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  1. Quote:
    Originally Posted by Arcanaville View Post
    After being on several MoKeyes runs this weekend, I got a pretty good hang of avoiding the green patches. So good, I relaxed for a moment and took my eyes off the clock and the ground to check on something else going on in the trial and promptly ran right into one. That was not the fault of the trial, that was clearly my fault for being, momentarily, a horrible player.

    The green patch is actually not that hard to see, and its actually virtually impossible to be obscured if you are using proper strategy. The proper strategy is to move away from other players and get some breathing room just before the Obliteration timer expires, or just all the time really, so you can always see the ground around you. The green patch is a hazy green circle maybe thirty feet across, but with a green cross hair at the center: you can't miss that detail. If you aren't totally surrounded by players when it appears, you should see it easily and be able to move away. If you are totally surrounded by other players it'll be hard to avoid even if you do see it, which is why its important to keep some spacing around yourself.

    It helps if you are not running a full league for this, because the less players the less crowded the area around AM is. AM himself is a relative pushover, and does not require 24 people beating on him to take him out.
    As a red/green color blind individual I do find it hard to see at times; for me,the hazy outer circle simply blends with the ground or other visual affects. I can pick up on the more solid reticle as long as it isn't directly covered. Given that color blindness is a fairly common condition, it should have been a consideration. Without adjusting the hue, the devs could still afford to make the effect brighter and more solid.
  2. Quote:
    Originally Posted by Amy_Amp View Post
    Fire is a better set for hard control. Mind is a vastly better set for soft control. While my Mind/kin does collect some dust these days due to too many alts, my Fire/kin flat out got rerolled. I'll just point out I was leading a team of SG members and some PuG people while on my Mind/kin. At one point the tank in my SG complained we were going to fast. Fire still does more damage as it should. Mind can still be played to be extremely powerful.
    I quite agree. I find Mind quite useful on iTrials because, contrary to Laev's suggestion, the objective is not to steamroll the enemies. In the Lambda and, to an extent, in the Keyes trial you want to hit your objectives and move on. For instance, in the glowie collection of Keyes, it is viable to mez the enemies, grab the glowie, and move on without defeating the enemies. The same is entirely true in Lambda (mez the mob, destroy the glowie) with the additional advantage that Mass Hypnosis and Mass Confusion can halt pursuing mobs without drawing aggro.

    Personally, I don't find Illusion's built in stealth such a great advantage to take note of, other sets can easily compensate with stealth, SS, and stealth IO's. However, Group Invisibility does have some oddities to its mechanics that make it more interesting.
  3. Quote:
    Originally Posted by Nalrok_AthZim View Post
    That video was so annoying I couldn't finish it.

    Rambling in a sped-up voice != sound advice for the gaming industry.
    Glad I wasn't the only one.
  4. Quote:
    Originally Posted by Bad_Influence View Post

    *"Dodge the disintergration ray!" [this was said today during the run.] Dodge it?! I never saw where it was coming from to begin with! How can you dodge anywhere when you have eaten all your BFs trying to get out of being alpha- or beta-held, only to be held yet again? [It takes about 3 regular BFs to break out of that, as I recall.]
    It's no wonder you didn't enjoy the trial... clearly, you had no idea what was going on. Here's some useful information:
    • Obliteration Beam is a large green circle that appears on the ground, similar to the targeted Orbital Lance used by War Walker. Admittedly, it is difficult to see and can easily be clouded by other effects. This is the attack you must dodge.
    • Disintegration Ray is an attack that targets a single individual and deals progressively more damage. It deals damage in percentages of your total health so is equally lethal to high and low hp characters. If the target is disintegrated, Anti-Matter is fully healed. Even if the target survives, they are drained of all endurance.
    • Alpha/Beta entanglement are effects that will cause you to take damage when in close proximity of someone of the opposite entanglement. The damage is fairly minor, but stacks quickly if everyone is amassed together.
    • Time Stop is a huge magnitude hold (5000 mag, I believe) that Anti-Matter uses at 75%, 50% and 25% health. It will expire when he begins regenerating at a terminal.

    I admit this trial is more confusing and difficult than the BAF or Lambda. That's why I find it much more engaging. Perhaps, the problem lies in the fact that all these effects are shoveled on to the player at once. I can see how that would overwhelm someone come in with a blank slate. Would a better design be to introduce one element with each reactor, culminating in the AV with all of them in effect?
  5. I led a Keyes just a bit ago because of this thread. First time leading it and we did alright.
  6. Quote:
    Originally Posted by Narkor View Post
    There's an unlimited supply of resources; you can always refill at the hospital inside the trial.
    And when you do you remove yourself from contributing to the trial. The resources come at the cost of participation.

    Quote:
    Positioning is just such of a situational thing, I wouldn't bring it up; but I'd still say it's the hardest part in this whole game.
    Positioning in this trial requires more awareness than most of the game, especially given the unique utilization of vertical space. It may be situational, but this trial is a situation in which that awareness is important.

    Quote:
    As for auras on auto fire, most players would rather have a constant source of healing they know they can find somewhere, rather than dropping some mobs faster or whatnot.
    And it's not like if it was any different than a lot of the situations found outside the trial: you get low on health, pop the healing aura. Someone else is low? Clicky zee aura. It's just a lot easier when people hug you through the trial.
    There is a certain advantage to the font of healing, pouring out green numbers. For certain, powersets doing so comes at less of a disadvantage. Those with a single target heal can always do the necessary spot heals even if they are spamming their aura. Perhaps, it's due to my controller mindset; I can be doing as much to expedite clearing mobs or preventing damage as healing it.
  7. Quote:
    Originally Posted by Narkor View Post
    Carrying greens and using one every 30secs isn't thinking, either. Sorry.
    Sticking next to someone with a heal aura on auto-fire isn't either; sorry again.
    Putting an aura on auto-fire ...
    You get the idea.
    Resource management, positioning, and timing (via not putting an aura on auto-fire). Those all seem to me like things that would fall under strategy.
  8. Quote:
    Originally Posted by Lemur Lad View Post
    If people are losing that much health and not getting healed up immediately, then it's their own fault for not knowing how to not hurt AM, stay in a relatively tight group, and bring a few people with Rebirth.
    Personally, I find you can't rely on anyone else for your own survival. Even sticking close to the group, while increasing your odds of survival, won't save you from a common scenario such as being successively struck by the reactor followed by a crit from a Vickie. That's certainly enough to lay most squishies low. Unfortunately, a common scenario is for people to simply spam their heals rather than trying to time them to hit after the pulse or use them when they're needed.

    Additionally, while I know to not attack Anti-Matter that doesn't mean everyone in the league is as knowledgeable or even careful. People carelessly AoE'ing near AM, doms and controllers summoning pets, or MM's that let their pets run wild all contribute to a pulse that's going to knock more than 50% of my life. And this is my fault?

    Quote:
    My experiences on Keyes have been with my Dominator more than any others, and the only reason it doesn't go so smoothly for some squishies is they fail to grasp that it's simply a matter of positioning a little bit differently than the tough guys (just like melees have it harder when they have to pogo because of Nova Fist).

    Go ahead and run around like a loon and pop greens, or stay grouped, get healed, and clear trash while the tough guys click glowies or pull War Walkers to the group, or drag AM around.

    It's not Rikti Science, it's just different roles for different folks.
    Popping greens is a valid way to stay alive. When there are so many factors outside of my own control (as mentioned above), the least I can do is ensure that I have some control over my green bar. Of course, there's a world of difference between popping one a few moments after the pulse to pull yourself out of the danger zone and swallowing 4-5 in a moment of panic: one keeps you alive and the other will give you a lot of time with the combat medic.
  9. Quote:
    Originally Posted by Bad_Influence View Post
    I was on one today where as people were being held, disintergrated, alpha- and beta-held or whatever, and green-light-pulsed to death - ALL AT THE SAME TIME, mind you -, some maroon was going on about "this is the easiest trial ever, I love it." Drugs are bad, mmmm-kay? What is someone smoking, to be able to make a comment like that?
    Was this, perhaps, on Virtue? I did a trial there earlier that was shooting for a few badges and, while those attempts failed, the rest of the trial completed fairly successfully. Someone made a similar comment about success towards the end. Honestly, each Keyes I've been on seems a little better than the previous run. It's just as the other two trials. People will learn the encounter.
  10. I'm afraid it isn't going to work the way you hope. It will roll a chance to proc when you initially cast Static Field, but that is all. Afterward, the Static Field entity is considered the caster so any heals go toward it though it cannot be damaged.
  11. Quote:
    Originally Posted by Oathbound View Post
    Honestly, I have no doubt that Khelds were never even thought of when these new powers were designed, and that they'll simply never get access to the new flight/TP powers.

    Sucks to be them.
    More so, it will suck to be someone that will pay to play them, only to find irksome limitations in place.
  12. Quote:
    Originally Posted by HardRider View Post
    ZOMG!! OMG!! AHAHAHAHHHHHHHHH !!!!!!!!!!!!



    This alone will make respec'n a lot easier..well when your emptying a toon that is.
    I'm with you on that. It'll also make it easier to craft tons of IO's for my alts and sg. This is definitely one of the first perks I'll be picking up.
  13. Quote:
    Originally Posted by Memphis_Bill View Post
    No, you didn't. The person whose quote you "fixed" was talking about a min/maxer - who would likely take hover for a place for a global recharge IO.

    What needs to be fixed in their statement is that the usefulness is hampered by form changing - it is not significantly hampered, as IOs like that (and set bonuses) persist regardless of form.
    To say the usefulness of Hover is hampered isn't to say that it's completely negated. LotG: +recharge will still function without regard to Hover's state, as will the -kb IO's. However, one particularly useful IO, Kismet: +6% to hit, does require the power to be toggled on. Also, the defense provided by Hover naturally requires it to be toggled. It's a small knock to benefits provided by Hover, but it does exist.
  14. Quote:
    Originally Posted by Kungfu_Bunny View Post
    khelds dont need new power sets, they are way powerful as they are.
    The strength of Warshades and Peacebringers could become a very long argument. In my experience, my WS does just fine. It's not the best character in my stable but not the worst, and it is interesting to play.

    More pertinent to this discussion is the question of just how much would opening the flight and teleport pools to WS's and PB's change them. Frankly, not very much as it stands. Perhaps, the most significant power in min-maxer terms from either pool is Hover, offering a small bit of defense and some nice opportunities for unique IO's. However, as a toggle, it's usefulness is hampered by form changing. The other powers in question all fall into an area that I'd consider mostly useful for convenience.
  15. I agree. It may be time to rethink that restriction on Khelds. Not to mention that Teleport can be cumbersome for some without coupling it with Hover.
  16. My concern isn't that there is a single aspect that is pay-gated, rather it is this: will my VIP status keep up with most of the new content? If I chose to use Paragon points, or whatever the currency is, to keep a breast of new powersets will I be locking myself out of new zones and story arcs (and vise versa) without putting down additional money? I wouldn't mind delaying my access to costume pieces, but if I have to put off a powerset, zone, or story for a month or two to reserve some currency I'll be a bit disappointed.

    I'm also with Synchrotron in the concern on how paid for missions may cause some fracturing of the player base.
  17. Quote:
    Originally Posted by Lycanus View Post
    My static team standard attitude: If anybody on the team dies, then things were done wrong.

    Fallout and Vengeance are powers I've never seen taken by anybody I play with for the past 7 years. And none of us have ever thought about taking them...in fact I believe our shared response to such powers was "a power that requires a teammate to die to use without actually resurrecting the teammate? why?"

    resurrect and mutations are fine, they correct the mistake....
    Resurrect and Mutation fix a mistake. Vengeance gives you two minutes of preventing further mistakes. And you know what they say about an ounce of prevention...
  18. Quote:
    Originally Posted by Necrotech_Master View Post
    hoarfrost is not really worth it, hibernate is a better power to use than that

    the other powers you are taking are good though
    I found Hoarfrost quite useful on my Earth/Fire, adding another 400 or so hit points for the majority of the time. On top of softcapped smashing/lethal, it made a nice difference in survival.

    Hibernate, on the other hand, I've always found difficult to leverage for survival. Though maybe it's just me. I could never getting the timing of when I needed it and usually ended up dead before it activated and the Untouchable kicked in.
  19. Kinetic/Ninja is probably going to be my choice for a stalker. I've been playing it and a dark/ninja, and while I like both, kinetic/ninja seems to have some unique, interesting mechanics that won't be found elsewhere. Though I am enjoying Dark Melee as well and I can see pairing that with another defense armor.

    Dark/Shield for a scrapper could be just the ticket. Though I was considering an Elec/Shield something for the fun of double teleporting attacks. For a tank, I'm not so enthusiastic about Stone Armor. It seems like too much of the set is wrapped up in Granite Armor for my tastes. And I see two mentions of SS/Elec for a brute, it's something I'll have to look into.

    Thanks for all the replies.
  20. I've got the notion, as many of us have at one point, to play each AT to level 50. At heart, I'm a controller and dom player so those are under the belt. I've branched out to other AT's that I felt have interesting mechanics and I'm nearing my 50 on a warshade and mastermind. My next objective will be one of the melee AT's, probably a stalker with a scrapper, a brute, and a tank to follow eventually.

    So here is my question, without duplicating any primary or secondary, what are your recommendations for a stalker, a scrapper, a brute, and a tank? I'd like to keep the power sets varied both for a more entertaining experience and to gain a little more insight into how melee plays.
  21. Honestly, I would not change a thing. When I compare my Illusion controller with my dominators, I don't see what people fear in the set. Phantom Army is a very powerful ability, and it does make tackling very strong single targets possible. I've solo'ed GM's with my ill/kin, however, I find PA a bit lackluster when dealing with large spawns and she struggles in x8 missions where my dominators excel.

    Perhaps someone could elaborate on why Illusion for doms would need to be changed. I often see two reasons cited, Illusion wouldn't benefit from Domination and Illusion deals too much damage, that is to say, some see Illusion as weak for a Dom and others see it as too powerful. At the moment, I see it as sitting in the middle being just fine.
  22. Quote:
    Originally Posted by TheCrazyCapybara View Post
    I didn't even know that they removed the damage bonus until now. Looks like I am not even going to bother with my new dominator any time soon. I have a level 50 Mind/Thorn I loved to play, but domination now seems "meh" to me. Especially since my new dominator is a Elec/Earth. From what I can understand, Elec/ is one of the primaries that benefit the least.
    You probably didn't notice the removal of the damage bonus because you were doing more damage than before unless you were stacking double-domination. Moving away from such extreme recharge has allowed for more flexible builds with perma-dom and softcapped defense; and, in a team environment, you'll get greater benefit from +damage without Domination pushing you closer to the cap.

    Honestly, I see more doms in game now than ever before. In my personal experience, I couldn't drag a dom through the 1-40 slog and building up IO sets to reach high levels of performance. Now, I find they play pretty smoothly from 1-50, and when I can IO them out it's just icing on the cake. I honestly can't see how one can prefer the pre-revamp playstyle.
  23. Quote:
    Originally Posted by Arbegla View Post
    While true, that confuse doesn't come until level 26, and the pets don't come until level 32. You have plenty of control (i was herding and draining mobs at level 12, with Static field and the aura) but you have very limited damage. Thats why its painful to solo. Just sheer lack of damage, even with abusing containment. (unless you 3 slot damage SOs, but then your limited on slots, and are hurting your controlling aspect)
    Electric is just kind of middling when it comes to damage. It's not on the low end with Earth and Ice, nor is it on the high end with Plant and Fire. The remaining three sets; Gravity, Mind, and Illusion, all sport some nice early single target damage but Mind and Illusion suffer in AoE. I think that leaves Electric pretty well in the middle since Jolting Chain lets it punch out a little more AoE damage early on. Your mileage my vary, of course.

    For a dominator it's largely irrelevant anyway.
  24. Quote:
    Originally Posted by Arbegla View Post
    Level 50, it'll be amazing. getting there... not as much fun
    Unless you like playing controllers. Between a confuse that's up with the frequency of Seeds of Confusion and two pets handing out damage, Electric doesn't feel as slow as some other control sets. Electric is fairly early blooming and Cold picks up in the late 20's to give it a pretty nice even feel, I'd say.
  25. Quote:
    Originally Posted by Arbegla View Post
    I have an elec/cold. While it is nice on teams, it can't really solo very well. So in the event you like soloing, elec/cold is prolly not the best idea.
    It seems to solo exceptionally well for Boomie. Perhaps, it's not an +4/x8 solo'er but it can do nicely against single very difficult targets.