Defense and Incarnate trials?
Yes, the base to hit chance fo most incarnate mobs is 64% instead of 50%. It doesn't hose defense based characters but does make them more relaint of having some support. Most trials seems ot have a lot of defense buffs floating around however so it's not as bad as it sounds.
It's entirely the stacked drones people are talking about. 9CUs increase tohit over time, but that's their shtick.
Yup. That have a base chance to hit of 64% rather than the usual 50%.
Until I see something that states to the contrary, going to assume VK is right .
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Thanks... so I basically need around 13-14% extra S/L defense to keep my Blaster softcapped and even then orbs or letting the 9CUs hang around too long can be trouble. Not too bad... one VEAT or a couple people running Maneuvers should be enough to be fairly safe. Or, as safe as a Blaster gets around +4 mobs anyway.
(Or maybe I should just use the max damage build with the fast recharging Rise of the Phoenix on these... if they're going to try that hard to give me an extra chance to nuke every couple minutes who am I to say no? )
Cascade, level 50 Blaster (NRG/NRG since before it was cool)
Mechmeister, level 50 Bots / Traps MM
FAR too many non-50 alts to name
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Thanks... so I basically need around 13-14% extra S/L defense to keep my Blaster softcapped... |
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Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
The devs claimed the game wasn't made harder to compensate for IOs. (I'm sure they made the Incarnate trials harder for the forumgoers who complain that it's too easy, though!)
In addition to their somewhat higher ToHit (assuming you guys are right), you're fighting +3 bosses (unless you've got your Incarnate level shifts), aren't you? +3 enemies have 1.3x as much accuracy as +0 enemies of the same rank, and bosses have 1.3x as much accuracy as minions. Rather than your enemies having a 5% minimum hit chance like +0 minions, you're looking at ~1.7x as much: about 8.5%.
Say you were soft-capped against normal enemies, with 45% on the nose. These guys have a ToHit of 19% against you, and then you multiply by their accuracy to get a final hit chance of 32%. Hope you have a couple allies with Maneuvers. :P
This here is precisely the reason the mobs in trials have higher base tohit. A softcapped blaster wasn't originally intended when they added IOs. Nor was softcapped anything really but it's a little more of a problem when the AT whose main weakness is their lack of any defensive powers can reach the point where nothing can hit them. And it's too late to take the defence bonuses away from IOs without annoying a whole heap of people. (Myself included) Thus, they have to compensate for it another way.
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Of course she's a Fire/Fire Blaster, so having to stay in PBAoE range isn't exactly a downside...
The devs claimed the game wasn't made harder to compensate for IOs. (I'm sure they made the Incarnate trials harder for the forumgoers who complain that it's too easy, though!) |
Cascade, level 50 Blaster (NRG/NRG since before it was cool)
Mechmeister, level 50 Bots / Traps MM
FAR too many non-50 alts to name
[u]Arcs[u]
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First thing I should mention that my main toon is also a Fire/Fire blaster...so far he's the only toon I bothered taking on the trials.
Being softcapped to S/L on the trials isn't really going to help a lot of toons...Since a lot of the damage there seems to be Ranged/AoE Energy damage by the 9CUs and MKVs. The IDF toons don't really do all that much damage. I found out that eating a lot of oranges is the saving grace for my blaster when I'm going into melee range. He used to be softcapped to S/L, but currently I took him down to 33% S/L and a resist based epic shield [From Mu Mastery actually..the Energy resist comes in quite handy], which actually helps. Pop a mid purple to hit the cap against the IDFs and some oranges to mitigate the damage from the robot people. Of course...the Seer type enemies...just kill them before they kill you, lol.
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Main Hero: Inferno Sparky - Fire/Fire Blaster
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Simply put, endgame stuff screws MMs big time. I pity those that don't have inate defences like Bots/Traps does, because trying to imagine my guy with just SOs, for example, is a very painful image.
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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Simply put, endgame stuff screws MMs big time. I pity those that don't have inate defences like Bots/Traps does, because trying to imagine my guy with just SOs, for example, is a very painful image.
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OFT
I'm not planing on taking my Mercs/Traps out on the new trials until the devs at least say something about this.
For a long time the soft cap has been the holy grail for characters (scrappers are a very good example), and players have sacrificed to achieve it. For years people have been told their character is not survivable enough because of the lack of +def in their builds. I have always disagreed with this notion.
Characters that are designed to have +def as a focus should be fine on these trials. The real problem will occur for those who have sacrificed other things to achieve the soft cap, and ignored the focus of the power set. Again scrappers come to mind.
I do hope these trials usher in a new way of thinking for builds, but old habits die hard so I doubt it will.
Simply put, endgame stuff screws MMs big time. I pity those that don't have inate defences like Bots/Traps does, because trying to imagine my guy with just SOs, for example, is a very painful image. |
This is end game content, and I personally feel it should have been created with IO balance in mind, and not the SOs that the rest of the game is built around. I know I am not alone in this notion because it was discussed multiple times during beta.
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I was pretty concerned with this since only my /sr scrapper has an alpha level shift, so she was going to be my main incarnate-trial character.
After doing a few: don't worry. Yes, you're a little less survivable, but in a 16-to24 man event, you're bound to have more than enough tanks (or other AT that's capable of acting as a tank) to meat-shield everything.
When they're filling their role right (read: remembering that their best way to contribute to DPS is to keep the high-dps squishies alive... NOT all pound on the big guy while the squishies do hospital runs after all the other littler baddies stomp em) you'll find that they easily reduce enough of the attacks aimed at you to make up for the +toHit difference.
Cascade, level 50 Blaster (NRG/NRG since before it was cool)
Mechmeister, level 50 Bots / Traps MM
FAR too many non-50 alts to name
[u]Arcs[u]
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I don't think the trials are balanced around IOs so much as just requiring a higher level of performance in general, especially if you are at or near the minimum league size. IOs can certainly provide that enhanced performance, but so can well made groups... I suspect eight to twelve Defenders or Corruptors could take down either trial with no IOs at all, but a dozen Blasters plus one Empath who only took the heals better have some serious IOs and Incarnate abilities going for them.
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I mean, having a blaster with a soft-capped defense is nice, but with 16-24 people, you're bound to have a primary, secondary, and probably a tertiary tank. If those tanks are executing their roles right, that soft-capped blaster isn't going to be a target often enough to see a real survivability difference between it and the SO-equipped no-defense-blaster. Execution and coordination thus can trump the IO/SO divide.
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I have seen MMs that were awesome in these trials, so I can't agree with this. I know I am always glad to end up paired with one during the escape phase of the BAF. This is end game content, and I personally feel it should have been created with IO balance in mind, and not the SOs that the rest of the game is built around. I know I am not alone in this notion because it was discussed multiple times during beta. |
Beating up the mobs, then AV is easy. Breaking LoS with the towers isn't too hard.
Prisoner stage is a turkey shoot. I just sit the boys on the verge, set them to stay and aggressive, and go lay traps, and traps, and traps.
Boom. Dead, dead mobs.
Siege? Easy enough. And then mop up stage is alright too.
Lambda, however, is where it gets freaking ugly. First two stages? Easy.
Then we get to the fun part. Where everything dies, all the bloody time. Running through tight corridors with pets with the I.Q. of something scraped off the bottomf of my boot and +3 mobs that are LT and Boss heavy, to the point of one shot capability. THAT is NOT fun. It is frustrating to the extreme, to the point that my death down below meant I went and set up my pets in a dance line behind the bridge, to get into Marauders cutscene.
And then the final stage. Lets just shell anyone at long range with artillery. Because we can. Not for, y'know, any good reason. Just to be a complete pain in the @rse for an MM trying to resummon pets after the inevitable 'screw you' from the Boss mobs and their stupid ammounts of AoE.
So, yeah. My experience with ITrials with Alpha has not been the happiest, lets put it that way.
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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Well...
Oh where to begin!
I dont know about their defense, but my bubbles...which have always worked well deflecting stuff, now don't. Resistance seems to have a better time.
at first i was a bit miffed that my Widow who is well over soft cap defense was getting splattered left, right and center. repeatedly. seemingly without effort of the enemy.
then i remembered that these were +4 and that odds were the neutral point for the trial was designed with +3 level shifts in mind and 2-3 full teams of buffs. possibly more level shifts down the line as well.
still, the humbling experience also made me realize its not the usual buff up, debuff, ground and pound tactics of previous TF/SF/Trials and that you need to organize, work together and follow orders to get it done.
all in all i like it.
This here is precisely the reason the mobs in trials have higher base tohit. A softcapped blaster wasn't originally intended when they added IOs. Nor was softcapped anything really but it's a little more of a problem when the AT whose main weakness is their lack of any defensive powers can reach the point where nothing can hit them. And it's too late to take the defence bonuses away from IOs without annoying a whole heap of people. (Myself included) Thus, they have to compensate for it another way.
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I haven't run this with my reflexes scrapper yet, but I've been on Statesman TFs where my base defense gets up into the 80-100% range. Definitely overkill, but on the trials you'll need it.
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Well...
Oh where to begin! I dont know about their defense, but my bubbles...which have always worked well deflecting stuff, now don't. Resistance seems to have a better time. |
These are meant to be difficult, and buffs are meant to be stacked up onto teammates.
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Arc # 316340 -- "Husk" -- Azuria loses something, a young woman harbors a dark secret, and the fate of the world is in your hands.
What is this "defense" you people speak of? I ask cause it doesn't sound like you mean "hit things fast and hard as possible before they hurt you too much"
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Veriandros--Lvl 50+3 Crab Soldier, Virtue
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I've been hearing about mobs in Incarnate trials having higher to-hit and therefore hosing defense based characters. I know some Battle Drones give to-hit buffs and the towers are either autohit or extremely accurate, but do other mobs in general have inherently higher chances to hit?
Cascade, level 50 Blaster (NRG/NRG since before it was cool)
Mechmeister, level 50 Bots / Traps MM
FAR too many non-50 alts to name
[u]Arcs[u]
The Scavenger Hunt: 187076
The Instant Lair Delivery Service: 206636