since i refered to a post in my last paragraph.
    Clear as your thread title.......

    .....oops.
  22. Quote:
    Originally Posted by cp2_4eva View Post
    Naw, they went on to say they loved the pretty purple rocks the earth troller was using. LOL!

    And maybe I did come across an odd PuG. Since the last double exp weekend I have been on teams full of trollers and defenders. Though we dont wipe, it's a slow time. Mid 20s with that kind of team is a bit of a drag lol.
    It can be, depending on who the trollers are, how they are slotted, and if the Defenders are actually Defenders or "healers".

    Ten levels later and that team is flying through stuff, though.
  23. brophog02

    Dark/elec

    Quote:
    Originally Posted by Biospark View Post
    I agree with these comments.

    One thing I will add about Electricity's damage though is that the activation times on the powers are VERY short. Why is that important ?
    Well for me, it lets me get more mileage out of recharge. Probably the reason Electricity doesnt have a third True ST attack.
    The animation times were standardized a while back. Electric's tier 1 and 2 are short, but pretty consistent with everything else. It has nothing to do with not having a tier 3.

    (The tier 3 was 'replaced' with VS, much like Ignite 'replaces' the tier 3 on AR. Whether that works or not is left as the opinion of the user.)
  24. brophog02

    Dark/elec

    Quote:
    Originally Posted by Biospark View Post
    One thing that I do on my solo build (but not my team build) is to put 5 slots of a damage set like Thunderstrike/Decimation etc.. on CB, LB and for the final 6th slot I have a single Endurance MOD. I also put one in Tesla. These three attacks slotted with a single end mod will drain over 30% of a targets Endurance, so after one application of Short Circuit, my primary target is drained dry. And for good measure I also added a 6th slot for Ball Lightning at 50 and put an End Mod. Thats all, just one slot in each attack that drains and some lucky target gets drained after my first SC
    It makes a difference.
    This works well for bosses and the like, and is easily done with creative IO slotting.

    My comment above (I hope I made it clear enough) was for sapping entire groups. That pretty much takes two short circuits to accomplish without powersink, even on a Defender.
  25. Quote:
    Originally Posted by Sweetmeat View Post

    Also one time I was invited to this team in AE doing large groups of kd resistant purple bosses, and the tanks were upset with my FR because the mobs were trying to get out of the radius, and causing them to become scattered. These were Fire Tanks, and my being the only one on the team at the time actually mitigating any damage at all, I was a little surprised. I tried it their way and they all died, so I went back to using it and got booted. Other than that I've never had anyone ask me not to use either power. EVER.
    Were you slotted and using snowstorm as well? Unless it is an enemy that resists slows, Freezing Rain and SS together will mitigate most of the scatter potential. Hurricane use, if you're good at running in circles, takes care of anything else.

    Then again, if your tanks could keep aggro, that would mitigate that pretty good too.