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Posts
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This may sound like a complaint thread, but it isn't. I just noticed that now that I am Incarnate Powered, I am pretty dang powerful, but that doesn't mean I am having more fun. Yes, at times it is very fun to just mow through purples and feel like a stud, but overall, I don't think I am having more fun. Still love the game, don't plan on leaving, just observing.
What *is* making me have more fun is the Quality of Life features that just keep being added. OMG I can sell salvage from nearly anywhere! I can switch servers (for a better price). Travel isn't the problem it used to be. Go through one of the threads on QoL and THOSE are the things that make me keep loving this game, not being unkillable... -
With how fast lvling happens these days, I try, but don't always succeed in doing arcs that open TFs (Cavern Trial, Hess, and Katie). Besides that, all bets are off. I try to do at least one iTrial everytime I have a an extended play session. Then I just do what is happening or I create happening.
I actually miss that we never really team together and do "regular" arcs anymore, except for Maria. I'd enjoy just going through content for the sake of content. -
Quote:Sorry--I actually don't know how this connect to the question. I never asked, "Should I have good toons? or "What Trials are good" or whatever. I just wanted to know about ranged attacks on tanks.If you have not run Apex/Tin Mage until they are routine, do so.
There is no encounter in any iTrial yet that is not foreshadowed in those two taskforces.
In addition, they are insanely profitable. Once you know how it's not difficult to run both in 45 minutes, and you get 80 merits plus reward tables.
Yes, you do need good toons. -
I appreciate the response, sincerely. I guess I don't feel I should have to add any kind of fire powers to my tank if conceptually that is not what I am going for. (Or range at all, for that matter!). But I am still wanting to hear from others.
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I had the strangest conversation during my first attempt at MoM tonight...I was told stay out of pink, but kill the AV.
I asked, "I am melee, how can I do both?"
The answer, "Stand back and play blaster".
I said, "Play blaster, I am a tank? I have no ranged attacks" (And I meant besides vet powers because we were in iTrial)
The answer, "you dont have any ranged attacks at all? what were you doing 41-50?"
He told me he meant epic pools.
Now to me, this was beyond funny. But maybe I am the one that is the joke...is it generally expected (and the general practice) that tanks get ranged attacks 41-50? Can someone tell me I am not crazy? Or at least that I am? -
How does one "see" the values of debuff to know what is strong or weak debuff?
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Quote:Wow, I know I have been busy and not on a lot, but I had no idea that these went live! Better do my research now!
Enhancements- Fixed a bug that caused some Archetype Origin enhancement sets to have underscores in their display name. This has been fixed for Superior Will of the Controller, Might of the Tanker, Superior Might of the Tanker, Ascendency of the Dominator, Superior Ascendency of the Dominator, Command of the Mastermind and Superior Command of the Mastermind.
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See--these last two comments are exactly why I posted. Yes, it takes more time to explain/let people experience it, but in the long-term enjoyment/success of trials, it seems worth it to inch them forward at least a little. The focus doesn't need to be new people, but get them closer..!
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Quote:I wish more leaders were like you. Trials would be a lot smoother.I almost always ask the following question before starting a trial: "Is there anyone who hasn't done this before?"
The way people respond tells me a lot about the level of understanding the league has. I will then adjust according to the league. If there are a lot of people who claim to be new, I'll go over the trial in greater detail before we start and reiterate certain things as they become relevant during the trial. If there are only a couple people that are new, I'll go over the most important points before the trial starts and explain the rest as we go. Sometimes I'll also offer to explain the trial in more detail if people still have questions after we're finished. If everyone says they've done it before, I'll usually just hit the high points as we go so that we can get started faster.
Sometimes I get people who tell me that this is their first trial ever. At that point, I'll even go over things like how to add League Chat, how to open your League UI, where the hospital is, the fact that you can buy inspirations there, how to rejoin if you DC, etc. -
So is it accurate that the debuff of TA is not good? It has the powers, but are they just not strong?
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Exactly. There is no way someone brand new to Keyes will understand, but at least letting them know what is happening is helpful. Then when it is time for them to try it, they have heard it a few times and are not completely lost.
My first TPN ALL I heard was, "ST only, ST only",but they didn't say what we were doing, so I just tried not to screw up. Luckily I had read the wiki beforehand so I knew a little about what was going. I wasn't the only new one there (I made sure to kindly tell them). BOY it was a whirlwind. -
Something has really struck me hard that I want to share about all the iTrials (with the exception of probably BAF and Lambda). All 4 iTrials that are newer seem to have a similar problem--There are those that know how to do it and those that don't. It seems every team I am on, I hear a lot of things like, "If you don't know how to such and such, let someone who knows how". The problem is, some of the newer things in iTrials are hard to explain, but the newer players are not learning how to do it. For example, in Keyes, newer players (to the trials) are supposed to stay and fight Walkers. They never get to go up and experience because they don't know.
I know, I know, people are just trying to get through and not fail. All I am suggesting/asking is that those of us who lead many trials, we give more instructions so that over time more players are clear on what to do, and trials are that much easier. -
The forums seem to go through seasons with TA. One month everyone is saying they realize the value of TA and it is awesome. The next month I read how terrible it is. The other day I was reading a thread where one person said that TA was useless in iTrials and one person said the only power worth using was [Oil Slick], period.
So I ask the number crunchers, min/maxers--what is the truth on TA? I enjoy playing it quite a bit, which should probably be good enough right there. But I am curious what the real answer is despite any rhetoric...is it really useless in anything 50+? Help me so I don't have to talk out of my butt...! -
OK thanks. Still not sure why I can get my numbers above 45%--why doesn't it stop there and do the numbers above 45 do nothing? Is there any point to adding more than 45%? Or am I just reading it wrong?
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Can someone help me through my dumb question? I hear that the soft cap for defense is 45% outside of trials.
1) Soft cap is what I can cap at without inspirations or buffs from others? Just making sure.
2) When I go to my combat attributes, my defense numbers are above 45%, so what does this mean? That any number above 45 is useless (or maybe useless unless I am defense debuffed and then it would come into play)? Or maybe I am reading it wrong?
So bring on the ridicule, but also the help? -
Great! Thanks.
Anyone have info about the +res on SR? -
Can I get input on survivability of these sets? Which is stronger? If I understand right, they are both pure defense sets, but SR has +recharge and ice has +end and slows. SR gains +resistance when hit points are low--is this significant or noticeable?
What else can you tell me? -
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I think once you hit 2 or 3 I get it, but whatever. I don't understand AT snobs because you will still get done. I hate Synapse TF so much that I would want more damage to go faster, but other than that, I would be FINE with more tanks.
It's a little like the guy who quit our STF the other day when he realized we had formed without an emp. He "had been on these before with no emp and wasn't willing." Of course, we did a speed run through it and somehow did it without an emp...
This game wasn't built (at least recently) for specific ATs. Yes, some work better, but there is not need for being a snob. -
So do I hear correctly that end is a problem with TW? Mine is a TW/SR Brute so I am wondering what I will be dealing with concerning end.
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Quote:Yes, for the most part, many of Traps' powers wouldn't even be cast before half the mob is dead. On a large, good team, it would be hard to get good use of your powers. Now when it comes to the AVs, Traps would be great support.Traps seems like a good set. I've never actually tried it because the cast times for some of the powers seem fairly long. Is that noticeable when you are on teams and trials? It seems as though you would just finish putting out your mortar or just finish laying your PGT and half the spawn would already be dead. Although, in those cases it could be argued that you don't need the PGT or mortar anyway I suppose.
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Let me say that I have a toon with every single powerset in the game except emp (used to have two, finally deleted them years later because I just don't enjoy it). I don't delete any toons (started in i3, maybe have deleted 4), but my FF/ is dangerously close to being deleted. I know I will get blasted by some, but it feels like a very, very useless toon. I use a total of 4 powers from the primary, and they aren't that helpful to the teams at all. (Yes, every powerset can be beneficial, I know). If there was one powerset on a defender I would tell you to stay away from, it would be bubbles. (On an MM, go for it). I would even build an emp defender, which I hate, before bubbles.
(If you are wondering why she isn't deleted yet, it is just because I love the way she looks, her costume, etc.) -
I seem to have a hard time finding them on Triumph. When do you generally need them?
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Quote:Ah! Hadn't thought of this. AWESOME. Thanks.The real trick to the boosters is in the first row of the table in the wiki link. You can take low level enhancements (level 30) and boost them to be better a level 50. Since they retain their level you get to keep the set bonuses but get level 50 enhancement values or better.