shaggy5

Cohort
  • Posts

    544
  • Joined

  1. Quote:
    Originally Posted by Doctor Roswell View Post

    Although that's acids, not nades. Also, whenever I do a Lambda trial, we just end up waiting until the clock hits 18:30 (sometimes 18:00, depending on the leader) before using the acids in order to let the adds build up. Then we can close all the gates and still have enough for the extra Astral. I kinda thought that was standard operating procedure everywhere -- are there some servers that run it differently?
    This is actually my SECOND question about Lambda leading...more often than not now I have leaders who tell the team to wait for 18:30 (or 18:00), but then we kill AV before we get bonus merit. I have even asked why and the leader said, "Everyone is all T4 now and we don't need astral." I don't agree with that, but even if I did, a good team can kill the 30 fast, why not just grab it. Not the end of the world, but shocking how often I see this. If you aren't getting the extra astral, just close the doors right away, imho.
  2. Now that Lambda has been around a while and it is fairly easy, I am perplexed as to why some runs people stress over and over that "so and so" gets the grenades. The grenades cannot overlap (meaning, if one is used, another newer player cannot use another and waste a grenade). Giving them to one person alone means that, if that person dies or (more likely) DCs, the team is left with no grenades. Even the most awesome tank that will never die on a Lam can still DC. Why not let everyone keep them and use them, or at least say, "If you aren't sure about grenades or die a lot, give them to a tank or brute"?

    I know this is minor, but I am just wondering on the rationale.
  3. Quote:
    Originally Posted by ClawsandEffect View Post
    Masterminds.

    Any Mastermind. I hate feeling like I'm just a buff-bot for a really stupid team.
    Really stupid team...Coke just went up my nose. HA!
  4. Quote:
    Originally Posted by Tired Angel View Post
    Illusion/Forcefield Controller! Most boring toon I've ever played! At least with the Mastermind you can control your pets!
    I haven't played this, but I can imagine how boring. I do have an Ill/Sonic troller, which has a *little* more to do, but not much. Kills like crazy, but boring.
  5. Quote:
    Originally Posted by Ironblade View Post
    Force Field / Knitting Defender
    I love the knitting defender. It helps pass time.
  6. For me the most boring characters to play are: Traps/anything defender or FF/anything defender with Bots/FF coming in third.

    What about for you?
  7. I have seem some of the posts of the Enhancement Converters, and I get that I can get a really shiny one from a really crappy one. I just want to know if someone can give me a simple answer that I will be missing a HUGE boat if I don't jump on and use these like crazy. I have used a couple (mostly purple to purple), but haven't done much. 6 months from now will I be the "poor man" on the block because I just stuck what I had been doing previous to these? How important are they in the scheme of things?
  8. [QUOTE=Lobster;4179873]
    Also - is anyone still using placate? I haven't used it once since i22. I mean, I *could* use it for the crit but I just don't feel the need. It's no good for a set mule so I'm debating dropping it... I was thinking it might still have some use as an OSH#$ power or vs EBs/AVs or something. Eh, I'll probably hang on to it with the initial slot, maybe respec and grab it at 49./QUOTE]

    I had the same thoughts on placate. It has some uses solo, but in a group I haven't used it, either. The crit you get from *just playing* is enough. Like you, I will probably still have it, but it became much more situational, but I don't mind.
  9. I am the type of player that has a toon for every powerset (well, until I FINALLY deleted my emp and pain dom because I just don't enjoy them). When CoV started, I built a stalker for every set available then and even took an nrg/nrg to 50 so that I could have that experience. That said, Stalkers were by far my least favorite AT for the last several years.

    Then the changes happened, so I jumped on a couple of my stalkers again. Wow. I didn't know what they could do to make me like stalkers, but they shocked me and I LOVE the new stalker. I even created a StJ/Elec and got him to 25 in no time--LOVE HIM.

    Did anyone else find that the tweaks to Stalkers made all the difference?
  10. Quote:
    Originally Posted by DumpleBerry View Post

    Am I doing any better?
    Yes, thanks. Yes, I don't necessarily know when I am running a trial if THAT character has run it (I do keep track on a document, but don't think about it while I am running it). So that must be it.
  11. Quote:
    Originally Posted by DumpleBerry View Post
    Make sense?
    Somewhat--if there is a reason for the extra astral, great. What about the extra drop of salvage in addition to the one I choose? And sometimes on BAF I get it after one of the phases, but not at the end (well at the end, but in addition). For some reason when I get this drop on BAF, it is usually Gluon Compound, but not sure why about that either.
  12. Quote:
    Originally Posted by Zombie Man View Post

    If it's any consolation, the player you think is pushing you is thinking you're pushing them.
    I *am* pushing them. Those stupid jerks. LOL. Thanks, what you said makes sense.
  13. Chalk this post under the "yes I am crazy" category, but I do have a question:

    Often when I zone into a place (by train, ouro, whatever), the other character who is in the same space often pushes me (meaning we are relatively in the same space and s/he moves my character by his movement). The initial push doesn't seem weird and doesn't bother me, but is it my imagination that people tend to get a kick out of continuing the push? So stupid on my part, but that is when I start to get annoyed. It feels like they are just pushing me to be funny and I have to jump for them to stop.

    Silly question, but I was just wondering if I was blaming them for something that they aren't doing. Any thoughts?
  14. On several trials I get what I consider the usual drops on iTrials (1-2 astral merits after prisoners on BAF, etc). Sometimes, though, I get a random drop of an astral merit or even salvage. For example, I got an astral merit after first getting first nade on a Lambda this weekend. I have also gotten "extra" salvage at the end of a trial, in addition to the one I "chose".

    Are these drops truly random or is there an order I just haven't noticed yet (Like they drop during the first time I do that trial?).
  15. Maybe you use merits differently than me (very possible), but why can't you just buy whatever you want with your merits on one character then mail it to the other character? You can't mail the merits, but you can mail things like recipes that merits buy.
  16. shaggy5

    1 Tanker only

    I am not an AT snob and usually do not mind if I have several tanks on a team. The only time I really mind it and it might bother me a little is when I want to complete a mission/tf/trial quickly and tanks, generally, make this slower than a toon with more dps. At these times I'd rather have 7 blasters/corruptors and one tank! But generally, if a player knows how to play, any AT is good.
  17. This input makes sense. I have to admit I have never been a fan of sleeps so rarely use/think to use. I will need to change my strategy for this guy. At least I know.
  18. I have been running a bunch of my blasters through the SSA arcs. All of them are non-50s and non-IOed. I am running at -1/1 for all. I am running them only for the Hero Merits and not as a comparison. The problem is, none of them have had any problems whatsoever EXCEPT my Sonic/Ice. I didn't look for it or expect it, but each time I was playing that character, I had to use many more inspirations and really strategize instead of just running through as fast as I can. I can't tell you numbers and rationale and I am sure there are ways to play him better, but it was just very shocking to have him so much harder to succeed than the others.

    The others are:
    AR/Devices
    Psi/Psi
    Ice/Energy
    Fire/Energy
    DP/Ice
    Energy/Energy
    Elec/Devices
  19. Hard to choose like that, but I love:

    Invul

    Fire Blast

    Cold defenders and corruptors
  20. That helps guys, thanks.

    What about the "Presence" pool...is that helpful at all for mitigation?
  21. I have a character with every powerset (except emp and pain dom--deleted those after years of them sitting). I find that I struggle to make my defense based characters as formidable as my resistance based characters (I am talking broadly, but this impacts my tanks the most).

    For resistance based characters I can IO-up and get my defense incredibly high so that I am high on +res and +def. On defense characters, it seems I can easily meet and exceed the softcap, but have little +res (usually just something like adding [tough]). When I play these characters, they feel a lot squishier than the others. For example, for some teams my ice tanker rocks it, but for others I feel sub-par.

    Anyone have suggestions to up the survivability for defense? Am I missing great IOs that add +res? Do I work toward massive +regen? Help?
  22. Quote:
    Originally Posted by Nericus View Post
    Yes in the first Secret War, Spidey easily outmaneuvered and out fought the X-men until Xavier used the old Jedi mind trick on him to stop him and blank his memory. However in the Xmen's defense, if Storm cut loose with her weather powers it likely would have been different.
    This is 100% accurate about the SW, but I have had a hard time swallowing it since I first read the story. He easily bested the entire team. Yes, it was fast and done quickly which gave Spidey an advantage, but he made the X-Men look like amateurs. Clearly (to me, at least) this happened because of his POPULARITY, not because it would really be that easy to beat them. I don't have the story in front of me, but wasn't it Wolverine, Storm, Colossus, Nightcrawler, Prof. X? And Spidey can beat them all? I just don't think it could happen.
  23. Quote:
    Originally Posted by rsclark View Post
    Nope. The sopftcap is the soft cap. It doesn't matter how you get there, it is still the cap.

    30 def + -20 to hit is just as much overkill as 50 def.

    The real cap is at 5% base chance to be hit, not at a particular defense number.
    Really? I find that interesting since -to hit is NOT defense, so I assumed it would not be factored in. So the softcap is not a "defense" soft cap, but a chance of being hit soft cap (Sorry not trying to word smith it to death, trying to understand it)
  24. Great. Thanks!

    (And therefore, my chance of not being hit would surpass the softcap because -to hit is not defense?)
  25. I have a question about the relationship between -to hit and defense. I am aware of what defense is in this game and of its softcap. I know that -to hit is not defense, but is it wrong to assume that it acts in a similar fashion?

    What I mean is this--if a character has, for example, 10% melee defense and a 10% -to hit debuff on enemies, is it similar/equal to 20% defense?

    Am I seeing something wrong?