Praetoria - A hard fight.


Ashen_EU

 

Posted

So the other day I was running around in Prae talking to random people on the street(ultimatley trying to find a contact) to see whatl ittle tid bits would show up.

I run into one of those info civilians specifically the one that tells you how long you've been logged in with a character. So in 8 hours I made it to level 12-12.5

Which doesn't seem to far out of the ordinary as I don't rush things or maximize my xp/min.


 

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It took me about 40 hours for my Stalker to hit level 20, but I believe about half of that was spent with me chatting, getting badges, and profiteering from the market. I also disabled XP at lvl 7.9, 14.9 and 19.9 to ensure I got as many contacts and missions as I could, which prolonged the experience as well.

I suspect someone who just lasers in on gaining solo XP as quickly as possible can get to lvl 20 in maybe 15 hours - probably less for a vet with a really good game-plan.


 

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On another note: you can leverage inspirations to weather many a storm in this game. Here are some examples:

3 Lucks will give you 45% defense, which will allow you to cap against most mobs. (It helps to do this as early as possible, when the s*** goes down.) Thus leaving the rest of the inspirations for whatever purpose. You could either a) use the rest for resistances, thus increasing survivability if you get mobbed by quite a few enemies. Or b) in the case of some EB's, put the rest in damage, and focus on that EB until you beat it down.

I generally try to keep a minimum of 3 Lucks at any time, and often I end up with more over time, as I pick extra ones up in missions, occasionally using the "overage" in additional battles over time, which I think will be beneficial.

I always delete the rez inspirations. I never have more than 1 accuracy in my tray. If I ever have 3 or more of any inspiration that isn't a Luck, I convert that into one. Once I have the minimum of 3 Lucks, everything else gets converted to Enrages.

On my last character (the now level 20 Stalker), I face-planted 6 times total. 3 were totally my fault, for not even looking at my health. The other 3 were calculated decisions on my part - out of many, so I don't feel so bad.


 

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Quote:
Originally Posted by Rooftop_Raider View Post
3 Lucks will give you 45% defense, which will allow you to cap against most mobs.
Your information is outdated. Small lucks only give 12.5% defense each. It was largely thought that they provided more, but subsequent testing and monitoring by combat attributes verified that 3 lucks do *not* equal 45% defense (it's 37.5% which is still very good but not soft capped).


 

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Just brought my level 21 archery/TA corruptor out of Praetoria and into Paragon City, specifically, Talos Island. Her first impression: Ugh. What a strange and ugly place.

First mission: Find Suzanne Trent.
Enemies: Banished Pantheon.
First fight: level 22 Death Shaman and friends.
Result: Hey, this hospital has no handy inspiration-dealing nurse on standby!

So...

Can she go back to Praetoria? Please?


 

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That was my first impression as well. Ugly, but it was still home.

But the first fight….. gah, what did they do to the ambush rules for the whole game? Prae was bad enough, but add onto that the ambushes in the tip missions, and then my 2nd costume slot mission! A friend and I left Prae at the same time, and went to Icon right away to get Serge’s mission. We stood outside for 2 or 3 minutes and figured, meh, no ambush. We could not have been more wrong. I swear, these guys must have spawned at the hospital, and on the way, picked up every friend and relative that they could find. By the time they blindsided us, they must have numbered close to 20, including 5 lts. and 2 bosses. All of this to take down a controller and a mastermind at +0/+0. Before I knew what was going on, I was watching a line of ants march down the sidewalk past my nose.


 

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Quote:
Originally Posted by Bad_Influence View Post
Do what I did: reroll your Praetorian in either the Isles or Paragon. Suddenly all the stress, the fuss, the angst is ONE HUNDRED PERCENT GONE!, and you can enjoy leveling your character again.

My re-roll is currently level 7 and he's having so much fun. Plus he has a jetpack. He's building SG prestige. He's enjoying Kinetic Melee at an appropriate level of challenge, instead of having to fight off spawns of 20 NPCs, all of whom wield boss-level powers... but they're minions.

Yup... I see nothing not to like.
Yep, I am not making any more Praetorians. My duo partner and I just died, over 5 times each, fighting one boss, his 3 Lt. and 6+ minion buddies, and oh yeah, the unavoidable attack wave of I believe it was EIGHT MORE Lieutenants. Stacking Lucks did nothing at all.

In what freaking universe is that remotely 'balanced'? Not mine. We have just spent the last 4 hours in Praetoria, and we have not had one single moment of that stuff they call 'fun'. Not one moment.

I'm done with Praetoria until something changes.


 

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Quote:
Originally Posted by Fury Flechette View Post
Your information is outdated. Small lucks only give 12.5% defense each. It was largely thought that they provided more, but subsequent testing and monitoring by combat attributes verified that 3 lucks do *not* equal 45% defense (it's 37.5% which is still very good but not soft capped).
Ah that is good to know. I've been out of the loop for a bit, so either this occurred while I was gone, or before I left - and I just plain forgot.

Anyhow, it'll help with defense to outlast most ambushes for the duration they are up, and should allow you to whittle some things down, or develop a good game-plan for strategic withdrawal when needed.

Really, these issues are more significant for the lower-level game, I think, which is why I believe tweaking is more important for the Praetoria we have access to, today. I logged onto all my high level characters throughout the day, yesterday, and did one mission each, at default levels, in Paragon City and the Rogue Isles, and it was pretty darn easy for all of them - despite a lot of rust on my part. So while I think a lot of the dynamic parts of the missions would be very cool for the higher levels, it's certainly harder than the normal 1-20 game content.


 

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Just put in a difficulty slider and the devs can call it a day. Easy solution.


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Here's that 8-person spawn I mentioned earlier. It is probably meant to be two spawns but I didn't see a way to separate them and even then it has 5 in the one on the right.



Luckily they were all even-con minions.


 

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Quote:
Originally Posted by Golden_Avariel View Post
Here's that 8-person spawn I mentioned earlier. It is probably meant to be two spawns but I didn't see a way to separate them and even then it has 5 in the one on the right.



Luckily they were all even-con minions.
Your starting level AT temp power could be used to pull some of them away from the others.


There I was between a rock and a hard place. Then I thought, "What am I doing on this side of the rock?"

 

Posted

There is definitely something wrong with the mob placing in all of GR missions.
The same is happening during Tip missions. I really hope this isn't on purpose but just something they will fix soon.

My worst was 2 +1 Lieutenants and 4 + 1 Minions.

Also bad mission where I had to defeat Boneeater and Maneater. Both where + 1 Lieutenants and standing side by side. Both had Superstrengh if I remember correctly, which where really a joy to take out with my Stalker who didn't have his signature assassination attack yet.

I am managing to get the missions done, but as others stated it less fun then missions in CoH or CoV. And more and more people are quitting Pretoria.

I'm still not sure what the reason is for having Pretoria so heavy. Do the devs fear will finish it too fast? The way it is now I'd rather finish it faster but have more fun instead of having so much downtime.


 

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Quote:
Originally Posted by Twisted Toon View Post
Your starting level AT temp power could be used to pull some of them away from the others.
You could pull that first group with your origin power. That is if you don’t agro that first guy with the extended agro range (Which might be more beneficial than pulling with the origin power.). Also with the new agro range you will probably agro all five in that group, and with the origin power you will be in range of all five's range attack, and range attacks, from the redside and up melee mobs, are not laughable. Once you do pull them you are more than likely going to have to kite them, unless you know you can stand up to five minions in melee.

Now we add what seems another problem. The last time I had kited a group the rules had seemed to be changed. Used to be that the MOB you attacked would follow you the farthest, the rest of the group would turn back before them. The last couple of times I kited all the MOBs turned at that same time. If you were lucky you could attack the last MOB in the line and not get agro on the others, If not lucky you could get agro on them, all over again.

Note, the game mechanics I experienced was not in Pratoria, but on the Blue/Red sides. It seems to be a part of the MOB buff that came with I18, not just with Pratoria.


 

Posted

Relatively new player here -- been playing for a couple months, highest toon is 23 or something like that. So I still don't know all these cool tricks, and I was never good at number crunching anyway, certainly not at speed. My experience is that Praetoria is definitely more challenging, with frequent spikes of "Oh my gawd, how is anyone even supposed to do this?"

My non-Praetorian characters have been leveling a lot faster since GR came out. :P

Oh, and can I just mention... 2 minute timers? Who thought up 2 minute timers? Because I owe that guy a bug down his shirt. Argh.


 

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Quote:
Originally Posted by Talen Lee View Post
It's funny, because there are other vets complaining about Praetoria being too easy. Ah well!
I'm towards the end now doing the last series of arcs and I'm here now. Getting my bosses downgraded to Lieuts is now irking me.

Sticking in the difficulty settings would let me set sensibly so that my squishies can manage the 1-9 settings easily and my older characters can set theirs to something which suits them better.

Seems to be a no brainer now that we're two weeks in and most people are aware of the new factions and how nasty they can be.


 

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Quote:
Originally Posted by Carnifax_NA View Post
I'm towards the end now doing the last series of arcs and I'm here now. Getting my bosses downgraded to Lieuts is now irking me.

Sticking in the difficulty settings would let me set sensibly so that my squishies can manage the 1-9 settings easily and my older characters can set theirs to something which suits them better.
Yeah, now that I've seen the full 1-20 Praetorian spread, it's not as bad as I'd thought. The early stuff is hard compared to elsewhere (AKA Hellions, Skulls, Mooks, early Council, and CoT when they're basically Life Mages and guys with crossbows), but by level 10 or so, I'd say it gets mostly equal. I'd rather fight them than Tsoo, teen-level CoT, or Vahzilok, and I'd put them about equal with teen Arachnos, Lost, Goldbrickers, Luddites, and Primal Clockwork. There are still some select enemies (friggin' mez-resistant Destroyer SS bosses...) and missions that could use to be toned down a little, but I think the groups overall are good past that point.


Having Vengeance and Fallout slotted for recharge means never having to say you're sorry.

 

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Quote:
Originally Posted by Kelenar View Post
Yeah, now that I've seen the full 1-20 Praetorian spread, it's not as bad as I'd thought. The early stuff is hard compared to elsewhere (AKA Hellions, Skulls, Mooks, early Council, and CoT when they're basically Life Mages and guys with crossbows), but by level 10 or so, I'd say it gets mostly equal. I'd rather fight them than Tsoo, teen-level CoT, or Vahzilok, and I'd put them about equal with teen Arachnos, Lost, Goldbrickers, Luddites, and Primal Clockwork.
Yeah, maybe so. At least on a melee toon. I didn't have much mission trouble in Praetoria (KM/EA brute), outside of maybe Clockwork (energy defenses not so good yet). I got to TI and tried a couple of tip missions. Sky Raiders, no problem. BP +1 Death Shamans (once got spotted by two at the same time) spawning +2 Husks? Not as good. Group of three +1 CoT Spectral Terrors? Even worse (my ACC wasn't great to begin with).


Suggestions:
Super Packs Done Right
Influence Sink: IO Level Mod/Recrafting
Random Merit Rolls: Scale cost by Toon Level

 

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Quote:
Originally Posted by Talen Lee View Post
It's funny, because there are other vets complaining about Praetoria being too easy. Ah well!
We'd get those people no matter what claim was being made:

"MY team just ran the ITF in 15 minutes flat!"

"O weally? My SG routinely runs the entire ITF in under 5 minutes flat. We've been doing that since day 1, actually."

... My point being, there is always someone making that sort of claim, often just because they can... there is no way to check on how true it is, and so I usually dismiss such claims without more consideration. There may well be a few outliers who can actually make this claim.

I doubt they are indicative of the majority of experiences in Praetoria. Don't have any hard data, of course... just a guess.