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Posts
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Quote:Very bad ideal unless its made easier then it is now. All a master run will do is keep this trial and badge out of plenty of peoples hands. What will happen is unless your part of the SG or a certain build, or super IO build you will never get in.As I've said before, I'd like to see a MoCoP SG get a permanent IoP that requires a click to renew every 2 days of in-game in order to have the buff.
Not a chance MoCoP will happen until an IO'd out SG, semi-intelligent members, and Rularuu is fixed.
This has happened plenty of times but on this scale of a trail it will be even bigger. This just leads to frustrated players.
Yes I do understand people want to be the best and prove themselves but attaching a badge to such a large scale team effort is wrong.
What could be done is how about increasing a merit reward if certain challenges are met. This way a SG or group could still garb a screenshot of there accomplishment. This could become something that would be fun on other TF's. This of course would probably lead to some super IO'd group able to exploit it, but I'm sure they could datamine and figure out how to change it. -
I use Paypal on both my wifes and my account works great, and you can have Paypal linked to a bank account or credit card.
Now the next thing to do is start seeing some old junk on Ebay to get some cash in my Paypal account so it would be like playing for free(well not technically free but close enough) -
I believe the difficulty and mission types are too high for new people. Yes for veteran players its a lot better for us, we now the powers, we know tactics, have vet powers, can email money , and more.
If you don't think I'm right answer this question have you ever quit any game because it was too hard before. Well I have, if I had a trail pc game or a game you play in a web browser and it was too hard or had other problems where it became frustrating to play then I would just quit.
This is even more so with kids, most will skip any tutorial or any help and go right to playing. My 15 year old nephew comes over every now and then we tried to get him to play coh he didn't care about learning just wanted to play, and wouldn't listen to us, so he just quit and went onto another game. Same thing with Xbox games he wont play any game that gets too hard at first and these are some great games.
You may feel and say so what we don't need these type of players and kids, but in fact the game needs any players.
This game has gotten very complex even for veterans and I just don't want to see it loose new or old platers due to this. -
Also to further what everyone has said on DA as well as on some other melee sets that before Stamina and SO's I find it very helpful to slot 2 end redux do's in all my attacks sometimes even 3.
This way your not really wasting slots since once you hit 22 just drop it down to 1 end redux then the extra slots get slotted with damage. -
First IO I would get would be a KB protection IO, unless you have acrobatics already or don't plan on getting it till later.
Although I would look to the market first, haven't seen the prices lately but you do have a choice of all 3 that you can slot on a DA stalker. -
So I read that only 5 tip missions count per day. So I did 4 rouge ones then did a villain one as part of a team. Now I am stuck with 4 rouge and 1 villain so there is no way to clear the villain one so I can get the 5 rouge missions for the day?
If not that is a pretty bad feature that I get stuck with someone else's choice by joining a team. -
I got the badge on my badger from them in Warburg. There is usually 2 groups of them being escorted by either 1 or 2 crab boss's along with the 2 Hercules Titans that you need to damage a bit to have them join.
It can be a pain if you don't have enough damage I did it solo on my Brute. My tank had trouble with it -
I always go for S/L on every one of my builds except in a few cases.
Why S/L I have tested on a number of builds on my characters, and on my wifes and are survivability is much better going S/L every time. Its so funny now to see my wifes squishy on a speed ITF right there in the thick of things with no problem at all. Yes we also do get some decent ranged and aoe defense but we soft-cap S/L.
Next its much easier to soft-cap S/L over positional for 2 reasons.
1. All the APP/Patron Armors give S/L defense.
2. Most of the S/L you can get with 4 slots over 6 for Melee etc...
The only reason that I can see going for positional over S/L is if powers in your primary/secondary give you positional defense instead of typed.
Those are Shield defense, Super Reflexes, Ninjitsu, Cold Domination (arctic Fog only gives Positional which I think is already bugged) -
Thanks for the help. I will try Striga tonight I always forget about there.
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So I was finishing up some badges I need on my tank before GR. Finishing up Family Boss's went to IP not many, I know a bigger team would help. So I loaded up Unai Kemen flashback arc with the old Family farm, had plenty of boss's but none of them counted for the badge.
They are all listed as Family is this a bug or known issue? -
For anyone looking for these if you do some of the new Exploration badges from the last issue especially red side they will take you to a few of these type places.
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Just make sure you have a good balanced team with melee, ranged and control, especially in case someone drops. Essence of the Earth inspirations are very usefull especially if your lacking in one area like melee damage. On our one run my brute was the only melee on the team, being able to pop some EOE's made it easier to take down the yellows, I only had to run out and heal once.
If anyone's health dips they need to run out and break line of sight ASAP. That damage can creep up fast. Any one with recall friend should stand by and grab anyone in big trouble.
And lastly watch for Pylons and if its a mixed team make sure no one leaves the zone. -
I'm fine with the number of badges and look forward to more. I do agree that some of the badges are too much of a grind, even with the changes that were made. There are still some epic badges even with the changes there is no way unless you go afk to get them, this should be changed, as to lower the requirement even more or change damage take as overall and not to base hit points.
I also wish the RV PVP badges would be changed, especially in regards to the AV's. I understand the PVP changes to powers to make PVP more balanced, but those changes make fighting the AV's a pain. So much so I've seen 3-4 full teams have trouble taking 1 AV down.
The AV badges are the set of badges that my Brute will hate the most with side switching, guess I may have to wait out the lag when there is another anniversary zone event and hopefully get the AV's then. -
I had a Granite build that almost did it like the build above. Also with Earths Embrace up you are capped to Toxic and with the above build you could slot in a Shield Wall +3 Res, but there is no point in spending money on that unless you were going for crazy numbers, like the OP requested.
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Just throwing my 2 cents out there. I was trying to get some Psi defense on my Invulnerability tank as well. If you have Weave, combat jumping and steadfast +3 then you already have some Psi Defense. There are a few sets that you can get some extra Psi Defense as well. Some good ones are Scirocco's and Devestation. I slotted a few of these and was able to get my Psi Defense up to 24. With some other teammates Defense or using a purple it helps me survive heavy Psi badguys.
At least those sets have some other decent bonus that can help you out as well. I agree as well + HP and regen is also the way to go to help you survive Psi if you cant build any extra Psi defense. -
I agree with most of the above. I am on the fence with the badges. Can be very easy for the perfect team makeup, who all know how to play and follow directions. Others its very hard too even find a team. I have done many successful runs and failures on different AT's.
When you fail you fail no big deal, sometimes you might scream out to yourself, but hey what can you do.
The best thing to do is find others who have the same goal in mind and join up eventually you will do it. Me and the wife did this and we found a great group of players, that we still play with. We were able to do the MOSTF run with a very crazy mix of AT's now doing the same on a MORSF.
If anyone ever needs help on one of these on Freedom server especially Hero side look me up I have a stone tank and cold defender that can help out anytime I'm on. -
Thanks all for the feedback. I went ahead and went with mace, for 2 reasons I like some of the other mace options better. Second I'm a big fan of AOE's so that is what really sold me.
Played it a bit last night and it does feel fun to smash! Thanks for all the help. -
So I'm making up a new tank and it will be Invulnerable, but cant decide on either axe or mace.
One of my main goals in this game was to play every armor set, and most melee setsto 50 at least once. I have done all the armors but my Invulnerability is a brute and really want to try it Tank side.
The only melee sets I have left are Ice, Axe, Mace, claws(have a widow though) and Katana(have ninja blade though)
My characters look will probably be Valkyrie or Viking so both axe and mace would fit that. Invulnerability doesn't need as much mitigation as other sets, but both axe and mace offer good mitigation.
They both look about the same in terms of what they do on paper, but how do they play out differently?
What I'm asking for is someone to tell me how much they love or hate either axe or mace to help me out. The only thing that is making me sway towards axe at this time is that mace would pair up better with dark(have dark brute side) with the stacking of disorients. -
I always slot mine with a steadfast KB protection, Steadfast +3 defense
then 3 franken-slots to max defense and end reduction, maybe work on a cheap set
Later game if its a Alt that I may play more then it will be 3 LOTG with the +recharge
If I have plenty of slots at any point then I will 6 slot it with a res/end Io -
S/L is the way to go my electric brute used to be caped to Melee and I ran that way for about 3 months or so until I read up about defense more. I also had all my squishes set for ranged defense as well. I took 2 of my squishes and Electric brute and took them to test with soft-capping S/l instead and there was a world of difference. My survivability has went up with having S/L capped over Melee
There are more attacks in the game that have S/L attached to it the Melee. If you only go Melee then every ranged & AOE attack will hit you.
If you want to talk set Bonus now we will take Kinetic Combat (4 slots) and Touch of death(6 slots). For single target to get the S/L bonus you need 4 slots as opposed to Melee you have to 6 slot. This may be ok for some powers, but it would take you 12 slots(2 single target attacks) to get 7.5 defense (2 X 3.75). Where as going S/L 12 slots gets you 3 powers and 11.25 defense (3 X 3.75) or get 7.5 with only 8 slots. This makes it easy to slot your weaker attacks or even slotting boxing. Also the other set bonus they have both the same Immobilization and HP bonus, the only thing extra you get with Touch of death is hold resistance and a 2.5% damage buff.
Yes I do agree that Obliteration is the best set for PBAOE attacks but you still get 1.88 to S/L with it and most electrics will skip Jacobs Ladder in there final build and its much better to put a force feedback + recharge in Thunderstrike and then 5 slot the set with a purple set.
So lets talk other powers that you will slot for Defense bonus. The best set for your resistance shields is Reactive Armor with 4 slots for S/L of 1.25 plus you also get 1.25 to energy/neg or .63% to ranged. You would have to 6 slot it with Titanium Coating for 2.5 % but the rest of the set bonus are pretty bad.
The next is Taunt every 1 of the taunt sets have S/L as the bigger number with the top 2 sets giving very high numbers and other good set bonus.
The best thing I can tell anyone is try it on test with a softcap to Melee build and a soft-cap to S/L build grab a bunch of mobs and heard them up and watch how many miss you on both. This is what I did and S/L won every time. -
Here is my 2 cents - My main is a electric/electric brute that I have been playing since they first came out she is built to tank and is a beast.
Softcap (45 Def) S/L take tough/weave and combat jumping. You may also end up with a few other bonus my range ends up around 19%
Then get your recharge up to get Energize and Power sink up as much as possible
I use energize as a heal mostly but will hit it for longer battles, power sink is great for mitigation when needed and works great on large teams to help taunt and safety of a team
Next get as much + HP and Regen as you can
The downside is you will have to spend a lot of cash to do this, but you could save money by using more slots for cheaper Io's to build S/L def.
A example would be Kinetic Combat Vs Smashing Haymaker
There is a great guide for invulnerability tanks on the forums for softcapping - Has a lot of options listed in it. -
I love my stone tank and playing a /stone brute right now hes at Level 47.
A few notes pre-granite is a suck fest at times. Its funny how on my brute pre granite many teams will want me to tank over the other brutes, I have to tell them plenty of times other brutes will usually be stronger pre granite.
One way to help out is to try and soft-cap Smash/lethal its not that hard but can be pricey. The good thing is sets like Kinetic combat max out at 35 so you can slot them early enough and still get great use out of them at 50 for soft-capping in and out of Granite.
On TP I feel it is a must especially if your on a fast moving team. Rooted and granite wont recharge fast enough between mobs. There is nothing more embarrassing then running into a mob not having your mez protection up and you get held and don't have a break free ready next thing you know your taking a dirtnap.
I have been on many teams with a stone both sides that didn't take TP and they look so sad trying to get around or jump up and help out the team from a mob above. Not taking TP may be fine for some but for someone like me who hates TP and who has a pocket kin at all times on my stone TP has been a great help. -
The best help for a electric brute would be a /cold.
You have to look at the big picture, and figure out what will help them till level 50. Yes Thermal, sonic, pain all help in the +res department, but electric taking Tough will have some of the highest resistance numbers of any brute. A /kin is nice for the recharge but /electric is fine in recovering endurance later game. A /rad would be my second choice do to the high debuffs and a decent heal to help out.
What they wont have is any defense from there secondary. That means every attack will be a hit and every mez will stack. If they take weave and Combat jumping and some Io's they will be a beast late game.
The debuffs will help them defeat as well. The only problem is they wont have any source for a heal until later on, but you can take aid other/self to help out when needed, and if you get on other teams there will usually be some sort of heal. With a good mix of defence and high resistance numbers though they wont be needing a heal that often.
Take it from a /electric brute who has softcapped smashing/lethal through Io's it made my survivability increase incredibly.
As for your primary I would go with more AOE since energy is single target based.
My wife and me always make sure we pair up sets that can help out each other (more on her part though as I tend to play agro/damage dealers) -
Another option witch I find better then just purple out a blaster. Is to take cold ancillary pool and soft-cap smash/lethal defense. I do this on all my blasters and run around with no problem. You also have a nice heal with hoarfrost. To do this easier I take tough/weave and combat jumping.
Much cheaper then going all purple, plus you can also get ranged defense/energy around 20.
Still leaves plenty of room to slot purples and other recharges in powers.
I love it when I get comments about my survival rate for a blaster especially on the 2nd part of a speed ITF. -
My wife and I always make up a duo to help out each other. The best setup is play whatever you want make up a list of the next 3-4 types you want to make and have her do the same. Then just pair them up to help out each other.
An example would be if you pick a resistance based Scrapper/tank/brute or one with low defense numbers then pair them up with someone that will give them defense shields. Or if playing a end hungry type like dark armor then pair them up with a /kin.
If youre asking for some of the most fun very good combos then I would go with an elec/shield scrapper and an ill/cold troller. The scrapper will be soft caped very early on and can do great damage, pair that up with some controls great debuffs and Phantom Army for extra agro control. We were running 8-man spawns after level 22 and only had a few problems here and there up to 50.