EvilGeko

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  1. I've gotten to 7:20, using the exit in the first mission. Never thought to Ouro or base portal out. Will have to try that.
  2. Quote:
    Originally Posted by Vanden View Post
    Nah, it's a pretty good set. I think people just don't like how the armors hide your costume.
    Yup. Would love to play the set, but can't stand how it looks.
  3. Hero Plan by Mids' Hero Designer 1.95
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Fail: Level 50 Natural Peacebringer
    Primary Power Set: Luminous Blast
    Secondary Power Set: Luminous Aura
    Power Pool: Medicine
    Power Pool: Leadership
    Power Pool: Concealment

    Hero Profile:
    Level 1: Gleaming Bolt -- DefDeb-I(A)
    Level 1: Incandescence -- Aegis-Psi/Status(A), Aegis-ResDam(3), Aegis-ResDam/EndRdx/Rchg(3)
    Level 2: Shining Shield -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(5), Aegis-ResDam/EndRdx/Rchg(5)
    Level 4: Essence Boost -- Numna-Heal(A), Numna-Heal/EndRdx(7), Numna-Heal/EndRdx/Rchg(7), Numna-Heal/Rchg(9), Numna-EndRdx/Rchg(9)
    Level 6: Aid Other -- IntRdx-I(A), IntRdx-I(11), Numna-Heal(11), Numna-Heal/EndRdx/Rchg(13), Numna-Heal/Rchg(13), Numna-Heal/EndRdx(15)
    Level 8: Stimulant -- IntRdx-I(A), IntRdx-I(33), IntRdx-I(33), RechRdx-I(48), RechRdx-I(48), RechRdx-I(48)
    Level 10: Thermal Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(34), RctvArm-ResDam/EndRdx/Rchg(34)
    Level 12: Maneuvers -- GftotA-Def/EndRdx(A), GftotA-Run+(15), GftotA-Def(17), GftotA-Def/Rchg(17)
    Level 14: Quantum Shield -- ImpArm-ResPsi(A), ImpArm-ResDam/EndRdx/Rchg(46)
    Level 16: Group Energy Flight -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(36), Zephyr-ResKB(37), Winter-RunSpd/Jump/Fly/Rng(37), Winter-RunSpd/Jump/Fly/Rng/EndRdx(37), Winter-ResSlow(40)
    Level 18: Pulsar -- Stpfy-Stun/Rng(A), Stpfy-Acc/EndRdx(19), Stpfy-EndRdx/Stun(19), Stpfy-Acc/Rchg(21), Stpfy-Acc/Stun/Rchg(21), Stpfy-KB%(31)
    Level 20: Aid Self -- Numna-Heal/EndRdx/Rchg(A), Mrcl-EndRdx/Rchg(50), Mrcl-Heal/Rchg(50), Mrcl-Heal/EndRdx(50)
    Level 22: Reform Essence -- Mrcl-Heal/EndRdx(A), Mrcl-Heal/EndRdx/Rchg(23), Mrcl-Heal/Rchg(23), Numna-Heal(31)
    Level 24: Conserve Energy -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
    Level 26: Glowing Touch -- Numna-Heal/EndRdx/Rchg(A), Numna-Heal/Rchg(27), Numna-Heal(27), Numna-EndRdx/Rchg(29), Mrcl-Heal/EndRdx/Rchg(29), Mrcl-Heal/Rchg(31)
    Level 28: Quantum Flight -- RechRdx-I(A)
    Level 30: Quantum Acceleration -- Flight-I(A)
    Level 32: Resuscitate -- IntRdx-I(A), IntRdx-I(33), Numna-Heal(34), Numna-Heal/EndRdx(36), Numna-Heal/Rchg(46), Numna-Heal/EndRdx/Rchg(46)
    Level 35: Assault -- EndRdx-I(A), EndRdx-I(36)
    Level 38: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(39), AdjTgt-ToHit/EndRdx/Rchg(39), AdjTgt-EndRdx/Rchg(39), AdjTgt-ToHit/EndRdx(40), AdjTgt-Rchg(40)
    Level 41: Vengeance -- Numna-EndRdx/Rchg(A), Numna-Heal/Rchg(42), Numna-Heal/EndRdx/Rchg(42)
    Level 44: Grant Invisibility -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/Rchg(45)
    Level 47: Light Form -- RechRdx-I(A)
    Level 49: Restore Essence -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- RechRdx-I(A)
    Level 1: Cosmic Balance
    Level 1: Energy Flight -- Flight-I(A)
    Level 1: Sprint -- EndRdx-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 10: Combat Flight -- Flight-I(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(43), RgnTis-Regen+(45)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(42), P'Shift-EndMod/Acc(43), P'Shift-EndMod/Rchg(43)
    ------------


    Weak. Could not solo many missions. However, would not be a bad teammate at all. Beats any of these Mind builds with their confuse that would allow people to solo most of the game.
  4. The AoE has had a 6ft radius since the first time it was seen by players.
  5. Quote:
    Originally Posted by Golden Girl View Post
    It hardly needed to be said though - there's no end to the Incanrate system, or the Trials
    Seriously. Trials have been around since the game began. Incarnate trials are just a special iteration of those.
  6. Just to be contrary: DM/EA instead of DM/Invul

    Easier road to the softcap, Tier 9 for when you really need capped HP, solid resistances with Tough, reasonable heal, plus drain mobs endurance and recharge.

    I have had both (the DM/EA is a brute) and both are pretty much un-killable so I don't think it's a big issue either way.
  7. Quote:
    Originally Posted by SlackTech View Post
    I feel the same. Except where anything to do with villains or red-side appears, swap it. If I can avoid hero-side, I will.

    Summary - alignment merits and 'pure' powers are much more useful to me than 'tourist' powers, particularly Frenzy. Oh, how I love that power (and seeing I rarely play hero-side, I'm not going to comment on the usefulness (?) of the hero equivalent)
    The only level 50 I have that is a grey alignment is my rogue Bane Spider. That's only because I was tired of seeing hero side TFs recruiting all the time and being trapped in dirtyville!
  8. Quote:
    Originally Posted by Memphis_Bill View Post
    And repulsion bomb, IIRC, *does* get containment damage. Unless you're asking for it to *set up* containment, which would require changes to Containment itself to include the stun it does, not to the power itself.
    It does not get containment damage.
  9. IMO, Vigilantes and Rogues have it much worse than heroes and villains. If I want to do content on one side or the other, I can just use a different character. Considering I hate redside, I only have one or two villains anyway and see no need to give up the love that is hero merits just to spend time over in that hellhole.
  10. Quote:
    Originally Posted by Captain_Photon View Post
    "I might get saddled with a crap team. Ergo, you get to be held up as if you had."
    No. You actually get to move slower!

    Quote:
    ... Yeah, not buying in, sorry.
    Doesn't really matter if you buy in or not, it's one of the foundations of many MMORPGs including this one.
  11. Quote:
    Originally Posted by Captain_Photon View Post
    Is there a particular reason for the "somewhat slower" qualification there?
    Sure. Teams have a time penalty built in.

    Quote:
    I'm not clear on why not wanting to team up to do this stuff necessitates a time penalty.
    Forming a trial can take anywhere between 5 min-hour. And you don't know going in how long. Teams/Leagues require more organization and you're dependent on others for your reward. Teams/Leagues have to deal with "brb dog barfing on rug" (This has really happened to me). Teams/Leagues may have to carry or teach a newbie, who is trying but just doesn't know what to do.

    Solo you control many more of the variables that can make teams/leagues difficult and time-consuming. To put some real world examples on this, I've done ITFs that have taken 16 min. I've also done ITFs that have taken 3 hours. My skill level didn't change and I was using the same character in both instances. The difference was my team. The 16 one was filled with vets with perfectly tailored IO builds (this was PRE-INCARNATES) who all had played together before. Most of those folks could probably solo the TF post-Incarnates. The 3-hour was a good team of folks who just had weaker builds, and many hadn't done the ITF 200 times. They made mistakes, died a lot more and worst of all killed Romi with his fluffies out of range. Our DPS took a long time to take down those darn things.

    So to answer your question, yes, there is a very good reason teaming is allowed to generate rewards faster than soloing in the general case.
  12. Just play. Don't like the trials? Do just enough to earn rare components you need. The play the WST after that. You'll have a Tier 3 in all slots and really, really, truly you don't get that much more going to T4.

    The 'grind' is self-imposed.
  13. My Claws/Will Stalker does not have AS (well actually she does have it, took it at 49 because I didn't have anything else to take).

    I didn't miss it, and I didn't feel that it's wasn't worthwhile to play a Stalker instead of a Claws Scrapper. Certainly, I miss my beloved Spin, but I like that Eviscerate is a very hard hitting ST attack. I used that as my Assassin's Strike and it worked much better IMO than the real AS.

    Stalkers are more tactical than Scrappers. You have a lot more control over your damage and IMO that's enough to warrant playing the AT over Scrappers. I'm currently slowing leveling a KM/Nin who will also skip AS. Since this combo loses very little in the conversion to Stalkers, I suspect I'll actually like it better than the Scrapper version.
  14. Quote:
    Originally Posted by Chyll View Post
    So true. And they were soooo frustrating - at least for me when I didn't understand what the incarnate slots were going to be providing in real benefits.
    It was frustrating for me as well, moreso when Alpha Strike came out and we knew we would be stronger when the trial finally went live. My only point was that it was possible.

    Quote:
    I for one anticipate a new currency, or the next slots shifting back to using shards - but at a much higher cost than Alpha.
    I think it's a pretty high likelihood. Either that or the next slots will cost an obscene amount of threads and/or shards like you suggest.
  15. Quote:
    Originally Posted by rsclark View Post
    Better than terrible is not the same thing as good.
    It wasn't terrible. It was decent, if a bit laggy. What we have now is terrific. Different strokes and all that.

    Quote:
    And during the time period when that was the main method of playing and slotting characters, I did not give them money to allow me to play the game. I would like the game to be more than one step above "not worth my time and money".
    The game has been worth my time, money and dedication for the 7.34 years it has been live. If the Incarnate system is not your taste and that significantly degrades your enjoyment of the game, I would suggest that this genre of video games is not for you. Because there's no more casual friendly endgame system on the market.
  16. Quote:
    Originally Posted by Winterminal View Post
    So far, despite Keyes Island and the Underground being more difficult trials than the BAF and Lambda Sector, there is no advertising of that. In the game, if an unaware level 30 hero tries to talk to a higher level contact (Crimson, Maria Jenkins, Statesman, etc.), that hero is unable to obtain any missions, and often told to "come back when you've reached level X." But the current trials have nothing of that nature. There is no warning stating that it is recommended that a character have certain Incarnate abilities/level shifts/etc. before attempting any of the current trials. The same unaware hero, without any incarnate powers whatsoever, can get on any current trial without any prompt from the game that the BAF and Lambda are more suited for characters just starting their incarnate careers. Of course, player advice is always present.
    While Keyes and Underground are definitely easier with three level shifts, both trials were tested with raid forces that included either NO level shifts at all or only a few people with level shifts.
  17. Quote:
    Originally Posted by Necrotech_Master View Post
    even heroside has some contacts locked behind bank mishs
    Standard Hero contacts will introduce you to a new contact when you get their phone number. Even some of the side contacts like Montague continue this practice. It is possible to get every contact in a level range without ever doing a Safeguard mission.
  18. Quote:
    Originally Posted by Grouchybeast View Post
    Given the average rat, intermittent rewards are more effective than constant, predictable rewards at getting them to push the lever again.

    The iSalvage/Emp Merit combination is an attempt to flash up the big shiny screen of intermittent reward to tickle the rat's brain, while providing a steady progress through the tree for balance and 'fairness', to which hopefully the rat won't pay too much attention.

    In conclusion: Squeak.
    Being that I was born in the year of the rat, I have no problem with this analogy and I agree!
  19. Quote:
    Originally Posted by Aura_Familia View Post
    I think you're mistaken if you think most players prefer random over the a determined path.
    What people say they like and how they actually behave can differ wildly.

    Quote:
    What both you and I like has been shown repeatedly not to be the case with this playerbase on the forums. I have no dobut (but ofcourse no proof) that most players would prefer a determined path over a random one.
    Honestly, given that many of the things I've championed have been added to the game and those things have been universally hailed, I could challenge that.

    However, I don't suggest that people don't like a deterministic path, only that they wouldn't like it if that was the only path. Which is exactly what people seem to be suggesting. Because we have a deterministic path now, and as I said, I don't see any way that the devs would make a solely deterministic path any faster than it is now.

    Finally, I always question 'most'. That implies a majority. There's the first issue that just because a majority prefers something doesn't make it a good idea. But more to the point, none of us know whether our opinion represents the majority view. It's irrelevant in any case. I don't believe that even people who think they would like a purely deterministic system would actually be happy with such a system. I've seen how that works in practice and is isn't pretty.

    Other games I've played have set gear that is 100% earned through a deterministic method. And you think we have complaining about grinding here? In that game, folks are constantly annoyed that the only thing they have to look forward to is their token to get the gear they know they are going to get. It's terrible.
  20. Best is relative in this game. Realistically, many combinations of Tanker will do fine solo. If you asked me to throw out a combo for a soloing Tanker it would be Shield/Fire Melee, Shield/Super Strength or Fire/Super Strength. However, for some unsolicited advice, I would go Scrapper or Brute if you're going to primarily solo. Those ATs do substantially more damage and have more than enough survivability.
  21. Quote:
    Originally Posted by ketch View Post
    Why use a system with an inherent pitfall when a deterministic progression has no pitfall and can simulate the higher gain of "good luck" with a bit of random bonus?
    I would argue that there are no pitfalls in a properly designed random determination system. Which I believe we have here. I think the devs only error with Incarnates was the madness of creating a system that rewards 'participation' when participation is very hard to determine given the different abilities players can bring to bear.

    Random systems remove the 'grindy' feeling IMO. There's nothing more tedious than knowing exactly what you're going to get every time you do something. The chance to always get something amazing is what makes this a game and not work. It's what makes poker and blackjack and even Monopoly fun. Random chance means that a casual player can keep up and even surpass the 'hardcore' player at times. It levels the playing field more than anything.

    If there were no random components given at the end of the trials, there's no reason to believe that the devs would set the deterministic path any more favorably than they do now. And then it would be immensely grindy and boring. Because you would need 5 days and 20 trials minimum to get a VR component, where now Lady Luck can favor you on your first trial.

    That's a substantially better deal IMO.
  22. Quote:
    Originally Posted by ketch View Post
    Let's assume you take the quickest route to 8 Emyreans: UG, Keyes, 2 BAF's and 2 Lambda's. We'll use Leandro's data to assume so average times. For the UG, I'll offer a completion time of 1:15 though that is faster than I've generally seen. To do all these trials, you'll spend approximately 2 hours, 35 minutes the first day and 40 minutes the second day. By the end you will receive 8 merits and 6 rolls on the reward table. With an approximate drop rate of 18% for rare salvage, at the end of 6, there is a 70% chance you'll have received a Rare in that time. Alternatively, you could spend the same amount of time (3:15), doing nothing but BAF. That would net 9 rolls for approximately 83% chance of having received at least one rare.

    In my opinion, that's a reasonable rate. Using merits comes out slightly ahead of random rewards. The deterministic path pulls ahead, if only slightly. However, let's look at the what it takes to buy a Very Rare with Empyreans.

    Investing 2 hours, 35 minutes each day will net you 6 Empyreans and 4 rolls. At the end of 5 days, you will have acquired 30 Empyreans, made 24 reward rolls, and invested 12 hours, 55 minutes. With an approximate 10% drop rate on Very Rares, there is an 92% chance you will have received a Rare Drop in that time. Alternatively, you could run 52 BAFs with those 13 hours. Your chance of not receiving a very rare by the end of those trials: 0.4% Your chance of receiving at least one very rare component: 99.6%

    By the time, you've gather enough Empyreans the odds are stacked strongly in favor of you having received a very rare drops. Which makes your efforts as pointless as UberGuy suggests random drops would be in a primarily deterministic system.
    Of course, that's entirely intentional. There's a reason that 90%+ of the power of Incarnate slots comes from the rares. The Very Rares are a bonus, something to work towards. Ironically for me, I had the very rare components done before I had the rares done on my main character. She still only has two VR slots filled. I just don't see enough of a boost in power to bother with the others, although I might have enough merits/threads/salvage to do it right now.

    Quote:
    I don't feel that loot in this game has nearly the impact it does in others. The difference between a level 50 SO and a level 50++ SO is relatively insignificant. More so, anything that didn't drop was easily purchased. At least, this was the case until the introduction of IO's. IO's have opened an entire Pandora's box, adding some pleasant and unpleasant elements to this game.
    Go back to Issue 1 through Issue 5. The strongest loot in the game came from the Hamidon raid. At the time, HOs offered significant advantages over SOs. For example, a Ribosome was worth 30% Res; 50% End Red. That's the equivalent of an even level SO and DO in two attributes. And there was no ED. Obviously by the end of 2005 there was an ED and HOs had been reduced to their current values, but there are still some HOs worth many hundreds of millions of influence because of certain advantages they have over IOs that the devs have chosen to leave in place.

    Until Issue 9, hero players had exactly ONE way to earn HOs. Do the Hamidon trial with 49+ of their closest friends. After Issue 9, they had what was at the time the hardest TF in the game. Villains got the TF first, raid second. But even more, HOs are now and always have been 100% a random reward. You get what you get. Don't like what you got? Re-run the raid/TF.

    That's why I'm so astounded by folks who complain about the trials so much. This is significantly better than what's come before. There's more content, less 'grinding' to get what you want, a fully deterministic path.

    Quote:
    The significant difference here is that the developers have stated the incarnate system will be required for participation in future content, specifically the level shifts. We've already seen a 54 level shifted enemy in the Underground trial with plans for more to come, eventually rendering a non-Incarnate helpless against those foes. There is no incarnate sidekicking system to even the playing field if you don't have those level shifts. You must progress through incarnate system for what's to come.
    Likely all you'll need for later trials is every available level shift. Again, there's a reason those level shifts come at the T3 stage and not T4. If they did, I would have more sympathy with the arguments obsessed with getting a very rare in each slot.

    Quote:
    That's why the incarnate system is different from other rewards. In order to see content progression (the conclusion of Praetoria and the coming storm, presumably) you must engage in character progression, but unlike the tried and true leveling system there's now a degree of randomness.
    I don't know if that much story is locked behind the trials. The story of Praetoria is told much more through solo arcs than in TFs and trials. A characters first exposure to the Coming Storm now takes place when they login for the first time into a zone destroyed by it. So, I see this as more conjecture than anything.
  23. EvilGeko

    BS slice

    Slice and its Katana equivalent are two of the easiest melee cones in the game. The only ones that are easier to line up are Crowd Control and Pendulum.
  24. Quote:
    Originally Posted by ketch View Post
    Random rewards are no longer a bonus when they become the primary path to acquiring the incarnate abilities; at that point, they become they primary path to acquiring the incarnate abilities. Progression outside of that then becomes the bonus. Furthermore, if a better deterministic path renders random rewards pointless, isn't the contrary true: random rewards make the deterministic path pointless. Why then is that ok?
    No, actually. The deterministic path becomes, like UberGuy stated, an escape hatch. If the random number generator really hates you, then you will still eventually get what you want. IMO, the deterministic path is quite reasonable here. 8 Empyreans to a rare? You can do that in two days right now. I'm not even sure it can be said that the random path is necessarily faster. It is if you're lucky, but if not, tokens work too.

    Quote:
    There's a very good reason that a deterministic path emerged for acquiring IO's. Many of the players of this game don't enjoy random loot grind. The absence of that set this MMO apart from others for many years. There was quite a bit of gnashing of teeth when IO's came around and introduced that. Four issues later there was some relief that we wouldn't be entirely at the mercy of the random number generator and market forces.
    Actually, I'll bet that the primary reason that merits came about is the Katie Hannon Task Force and the 15 min. rare recipe.

    But in any event, most MMORPGs have token systems to earn loot. This game isn't that different to be honest. Perhaps a bit easier to earn loot, but that's only recently.

    Quote:
    Quite frankly, I only see this conversation going round and round because it is rooted in personal preference in how people like to play and be rewarded. If I wanted to deal with random rewards, I'd simply play another game.
    You have random rewards here. Many rewards in this game have a random component. I think that's my whole problem with people's objections to the Incarnate system. It's not grounded in facts. I haven't stated a preference here at all. I'm taking issue with the descriptors being tossed around because they are erroneous by any objective measure.