ultrawatt

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  1. ultrawatt

    Solo MoITF

    Yep, just punch him in the face a lot. But thats kind of the thing, with only 1 person in range the healer heals for crap. It was actually the dmg aura nictus that caused the most trouble. A few times i actually thought it was dead or something because it wasnt even healing.
  2. Quote:
    Originally Posted by ShadowsBetween View Post
    ... I really can't think of anything useful to say about this. I mean... really? You honestly think the best way to keep this game going is to drive out anyone who doesn't play it *exactly* the way you do? Because that's the *best* spin I can put on this.

    To be honest, comments like this are pretty much exactly what I expected to see from "end game" content. It's *exactly* the kind of attitude that permeates "That Other Game." IE, if you're not going to make raiding your primary job, then feel free to set fire to your computer and quit the game, you nOOb LOLsolo loser.

    And I'm already seeing the kind of problems in-game that I expected, as well. Trying to do the ITF, my level 50 character got kicked off a full team of level 50s, because *I didn't have any Incarnate slots.*

    But whatever. My opinions on any of this are irrelevant at this point. I'm under no illusions that my input has any value whatsoever to the devs, to the players who like the trials, or probably to anyone else. Of the handful of people on my global friend list, all but two have quit, and both of them are too busy grinding to trials to even say hello.
    This isn’t about the end game, to me at least, i myself don’t like the way the end game is going into the ubergrindfest where you don’t even have time to talk and have fun. I like lighter content where you get to spend more time typing and talking than fighting. In fact, those are my favorite kinds of teams.

    But what we have here is someone who doesn’t like to put up with people. See, i started out really really really really sucking at this game. For at least a year i was easily a detriment to any team i was on. But it was people who were kind enough to team with me and put up with me that helped me through this game. They were willing to pug and help out a new player they don’t even know. The OPs friend isn’t willing to do that. I know of many people who say "i only team with people I’ve known since beta" and I’m sorry but that pisses me off. Do you really think this game would be a good place if everyone was like that? With people unwilling to pug this game wouldn’t even work out. Of course it's a better place without people like that.

    But when it does come to it in i20 you aren't forced to pug, I know almost no one uses the queue feature. You can easily make up a league made almost completely of people you know, happens to me all the time. But that’s not going to happen for the OP's friend i would guess, considering he only knows 7 people because he refused to pug. :P
  3. ultrawatt

    Solo MoITF

    I know people have done this before but last night I tried to solo an MoITF on my SS/fire/soul. It' was my 3rd time an i finally did it.
    I must say, im really liking i20.

    here

    A little side note is that i *actually* could have been done in about 1:03 but i ended DCing twice on the last mish. The first time i had finished romi and was 63 kills away. Then I DCing WHILE fighting romi. I'll have to run it again to see if i can beat that time.
  4. Quote:
    Originally Posted by Mr_Kingkillaha View Post
    I hate to be a jerk, but if your friend hates teaming with strangers like me then I probably wont miss him one bit

    Ive done the baf about 6 or 7 times, and only won 3. Im at my tier2 judgment already. I only converted 20 shards and 4 astral merits. It really goes by quick, and the incarnate trials are more interesting than much of the regular content.

    If your friend cant tolerate other humans for a few hours a week then CoX incarnates are not his biggest problem right now anyway.
    Well said. I love the 1st part, and 2nd, and 3rd.

    I say screw your friend can't stand people that wont pug. I say good riddance. Game is a better place without people like that.

    Love the 2nd part too. You dont even have to ******* finish either of the trials to get a good chunk of stuff. I think i had gotten tier 2 interface and 50% into destiny before i finished a lambda. Havent failed the BAF to often though, but if you get stuck with a bad team its hopeless.
  5. Quote:
    Originally Posted by Deus_Otiosus View Post
    An amazing build that is well played + incarnate powers is still better than an average/poor build that is not well played + incarnate powers.


    You can find a way to stand out.
    That.

    Hell, i was on this ITF the other day with my SS/fire/soul (yeah, you know that armor set that sucks because it’s squishy) almost everyone had iPowers and faceplanted while we tried to speed the 2nd mish. I think there were two tanks that died too. Not only did i end up soloing the entire mish, i also did that for the 1st mish and all the way up to the AVs in mish 3, but i went and proceeded to beat the **** out of the ambush mob. The mob had been spawning at the rest of the team, to give the team some credit that can be quite hard. So i tanked and killed about 8 of those EBs and their mobs. Next day i Soloed the ITF in about 1:12 (or was it 1:15?)

    And i can hold an entire spawn point in BAF on my own. Maybe 1/4 of the LTs make it past.

    So yeah, i still feel pretty special.
  6. Bad teams are bad.

    That seems to be whats up with you, I've been running pug basically and think i failed 1st 3 Lambda's ive done and a few BAFs otherwise i havent failed very often.

    Of course, lots of crashs and bugs right now. Which i expect will be fixed soon.
  7. General rule of thumb i like to go with is 2 end/sec after toggles.
  8. Radial. Even with only 25% chance you will hit the cap (right now they only stack 4 times, hear it was supposed to be 10 though) for that -res, and its only -2.5%. That extra dmg is the reason reactive is good.

    But if it’s a high DoT build (like fire/ or /FA) it might not matter either way. Because it can proc for every tick of dmg in an attack, rather than every 10 seconds like IO procs.

    But that’s just a theory right now with no numbers to back it up.
  9. I actually do plan to get more than one of the interface slots. Eventually, that is.
    But when its comes to soloing or even running of in another direction or ahead of your team reactive is lightyears ahead of every other slot, hands down.
  10. While i highly recomend reactive interface i would go with more -regen than -tohit.
  11. I think all incarnate slots work down to 45

    Also, no ion fix yet? Yay, a judgement power does dmg you would expect from an incarnate power! I say just buff the rest of judgement :P

    ...seriously though
  12. I have to agree with everything Syntax said. Except for one thing Mocking Beratement is fine it consume, as it’s +rech is quite nice, SS/ toons DO NOT need acc. However, 1-2 end mod IOs are very helpful in there.

    But I’m going to put some extra emphases on Glooms slotting, blazing aura, shield wall being pure crap, LotGs, and you want to get to the s/l soft cap and ignore melee/ranged def. That will provide a surprising amount of def to ranged and AoE attacks, and it’s almost ALL melee attacks
    Oh, and summon widow is PURE ****. I'd grab dark oblit, it’s an amazing attack and -tohit is quite useful actually. Especially if you get rang in there, really sweet dmg mit. I for one would actually drop darkest night, but that’s just me.

    I generally try to shoot for s/l soft cap and 65% +rech on an SS/fire. Oh and 12 -kb.

    Edit: *sigh* i take too long to post stuff
  13. ultrawatt

    SM/WP build

    Quote:
    Originally Posted by Chuckles07 View Post
    I'll bet this farms faster then a SS/FA.
    lol, joke?
  14. Quote:
    Originally Posted by Lobster View Post
    I will agree that marketing is faster than AE. However, for me, AE was way, way, way faster than tip farming.

    9k tickets converts to about 200-300million inf (depending on market, some things are way down with i20) and, if you are purely farming tickets (solo, no bosses, etc.) you can hit 9000 in 6 runs, or <35 minutes (depending on loading times) for a decent build. Spend another 20-30 minutes crafting and you have made 200 million in an hour.
    Well put.

    I for one dont craft though. I make about 200mil in 30-20min or so, well i get the recipes worth 200mil then wait and stack them in 10s, depending on the prices. But with the resent drop in reactive prices...


    Oh, and when it comes to bronze rolls all that deleting doesnt take very much time. Right click>D takes about 1 second a recipe.
  15. Interface is, imo, the best of the new iSlots. I really highly recommend getting it. My personal favorite is reactive as that DoT is epic, at least when you solo. But since you dont want reactive I believe one of them offers -dmg (or am i thinking of void?) maybe that would be nice, storm lacks that if i remember correctly. But the -regen would still be *okay.*
  16. Quote:
    Originally Posted by DoctorWhat View Post
    This is close, but incorrect.

    You have your Incarnate powers if you exemplar down to Level 45. Any lower and you lose them.
    That actually was correct that the time that was originally posted i believe.
  17. 1. DO NOT SLOT FOR DEF. +rech, +rech, and more +rech. Insp can cover def, the one thing they can’t cover is +rech.
    2. You shouldn't have any end problems.
    3. When soloing you want about 3-4min tops, once you are IOed. Even on a cheap build. If you’re in it to make money you want the highest ticket/min possible, which is where the money is. If it's taking any longer you either need to find a different mish, change the way you run it, or take a look at your build.

    Also, Drake. The soft cap is 45% no matter what, well +8s get extra tohit but that’s +8. Increased relative lvl only increases acc, which doesn’t affect the soft cap at all.
  18. I would like to mention that the trials are actually quite easily succeeded in a pug, baf especially but hell its just plan hard to fail that one.
  19. When it comes to farming you should easily be able to go with spirit.
  20. As long as you like the toon then yes, of course its worthwhile. And yes, a lot of the mobs hit hard...really really hard. We brutes can no longer go off in a different direction then everyone else, or deal blaster lvls of dmg while also acting as the main tank. You really do need to stay with everyone.
  21. I recomend ion due the the higer target cap. Dont expect that bug to last very long. And yes reactve, go the route of extra DoT not -res. Destiny, when it comes to farming yes i would go with ageless. Even though its not that great for normal gameplay. It's really not that much +rech, but its still +rech.
  22. I see, ill likely go with Ion then. I do quite a bit of ambush farming so higher target cap is REALLY REALLY useful. But now do i do core for extra dmg, or radial for the hold which would be nice when i do other stuff. >.<
  23. So, I’ve decided which powers to get, at least at first, for all the iSlots but judgement.
    Reactive
    Barrier (extra duration rather than rez i think)
    WWs, sexy robot assassin ftw! :P

    But for judgement i just can’t seem to decide...It's down to pyronic or Ion.
    I’ve noticed that the rare (very rare?) ion says it has a target cap of 40. However, like all chain attacks, my guess is it’s not going to do that very often.
    And then pyronic's highest target cap is 32, or 24 for the extra dmg. So which one is better?
  24. Quote:
    Originally Posted by iMidget Perfection View Post
    Alot of people say the best farmer is the farmer you enjoy playing the most. Alot of those people haven't gone 1-50 in 3-4 hours. Nuff said... JK yea Axe I could see 2.3M/minute or higher if properly sloted and incarnated. That Cone is no joke. 115 base it should be hitting max targets.. you know if it's 8/10/16 foes max?
    My guess is its either 5 or 10.
  25. ultrawatt

    My lambda guide.

    Lambda Sector

    Stage 1

    Objective: kill 60 enemies

    Strategize! (Highly recommended actions)
    • Clear out all enemies on the road for extra iXP and thread drops
    • Take out all the turrets on the wall of lambda. So people who die will be able to get back in.
    • Clear the courtyard.
    • DO NOT OPEN THE MAIN DOOR. Doing so may allow Marauder to escape, which means failure.

    Be a leader not a wiener (what, if you are leadering, you need to do)
    • Since this portion is not timed I think it is a VERY good idea to give people a rundown of the plan for the entire raid, and of course you will be giving those instruction again.


    FAIL! (how you can fail the trial during this stage)
    • It is not possible to fail this stage. However, if someone opens the main door you *might* fail during the Marauder fight.


    STAGE 2

    Objective: Kill security team, prepare for stage 3.

    Strategize!
    • Make sure NO ONE goes up the elevators, doing so will surely result in failure if your team is unready.

    Be a leader not a wiener!
    • This is the last time the trial is not timed. So once again you need to go over the instructions.
    • Make sure both teams are balanced to have equal numbers of melee and squishy toons on each team.
    • Make sure everyone is in position and knows where to go. Generally have team 1 goes to the warehouse and team 2 go to the training facility, but as long as each team goes to the right spot you will be ok.
    • Make sure to tell everyone to stick with their team leader and STAY TOGETHER.
    • Choose who will be the designated acid mule (all Molecular Acid will be give the them in stage 3.5) and the grenade mule (all Pacification Grenades will be given to them).
    o I personally like to get the acid myself and then have a tank get the grenades, they will be less likely to die and thus will be there to use grenades. But really as long as it’s a good player who knows what to do you should be fine.
    • Give a countdown as you prepare to finally enter

    FAIL!
    • Someone goes up the elevators before you and your team were ready.


    Stage 3.1 This is the most important phase, **** up here and you failed the trial.

    Objectives: destroy weapons cache in warehouse and containment chambers in in training facility.

    Strategize!
    • The weapons caches and containment chambers are always in the same place, use this to your advantage.
    • Do not attack anything but the objectives.
    • There is a 5 minute time limit. However, each time both teams destroy an objective you get an additional minute.
    o I’m going to quote Garent because he explains this extremely well. “If team 1 destroys two objectives, and team 2 hasn't destroyed any, there is no time bonus. Once team 2 destroys their first objective, there will be a time bonus. It is possible to gain time instead of losing it if you move fast enough."

    Be leader not a wiener.
    • Again, make sure everyone knows what to do.
    • Make sure the teams try and stay together. It is best if each is following someone who knows the locations of all or some of objectives.
    FAIL!
    • Either team fails to get enough of the temp powers before timer runs out. Does not end the trial outright, but makes success much more difficult.

    Stage 3.2 (This is technically part of stage 4. Thus you now have 20 minutes remaining for the rest of the trial)
    Objectives: All you do here is make sure the acid and grenade mules get all their temps.
    Strategize!
    • That’s it
    • Hopefully it doesn’t make longer than 1 minute.

    Be a leader not a wiener.
    • That’s it

    FAIL!
    • If someone on your team fails to give the temps to the mules you can end up losing A LOT of time


    Stage 4.1
    Objective: Close portals and destroy Marauder's buddies.
    Strategize!
    • Have the acid mule close all the portals.
    • IF you were unable to get enough temps you may need to destroy the extra weapons caches and containment chambers. This of course it something you do NOT want to end up doing.
    • Marauder will be surrounded by a very large mob, it’s size can range from F*CKING HUGE to very large depending on how long it took to close the portals. You must clear this mob before you finally engage Marauder. Make sure everyone is staying together as a team.

    Be a leader not a wiener.
    • There are two possible “orders” you can give to the rest of your team. It is up to you to choose what if best
    o 1: have them stay back until the portals are closed
    o 2: have them begin clearing the surrounding mob by marauder while the portals are being closed
    • Make sure the grenade mule DOES NOT use any grenades until the mob around Marauder
    • Let people know that if they die go to the hosp immediately and GET INSP. It is in the zone. On return they should not open the main door but jump or fly over the lambda walls.

    FAIL!
    • You take too long and don’t have enough time to fight Marauder
    • If someone opened the main door marauder can escape very easily.

    Stage 4.2
    Objective: engage and destroy marauder.
    Marauder’s abilities:
    NOVA FIST, if you see “Nova Fist” (similar to the orbital lance from tin/apex) in red letters flash in the middle of your screen back the **** up or you likely die.
    ENRAGED, this gives Marauder insane def/res. If Marauder is enraged the grenade mule must use a Pacification Grenade on Marauder before the team will be able to do any dmg to him.
    • Every now and then he will use super jump, this appears to happen at HP intervals.
    • At low health he will use Unstoppable, you will want to try to keep on as many regen debuffs as possible so you can still work on killing him during the period.

    Strategize!
    • If someone did open the doors to lambda (mentioned earlier) try to move him away from it. If the doors are left closed all you need to do it punch him until he is dead and follow him when he uses super jump.

    Be a leader not a wiener
    • Its pretty simple. Just make sure people are only attacking Marauder, the grenade mule is using the grenades.
    • Make sure people know to go to the hosp ASAP (or tell them to wait a few seconds for veng to be used etc) when they die. And to NOT return using the main door, they should fly/jump of the walls where you cleared the turrets.

    FAIL!
    • The most common way to fail is to run out of time. This is almost ALWAYS due to a stage 3 failure. If someone was hording temps you may also lose too much time.
    • If Marauder should leave Lambda you will fail. This most often happens if someone opened the main door.

    Macros
    When it comes to lambda there is a lot of info the people need and very little time to tell them. For that reason I use quite a few macros, which I use during the 2 rundowns and the section of the trial they are about. I expect they may eventually be unneeded in the future once people generally know what to do already, and when everyone is +3 >.<

    /Macro 1, say Phase 1: clear road, turrets (clockwise), courtyard. In that order. DO NOT open the main door. Opening the main door will make failure much easier.

    (Notes: The direction you go to clear the turrets doesn’t matter, as long as people stay together.)

    /macro 2, say phase 2: kill security team, do not enter elevators until I say to.

    /macro 3, say Phase 3: move quickly and focus on objectives, stay together. 5 minute time limit. For each objective that both teams destroy, there's a time bonus of an additional one minute.

    /macro 31, say Team 1: weapons cache in warehouse. Team 2: containment chambers in Training Facility. If one team should finish before the other, go help out the other team.

    /macro 32, say Phase 3: temp powers: Molecular Acid is dropped for every containment chamber destroyed. Pacification Grenade is given away for each weapons cache destroyed. They are given away at random. Check if you have any of either under temporary powers.

    /macro 4, say Phase 4 prep: Give all Pacification Grenades to $target. All Molecular Acid to me.

    /macro Mar, say Phase 4: Hold at entrance until portals are down. Once they are down, we need to clear the mob around Marauder before we attack him. Stay together as a group target thru me. Then and only then do we attack Marauder.

    /macro fight, Say Marauder’s abilities: NOVA FIST, if you see “Nova Fist” in red letters flash in the middle of your screen back the ***** up or you may die. Every now and then he will use super jump. At low health he will use Unstoppable.

    /macro die, say If at any point you should die go to the hosp immediately. It is in the zone. Do not open main door of Lambda on return, jump or fly over walls.

    And there you go. That’s my first attempt at a guide, hope it’s helpful. I will *hopefully* end up adding a map of the objective locations, at least for the warehouse as test facility is a lot easier imo, but that is going to be awhile if it even ever happens.
    If anything can be made better or you see a typo I didn’t see please let me know.