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On this topic, David/Noble Savage said that they were working on "cleaning up" some art assets in older zones to show off Ultra mode better.
And despite their protestations to the contrary, our devs have also done some of their best work on zone revamps. RWZ, Faultline, and the new Positron Task Force is some of my favorite content in the game. -
I put a stealth IO in sprint on everything. That way I have the option of stealthing if I want it.
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Unfortunately, I'll be out of town and probably unavailable. Hope you have a great event!
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If you leave, this person will win:
And this person will miss you:
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I was going to welcome you and offer you stuff, but it sounds like you already got lots of stuff.
Also, after reading your post on regional beer differences, I need a drink. -
Quote:3212 / 522 = 6.15 attacks (not accounting for regen). Again, going off recollection, I believe there's about 9 seconds between the Hammy attacks. If so, that's 54 seconds of max HP tank survival without accounting for regen, heals, or EoE....So I came into some in game numbers.
With an EoE:
Hamidon blasts you with it's Electrolytic Beam for 52.15 points of damage!
Hamidon blasts you with it's Electrolytic Blast for 52.15 points of damage!
Without an EoE:
Hamidon blasts you with it's Electrolytic Beam for 521.61 points of damage!
Hamidon blasts you with it's Electrolytic Blast for 521.61 points of damage!
EoE gives tankers 90% resistance for 60 seconds. So a tank with one EoE and max HP should be able to take 11 attacks before being overwhelmed. At that point, heals are useless and only regen, hiber, phase, or another tank taking over aggro will save you.
A tanker with 3212 could take a hit of 52 damage 61 times (again not accounting for regen). Sixty one hits times nine seconds is 549 seconds, or a little over 9 minutes. With 20 EoEs (a full tray) that's a full 20 minutes worth of coverage but only 9 or 10 minutes without a death.
With two HP capped tanks taking turns, I would recommend that they each have 18 EoE, one awaken and one break free. That way they can self-rez and get out of the goo to rest up for the next round. The replacement tanker would obviously have to move away from the last one to avoid a splash damage death.
I think two tankers could do it, if everything went perfectly. Since it never does, I think three experienced tankers should be more than enough to keep Hammy taunted for a raid, if they have capped HP, at least 18 EoEs, and either a self-rez or an awaken and BF combo.
I don't think that greens will be a problem, as long as you stay at range. I rarely, if ever, get hit by a green. I alternate taunt, laser beam eyes, blackwand and Nemesis Staff to keep a strong Hammy aggro on me. -
What are the damage numbers on Hamidon's attacks? I saw 522 + DoT of 80, but I also have a vague recollection of about 932. If we have the damage numbers and Hammy's rate of attack and assume a tanker has the max hitpoints of 3212, then it will be easy to determine how long a tank will last.
And then you have to factor in the 90% resistance for 60 seconds from EoE. -
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Some of them, but not all. Is there one in particular you are referring to?
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I agree.
You have had positive comments and negative comments in the threads that I have seen you create or post in. You have to take the good with the bad. Not everyone is going to agree with you. How boring would that be? -
It's a little bit of both. The rules suck so players have lost the desire. If the rules didn't suck, presumably more players would have more desire to PvP. But even with sucky rules, players could have soldiered on.
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Quote:How's this for a simple strategy for tankers:
I thought it might be useful to look at things from this angle, because it gives you a really good idea of the spacing of the mitos.
You have 6 teams of 8 and one team of 2. The team of 2 are the two Hammy taunters. They are responsible for having enough regen, hitpoints, inspirations, and any other tricks to survive Hammy for the three waves.
The other six teams are each responsible for a yellow, a green, and a blue mito, in that order. With all six yellows taking damage at once, the greens' heals should be divided and fairly easily overcome.
The greens will be tougher. Stone, Ice, and Super Strength have holds in their secondaries, but none of the others do. The epics can give you char, block of ice, and fossilize. Tech tankers get the little taser dart hold. You can get a temp power tear gas from day jobs or a safeguard missions; Golden rings from the winter events; and genetic restabilizer from a story arc. HVAS and Recluse Victory mini Heavies also have hold attacks.
If memory serves, green mitos have 50 mag protection. If all eight tankers have two holds and Vanguard accolade you might have enough mag to overcome the mito's resistance. But I doubt that all six teams will have that many holds.
Hmmm . . . so much for the three mitos to a team plan. I guess you could have the teams take out their yellow and blue and then all join together to take down the greens one by one.
Alternatively, you could keep the basic strategy: have a team of yellow taunters, a team of Hammy taunters, a team of yellow damage, and aggregate all the tankers with holds into the green team.
If the two taunt groups were all on one team, they could also jump in and taunt Hammy if necessary, once their yellow was down. So one taunt team of eight and one yellow damage team of eight leaves 34 tanks to take down the greens. That should definately be enough unless as long as those tanks have at least one hold. -
Quote:Well, I assume everyone either has a second account, or a friend. Really popular people with two friends could get it done in half the time!Everyone don't have a second account.
Anyone with a second account you mean.
Or you know, you could sign up for a free trial account and vote. Or if you don't have any friends or a second account, but it really means that much to you to have HoF, spend $15 for a month.
Those don't work for you? Try this one on for size:
"10 million inf to anyone who plays my arc and votes 5 stars. Free XP, Free tickets, and a bonus 10 million Inf! PST." -
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Quote:Oh, OK.Your own plays don't count. I didn't mean to change that.
I think counting all plays would be a more accurate way to find the arcs that are truly popular.
Then I'll run it on my second account.
Sorry, I still think counting all plays is too easily exploitable. Anyone that wants a HoF will get one. Most of those that get one under that method won't deserve it. -
When I first leveled up my crab, I tried all of the melee powers and found them all lacking. Well, arm-lash was OK but frenzy was extra terrible.
Anyway, I went back, took out all the melee attacks, soft-capped range def, and took all the AoE's I could. It turned out to be a very capable solo farmer. But if you like the melee, more power to you. -
What about merits? I hear Pum may have some of those laying around.
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Couldn't I play my own arc over and over? Wouldn't the latest farm map get enough plays to earn a HoF?
I understand the desire to correct the problem, but I think allowing each play through to count would create a bigger problem. I think lowering the requirements to obtain HoF is a better way to go. -
Welcome!
Before I recommend an archetype, would you tell me who your three favorite superheroes are?
Also, take a minute to decide what server you want to join. They all have slightly different personalities. -
What is the general consensus on server emptiness?
There is no consensus.
On anything.
Ever. -
Quote:My pleasure, inebriated squirrel.Thank you for correcting me, I completely forgot about those because the characters I remember seeing standing around were around levels 1-2 and had no vet badges.
Hanging around Atlas at level 1 or 2 with no vet badges isn't necessarily suspicious to me. After all, that is the primary starting zone. If someone just started they might very well be standing around, trying to understand the craziness of Atlas broadcast and taking in the sights.
But if that level 1 or 2 character is named "trfvyguh", then I think you have a pretty good case.