Katie. Pfft. Gridded Bat'Zul
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These are times to be proud of?
Our most common case was 4 players and usually 20 min to the first BZ door. 5 min for each BZ run and we were in and out within 40 minutes with 4 hits each from the TF IO pool, including miracle6, numina6, gambler6 and a bunch of junk (trap of the hunter6). As soon as you complete, the runner re-invites and reforms the team for tomorrow's run.
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Back in the Black Market Liberation Front days, a friend of mine used to PUG Quick Tarikoss SFs. We'd be a bit slower overall, because we'd have to form the teams first, but we were doing 6 to 8 man runs with a total time ranging from 7 to 12 minutes, with 8-9 being average. After the first one, most people would swap toons and rejoin, so we didn't lose much time to reforming.
Four or five runs, often with full teams, were generating 30-40 recipes per hour. And we weren't jumping through weird hoops trying to coordinate multiple simultaneous SFs, we were just pounding them out in rapid succession.
@Roderick
I've done a couple 12-15 minute ITFs and STFs in my day. Pretty proud of those runs.
Your character does not have capped defense. Depending on your AT the cap is between 175% - 225%. Your defense is not teal in the combat window, it can go higher. STOP SAYING IT IS CAPPED! The correct term is Soft Cap.
I enjoy playing in Mids. I specialize in Melee Characters, other AT's usually bore me.
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That IS impressive. The best I've ever done on either of those is 25-ish minutes.
I've done a couple 12-15 minute ITFs and STFs in my day. Pretty proud of those runs.
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A supergroup I used to hang out with specialized in speed Master of Statesman TFs for a while. I think they averaged about 20 minutes a run. If you dig around the Victory forums, you can find a couple posts by _Ryxx_ and Elegost about them, and you can probably still find the videos on YouTube - search for "Sacred Brotherhood".
@Roderick
We used to run the RSF in under 30mins from start to finish. Batty was 15, The Treespec, 15.
@MrsAlphaOne
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I have a hard time buying you really hit 7 minute runs given the amount of travel you could encounter going cross cap even with good mission locations. Maybe if you sent people to be teleport-pulls to likely mission doors, but other than that I'm having a hard time buying it. It isn't like we stopped to kill, the brutes blitzed through missions, beat the boss, exit and dash to the next one.
These are times to be proud of?
Back in the Black Market Liberation Front days, a friend of mine used to PUG Quick Tarikoss SFs. We'd be a bit slower overall, because we'd have to form the teams first, but we were doing 6 to 8 man runs with a total time ranging from 7 to 12 minutes, with 8-9 being average. After the first one, most people would swap toons and rejoin, so we didn't lose much time to reforming. Four or five runs, often with full teams, were generating 30-40 recipes per hour. And we weren't jumping through weird hoops trying to coordinate multiple simultaneous SFs, we were just pounding them out in rapid succession. |
We maybe could have gotten our times down some if we'd had higher levels doing it with custom low level builds (overslotting <20 powers) but didn't generally want to tie our 50s up in a TF if we didn't have to. Time advantage too small to justify the 50 being tied to a TF.
You vastly overestimate how hard coordinating multiple SFs was with vent and a consistent team of players. I think you also vastly underestimate the time you wasted finding a team. Take it from over on the DDOers doing their completionist projects -- they estimate 25% to 50% of your time can be wasted by travel and team forming for pugging it, which is why you see them run dedicated groups of completionists who skip all that junk.
And yes, they're still times to be proud of. When we got 6 players at the keyboard (no my math isn't bad: 2 were dual-boxing) we were pulling 48 recipes in 50 minutes (every single time -- having multiple simultanious runners means we never got everyone stuck with bad travel/bad maps), which is a good bit better than 30-40/hr. Side bonus: if we did a double header (don't take the completion reward window when it pops up -- wait a day), our per-run time asymptotically approached the last BZ mission+log cycles, something around what, 3-5 minutes? We did it a couple times, but we really needed one more person at the keyboard than we usually had to really make it work. (oh, and more character slots -- I only wanted to dedicate so much to the project ya know?)
All those recipes went to a group of friends, so if I got something a buddy needed, it was his no questions asked. Good luck with that with puggers. Not to mention its more fun to speed race the first parts through vs friends doing the same thing. :-)
Ok...and what was your question?
No, I'm not. I know exactly how difficult that would be. Which is why I think it was a huge waste of time and effort, when posting on the forums "I'm gonna be running this SF x times at y o'clock" a day in advance resulted in him having too many people waiting for him most of the time, meaning that he had a full team with less effort than it took you to arrange your multiple multi-boxers into their various simultaneous TFs.
@Roderick
So yeah, everyone remember the "no ghosting" TF/SF change that came down the pipe years ago -- after IOs, but still early on in that world? If the devs were data mining, you may have me and my crew to at least partially thank for that over on pinnacle redside.
Heroes bosted about their 20 or 15 minute Katie runs. We were doing 10 minute BZ runs and laughing at blue side. Here's how --
First, we built our groups. We actually rolled and leveled characters specifically to do this. They got to the min level for the trial (15? Pretty quick to do so, especially on double xp weekend) then leveled to a little over 20 doing BZ runs. Many were custom builds -- I ran a EM/Fire brute for a bit before flipping to a SM/Fire brute was mine. Everybody had a rad for the debuffs. Others were filler, but each group had a core of 1 each tank, heals, debuffs.
Grids were established where each of us (3-6 players, 2 of us with 2 accounts) had a "runner" brute(/stalker?) in each group. All the groups would be pre-formed from the last time we ran.
Brutes all headed out and ghosted the pre-BZ missions as fast as possible. Base buffs were used extensively. Good times for us were in the 20 to 25 minute range.
First to BZ's door called it on vent. They'd start beating stuff down. Everyone else finished their mission and then came in on that team, beat BZ down, took their rewards. Runner finished the TF, then someone else rebuilt the group (often with a macro) while the runner ran off to re-start the TF.
Then whoever had then gotten to BZ's door second took themselves and the person who just completed their BZ final mission and started clearing, while any slow mission runners went back to pushing missions.
Our most common case was 4 players and usually 20 min to the first BZ door. 5 min for each BZ run and we were in and out within 40 minutes with 4 hits each from the TF IO pool, including miracle6, numina6, gambler6 and a bunch of junk (trap of the hunter6). As soon as you complete, the runner re-invites and reforms the team for tomorrow's run.
We pulled a ... LOT ... of IOs that way. I thought we had a google doc I was recording our pulls in to help with drop rates, but I can't find it now. I think it was past the 1000 drops count (pulling 20 a night wasn't uncommon for us though -- only 40 min work -- so...)
It should be noted that the "min team size = 4" changes slowed it down some, but not a whole lot, and didn't kill it for us like the changes to Katie did for blue side. Just meant we had to work a little harder on our builds (thus builds specifically for this task, like SM where you get a bit of control/stuns to help out with a few bad spots in the pre-BZ missions).
Good fun seeing who could blitz to BZ faster. Hopefully the gang can get together for one last fully-staffed BZ run. (Gotta be fully staffed, most of us are F2P weenies with no functional IOs anymore)