DreadShinobi

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  1. Quote:
    Originally Posted by DarkSideLeague View Post
    The trick is doing it against THREE giant monsters at the same time. It's slightly different.


    Quote:
    Originally Posted by Lucky666 View Post
    I know read my post been there done that.
    Indeed. And while I'm not trying to belittle the accomplishment of the OP, the over exaggeration of the accomplishment is a bit misplaced.

    When you have softcapped defenses and a strong heal (like twilight grasp, which OP had) as well as being an MM, which has been proven to be very strong against hard stationary targets, doing things like this shouldn't be a suprise. That and they're paladins, they don't hit hard and being low level means they have less HP and by extension far less regen.

    This is nothing new.

    Over on the scrapper forums, didn't someone solo something like 16 AVs simultaneously? I can't recall the specifics, but I know people have solo'd unusual amounts of AVs before. An AV isn't a GM but typically they have more offensive capabilities and less HP.
  2. There are alot of variables here.

    Super Strength has the potential to be the absolute most damaging in both ST and AoE if you pair it with Fiery Aura and Soul Mastery, but I have a feeling you don't want that. Even without /FA Super Strength pulls ahead in aoe damage thanks to the radius on Footstomp and Rage. Without Burn and Gloom though it won't be winning ST dmg.
  3. Dark Armor has a massively better heal, but Electric Armor has far better resist numbers than Dark Armor. 90% energy resistance is insanely good, energy damage is very common. Dark Armor has better psi and dark resists than Electric armor, but the 90% energy resists outweigh that greatly.

    The main thing Dark Armor has over Electric Armor is Dark Regeneration, while electric armor has more useful resist numbers.
  4. Quote:
    Originally Posted by DarkSideLeague View Post
    It's a lot more annoying on a squishy when those War Walkers explode - the stuns get old quick. Also the second mission requires everyone to have a way to fly or survive constant explosions.
    So jump away from the war walkers before they die? =/
  5. You could also consider switching your alignment to villain. Villainside storyline and missions is arguably way better than that of hero side. I believe they also made it so you could start patron arcs at lvl 35, which means you could start on that as soon as you switched.
  6. Quote:
    Originally Posted by Organica View Post
    Well we know he did an ITF and didn't like it, if I remember the thread correctly.

    There's the Admiral Sutter TF, that's 35+ right? I like it anyway.

    A lot of the stuff that I can think of is more for 40+, but if you've never done the Tina McIntyre and... I forget the other Praetorian arc contact's name... those were updated for the new Praetorian content, and they're generally fun. Mostly in a group because you can fight a lot of AVs, but still.
    Sutter is 20-40 and the other praetorian contact is Maria Jenkins.
  7. DreadShinobi

    Medicine

    I like the idea of an inspiration pool. However looking at balance: Group Inspiration would be massively overpowered. Charisma could be pushing it a bit too and the other 2 powers are pretty worthless.

    I think all the meds pool needs to be better is reducing cast time significantly and maybe halving the interrupt time.
  8. Just think, you could have solo'd those GMs without wasting your money on 1 time use inspirations too.
  9. Quote:
    Originally Posted by Blue_Centurion View Post
    I am unsure how you load 8 instances of the game. Do you peeps have space command centers for desktops? lolololol
    I can load 8 instances of the game without adjusting my graphics (I don't play on ultra though) and my computer definitely isn't super amazing, nor was it 2 years ago when I got it.

    It's handy to be able to log in fillers when you come up short for TFs, and it was invaluable when I was doing the extraordinarily broken and bugged tournament pvp badges which I spent about a week on without actually getting the badge. >:O
  10. Quote:
    Originally Posted by New_Dark_Age View Post
    Thought giving Scrappers more Taunt auras was a no no... or just not likely to happen.



    Whatever works. Burn should be fixed for Scrappers. Not sure how Blasters feel about it.
    I'm not sure if it's a "no-no" or not in the view of the devs, but I don't think it would break the balance between scrappers and brutes.

    Shield, Invul, and WP scrappers already get taunt auras, and it's one of the most defining characteristics of those sets on scrappers because of how much scrappers benefit from everything not running to the four winds. Inter AT sets shouldn't be defined by a core game mechanic, they should be defined by what the set is actually supposed to do (like the amount of defense, resistance, regen, etc it gives).

    Even if Scrappers got taunt auras on the rest of their sets, brutes would still have:
    -higher base hp and hp caps
    -higher resistance caps (which mostly applies to fiery aura and electric armor, which would be sets in question for adding taunt auras)
    -nonaoe gauntlet
    -AoE taunt (scrapper taunt is single target)
    -arguably better ancillary pools


    Right now scrappers get:
    -Higher upfront damage and slightly higher maximum damage (sometimes dependant on sets, SS/FA brutes and non-weapon set Brutes with Gloom make this gap smaller)
    -Higher base damage making them more responsive to damage buffs.


    Take that for what it's worth.
  11. The issue is not Burn

    Burn is fine, the issue is the high amount of aoe damage and DoTs shatter enemies morale extremely quickly.

    What fire aura scrappers need is a taunt aura. Just like brutes and tanks get a taunt component to blazing aura scrappers should get this also. Same with every other scrapper secondary set with a damage aura. The disparity between brutes and scrappers is too large in this area. Shield Defense (and to a lesser extent, Invul and WP's RTTC is too weak) should not be the only set that scrappers have that can actually keep mobs together.

    I had a fire/fire scrapper IO'd to the max and even so, the toon was nearly unplayable. Sure I could pull great aoe and single target dps, but only in tests, in practical situations, it just was not practical, for lack of a better word.
  12. Quote:
    Originally Posted by Stone Daemon View Post

    Incorrect--you keep the bonus that you earn from the accolade when you switch back over, which is a mirror of the hero version. You do not get the hero accolade/badges.
    You do get the corresponding accolade badge when you switch sides, you just don't get all the prerequisite badges the corresponding accolade requires.
  13. Quote:
    Originally Posted by ShaylaDominatrix View Post
    Yea it is a pretty sweet set up FOR the new starting out characters and Players. I personally do three and possibly fours runs and then it is on top other and much better things.

    That being said I have made a character that I will use her for Nothing but DFB's. This is to help out all those new free and VIP players to level up and get badges and so forth. But when the new issue cranks up. I will move her to the new missions. That are DFB type. I will get to know it then start to help there as well.

    I am on Victory server and the characters name is Ms. Sheena Kin/Invul Scrapper current level just shy of 14
    Actually this set up is at it's worst when it's being done by new players because it doesnt teach them how to play their characters or the game. New players that get to 50 almost entirely off of DFBs don't get the experience they should be getting.
  14. Quote:
    Originally Posted by _Pine_ View Post
    Because. KB sets only have one good IO the FF Proc.....
    Which is exactly why I bring the topic up. Foot Stomp and Whirling Smash can slot it, so it's really not an issue of it being too OP for the devs to consider implementing.
  15. This was the hardest choice of these polls for me, I like C best, but I'd like it to have glowy bits like B does.
  16. DreadShinobi

    TPN massive fail

    Quote:
    Originally Posted by Blue_Centurion View Post
    I was suggesting they give more explicit instructions, I don't know, something like every really organized league leader I have followed gives on the Keyes, CoP, etc. Only you click on it from the GUI for CoH in a easy to find place. (and wouldnt it be nice if this started at 1st level for every mission so we get accustomed to it.)
    I think some of it stems from the fact that the developers want the players to figure out their own strategy. They can give a more detailed explaination of the mission goal is, but not how specifically to do it. I remember, I think when they revamped hamidon, how the developers were talking about how they had no idea how the playerbase would go about completing it and they were curious to see how they would. I'm sure it's the same for all content.

    Quote:
    Or maybe they like the Trials having completely different rules than the game from 1-50. Patches of death, unavoidable damage, League wide holds, strategic goals it is impossible to know. I mean, look how well changing everything about the game without letting the players in on it went over in PvP. Just seems natural they would import that same "magical thinking" into level 50+ content and the new direction for the game for the next couple years.
    A large part of this is all the lvl 50+ content is NEW content, and much of the 1-50 content is content that is the same as it has been from when the game was released. The game engine back then couldn't support much of what they're doing today. If they remade this game today I can assure you much of what they are doing today would be spread more evenly accross the game in all levels. They are already starting to do this, with new posi, dfb, and the new bloody bad trial coming out giving more unique missions with unique enemies and goals. It's not magical thinking, it's just because it's newer.
  17. Quote:
    Originally Posted by Trilby View Post
    How about this for an idea.

    Widen the range of accolades, so now each Accolade requires lessay, 5 diffrent requirement badges, from a larger pool.

    For example, for invader, it could still have the mayhem badges, but also has a number of other options, such as breaking out of 10 respawn jails, destroying objects on those missions and completing arcs that take you to paragon.
    You already have 2 sets of badges to earn each accolade since you can do it villainside or hero side.


    For example I always do Demonic/Archmage and Marshal/Atlas Medallion on villain side, and then do the rest hero side.
  18. Quote:
    Originally Posted by Techbot Alpha View Post
    Not even that, Posi Parts 1 and 2 are a great model to go off. Two fun TFs for the price of one carp one? Sign me up to that newsletter.
    I personally don't care for the split TF style. It's not 2 TFs, it's 2 half TFs. Now if they redid the other TFC TFs to be more like posi with more involved missions that would be great, but I don't think they should all be split into 2 parts.
  19. Defense will check off of whatever stat is highest.

    For example fire blast is typed to check for fire defense and ranged defense. If you have 20% defense to fire and 45% defense to ranged, it will only check for it's chance to hit against ranged defense and ignore the fire defense completely.
  20. I'm gonna have to say no to this as well. Not everything needs to be about incarnates. If it was /new/ accolades for incarnate trials... well... incarnate powers are effectively the accolades for incarnate trials. The old accolades, while they do require you to grind a bit, make sense where they are.
  21. DreadShinobi

    TPN massive fail

    Quote:
    Originally Posted by Wing_Leader View Post
    When you run new characters through the 1-50 content, what do you estimate your chances of success are on any given mission? When was the last time you actually failed a regular mission? When you did the new Positron TF for the first time, what were the odds of success in your mind going in?
    Missions =/= Task Forces =/= Trials.

    Trials are timed and therefore can be failed. Normal missions and Task Forces (other than specific exceptions) are not timed and therefore cannot be failed. Your comparison doesn't work.

    By paragonwiki's definition: "A Trial is a type of mission arc that is similar to a Task Force/Strike Force but with fewer missions. Trials contain unusual encounters with enemies that require a high level of cooperation between team members to conquer. Special rewards are given at the end of trials, such as respecifications or enhancements that affect multiple attributes. Most contain a timed finale mission."

    Quote:
    After 50 levels of content, including TFs, players rightfully believe that they have the tools to enter a trial and insure decent odds of success. Not automatic 100% odds of success. But something reasonably good; something perhaps close to 50%, with odds improving the better their plan and its execution. And yet, what is the first-time success rate is for the iTrials? Low single-digit percentage, at best?
    After 50 levels of content, I would also hope the content would become more challenging to match the player's increase in power and ability.

    And none of the above changes the face that if you go into something not knowing what to do or having never run it before, your chances of success will be lower. There is nothing wrong with this.

    First time success rate highly depends on how well a player can adapt to new situations, how self directed a player can be in figuring things out, and how good the leadership in the trial is. That said, for first runs low single digit percent success rate is a gross exaggeration.

    Quote:
    Why is that rate so low? The reason, I feel, has nothing to do with player incompetence or unrealistic player expectations, and everything to do with scenarios that deny any reasonable chance of success by deliberate design. The trials don't just throw challenging problems at you, they make too many of the success vectors reveal themselves only as a consequence of failure. And that is what I categorically dislike about them.
    I'm going to take a wild guess that you've never played any other MMOs. People instawinning their first time through just doesn't happen outside of city of heroes. We actually have it very easy here. In other games groups of people can spend months on new content before they actually complete it. And you know how people progress through it? Trial and failure. Trial and failure for weeks on end slowly progressing through with the same group of people. Here we can expect to complete trials on the day they come out with any group of players and any different group of players on the next run.

    It's not as bad as you make it out to be.
  22. So was there ever a reason given why Kinetic Melee's PBAOE doesn't take knockback set IOs? Why hasn't this been fixed yet?