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Posts
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Instead or trying to reason with Johnny, simply realize this: he wants every Tank to be Superman. He wants every Tank to have both the best offense and the best defense and thinks this is somehow compatible with a massively-multiplayer environment. It isn't, but he is completely incapable of coming to terms with this fact and it shows in every bitter, out-of-touch rant he delivers. His value as a commenter is only in illustrating the downfalls of bitter adherence to the conventions of a genre that is highly inconsistent, unrealistic and malleable.
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I'm not interested in seeing CoH going F2P anytime soon, although certain measures could be taken to ensure a healthy community (such as charging for forum accounts). After seeing the success of other subscription games that went F2P I'm not as averse to the concept as I was a few years ago, but I don't think CoH needs to go that route yet.
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If you've got your Alpha slot, use your third build and slot up Super Jump and SS so you're at max run and jump speed. With that and a good bit of practice I've been able to hit 17-16 seconds consistently on the Expert course. The luge is a bit tougher, but I can still get under 50 seconds without too much strain.
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I think the first option would be worth it to see protostars fusing hydrogen for the first time. It's one thing to know the intricacies of the process, but it's another thing entirely to watch a star being born.
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She can be a bit difficult. Having a stacking, auto-hit, defense debuff that ignores DDR is kinda cheap. On the two Scrappers I've beaten her with I had to stay at range, spamming Fire Blast or Mu Bolts.
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I need the invader badges but my main badger can't get vigilante before tonight. Bummer.
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I think getting sent to Atlas/Mercy is the expected behavior at the conclusion of the event, so it's possible that the Lord of Winter isn't spawning properly, so before players even set foot in the event zone the event thinks it's over.
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I spent a bit of time on Test today with some older copied 50s that hadn't run Ramiel's arc and went a few rounds with Trapdoor. I can't discern any difference between his past incarnation (pun not intended) and this one in terms of difficulty.
Some tips:
Killing his bifurcations as they spawn should be your first priority. If you fail to do so you make the fight much harder than it needs to be. He seems to spawn one at the battle's start and one every 30 seconds thereafter. They're minion class so they shouldn't pose too much of a problem. Tracking them down can be, though. You'll want to retain your mobility throughout the fight.
If you have a damage buff like Build Up, don't waste it on his bifurcations unless you can one-shot them and get back to Trappy before it wears off.
Inspirations are your friends. Purples and reds specifically. Don't grab just one or the other.
If all else fails, swallow your pride and ask a friend to help. Hell, ask a stranger. You'd be surprised how many helpful people there are out there. Not every build will be able to solo him, it's just part of the design of the game. Having another person on hand means one person can kill the bifurcations and one person can stay on Trapdoor.
UPDATE: So I found a way to make the encounter even more challenging: play it on an SO only toon I have mere minutes of familiarity with. During the closed beta testing of Dual Pistols, characters created with that set were bumped to 50 and given the cash to buy SOs. It turns out I had a DP/Mental Blaster sitting at 50, so I decided to send him against Trapdoor. However, I had to set some parameters. Already I was going in handicapped, with little knowledge of the powersets I was using (I haven't yet played either set to 50) and only basic enhancements, but Mental has a -regen debuff in Drain Psyche which would have given me a pretty substantial advantage, so I decided that I would not use it during the fight.
So I got to Trapdoor, popped four small purples and proceeded to attack him. My method was this: use whatever Dual Pistols attacks that weren't recharging. As I expected, he immediately bifurcated. I did a quick scan, found his bifurcation and killed it. Trapdoor followed me so I didn't waste precious seconds tracking him down again. With the small purples I was softcapped, so I could focus on pouring on the damage. I got him to about 50% before he popped his next bifurcation. I'll admit, I got lucky and he spawned right on top of me. I killed it and went back to Trapdoor. At this point my purples had faded so I popped Build Up and hoped I could get him down to 25% before he killed me. Fortunately I did, right as he popped his third bifurcation.
So yeah, armed with little more than my past experience with Trapdoor, without IO sets, without much knowledge of the character I was playing, with DRAIN PSYCHE TIED BEHIND MY BACK, with just four small purples, I beat Trapdoor. -
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I liked the sequels too. They would have benefited from being trimmed down a bit into more streamlined plots, but they weren't awful. Bill Nighy makes a great villain.
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Also, if you regularly fight large groups of enemies, consider putting a Force Feedback proc in Repulsion Bomb. In those situations it's got a pretty decent chance to activate and 100% rech for 5 seconds goes farther than you'd think.
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The beat-boxing squirrel was the best part.
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On my blaster I went with a Posi Blast set (minus the Dam/Range) and a standard recharge IO, but I'm thinking about swapping it out for the Ragnarok set I have in Energy Torrent (minus the proc, of course). Repulsion Bomb has a 40% chance to stun, which isn't awful, but you're better off going for damage than stun.
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Looks like a really tacky casemod.
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Saving them. No point in crafting things I don't need.
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