Odacer

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  1. Twenty Seven EVEN!!


    And we can still do better ...

    I want to thank some amazing players for some great work. I was in Awe with some of the skill I saw.
  2. The descriptions are a tad misleading, the maps are designed to turn you on your head . . . that is what is so great so many things to overcome to do this one perfectly.

    But I know there is a talk of 'Theme' Hess TFs, Like all TA Hess . . . hrmm
  3. FYI Hess is 19 merits now . . .

    This has been a friendly reminder from your neighbourhood Odie-Man
  4. [ QUOTE ]
    However, it was good to see that my team managed on without me ( IS that a good thing?!?!? lol ) and beat Odie's team! Den called me a few hours later to find out what happened and he informed me of the results...

    [/ QUOTE ]

    Yeah my team was a few minutes shy, but for the record, you never actually won? :-p

    I know its splitting hairs but I'll take it heh. Cya next week
  5. Week 13 was a great success and some friendly competition.

    Run 1 ... Sorry Bodenee our 46:25 to your 47:43 still means we won, but it was a hell of a race.

    Run 2 ... If he hadn't have gone MIA ... yes the team the Hess Master Himself started finished in what I think is the double dose Hess best time 46:17 team two coming in at 49:46

    A lot of people got to show off some real skills hopefully there are more next week (And hopefully Bode sees this and realizes we had a blast after he was gone)
  6. Star Strider Forces Registry
    Name: Techno X
    Global Contact:@odacer
    Level of Classification: Level 50 Kinetic/Electric Defender
    Origin: Technology
    Super Rank & Super Group: Leader of The Immortals of Paragon
  7. Well the team filled fast and killed fast, being ambitious we started with a one hour timer and missed by one minute ... but everyone gave a good shot lots of tanks and blasters.

    It was a fun week to be Bodenee. see everyone next week (Or before then I want to get an Invinicble ITF for saturday for those up to the challenge more details later)
  8. Week 11 started well, took a little but 8 ran the TF a little defender heavy and cleared in 1:10 ... thanks to all those who came out, next one in half an hour
  9. Anything, I have been doing it with bode from week one or two and there is no bad team makeup.

    Its none stop fun ... you know that
  10. Guess what time of week it is? That's right Double Dose Hess. Unfortunately Bodenee can't be here for it this week but real life is still real life, But I am stepping in.

    So lets make it a great TF who is up for it 7 and 10 central (6 and 11 eastern)
  11. I am working on my other tank for it ... not Terrific but wonderful none the less.

    So when are we going to set up to break the 30 min Hess?
  12. Makes me want to log in Arete ... we have a few thousand wolf kills with the mines.
  13. [ QUOTE ]

    Force Fields
    <ul type="square">[*]Balance: Currently the last three powers in the FF set are highly situational and generate a great deal of aggro, all of which is drawn on to the least defended member of the team -- the FF Defender.[*]Balance: Force Field defenders rely on only two methods of Defending -- adding Defense and use of knockback. Considering the multiple ways all other Defender sets have of Defending their teams within each set (heals, buffs, debuffs, holds, etc.), is it intended for FF to be a two-trick pony?[/list]

    [/ QUOTE ]
    In direct gameplay I have found the damage mitigation offered by the FF set is not lacking. I realize it is only to ways of accomplishing that goal but if it can do the trick using only two methods how does it matter, the job is done. as per the high tier powers my style I never liked KB so I avoid them but force bubble is an immensely powerful tool, situational yes, but effective in those common situations.

    [ QUOTE ]

    Kinetics
    <ul type="square">[*]Quality of Life: Increase Density duration is far too short for practicality. The fact that it has a damage resistance buffing component indicates that it was intended to be used regularly and preemptively, but with a duration of 60 seconds, it's nearly impossible to maintain and still carry out the rest of our primary functions, even on small teams. [/list]

    [/ QUOTE ]

    ID protects KB, Holds and Immobs as well as grants a resistance ... if it lasted as long as say Sonic Haven it would be very overpowered, the short lifespan seems to be set so that if you want the whole team to have that great buff you can't do much else ... seems balanced

    [ QUOTE ]

    Storm Summoning
    <ul type="square">[*]Quality of Life: Snow Storm causes many mobs to run away, if the altered versions of their attacks take more than 10 seconds. Don't Stormers already have enough scatter?[/list]

    [/ QUOTE ]

    Storm Summoners Scatter ... its the set but played well they have controlled scatter, its a little difficult at times but diffent powersets require different tactics, Storm is no different

    [ QUOTE ]

    Sonic Resonance
    <ul type="square">[*]Balance: Sonic resonance users are extremely weak as far as self defense. Every other defender primary has powers in their primary to help with self-defense of some kind, even if that's just a heal or a slow. Sonic Cage seems inadequate for this.[/list]

    [/ QUOTE ]

    Sonic Dispersion - +res and mez resist, not as good as a tank but if work hard its enough (It is better on a Controller but Controllers are like that)
    [ QUOTE ]

    Trick Arrow
    <ul type="square">[*]Bug: Flash Arrow gives a perception debuff. However, when the power is recast from within enemy's normal perception range, the Defender will be spotted, regardless of whether the second Flash arrow hits or misses, and regardless of how much time is left on the first Flash Arrow. Limitation of the engine. Remove?[*]Bug: Oil Slick Arrow does not light every time it's attacked with a fire or energy attack, despite the target dying.[*]Bug: Poison Gas Arrow summons a pet that serves no purpose except to appear as a brownish-green gas cloud. This graphical pet sticks around for the duration of the debuff, causing many people to believe that enemies that enter the cloud after PGA is activated will be debuffed, when it actually does nothing. [*]Balance: Flash Arrow, a Defender primary power, is no more effective than Devices/Smoke Grenade, which is in a Blaster secondary set.[*]Balance: As a general design issue, too many Trick Arrow powers have been balanced directly against similar Control powers. They are intentionally weaker than their Control counterparts. This makes it appropriate for a Controller secondary, but it underperforms as a primary in its own right. [*]Balance: Trick Arrows lost most of its original -Recharge debuffs during I5 beta, citing that there were too many in the set. Now we have Cold Domination which can stack much higher -Recharge than Trick Arrows ever could when it was in beta. Perhaps it's worth testing how Trick Arrows performs with Glue Arrow, Ice Arrow, Entangling Arrow, and Poison Gas Arrow having their original -Recharge values back?Worth mentioning?[/list]

    [/ QUOTE ]

    I have played a TA def to 37 and two trollers over 40 and have never seen this Flash Arrow bug ... I JUST tested it I cannot get this bug to occur. when comparing Flash Arrow to Smoke Grenade also consider Flash Arrow is Second tier power and Smoke grenade is tier 5 ... thats available at around level 14/16. Should they be identical?

    The Description in Oil Slick Arrow States it may burst into flames if fire is used near it. So it seems to be working as intended although I have found through lots of usage Oil Slick Arrow lights less often outdoors and almost never when mixed with quicksand (maybe even never)

    PGA is -DMG I have seen this first hand scrapper goes in and I hit PGA and they start taking less damage ... but it doesn't mean this shouldn't have a -regen but I also realize TA runs a close line to being overpowered

    As per balance TA is a late blooming set, with Oil Slick Arrow and EMP Arrow DRASTICALLY outperform every other arrow, but it is a set that relies on stacking as many arrows as you can, PGA alone is a little weak, but glue + PGA + Acid + Disruption + Flash give an entire spawn a complete debuffing. TA is an AoE based Set and requires a lot of practice to get the most out of it when you get there it has proven to be more than enough. and as a side note, Look at EMP Arrow, just about the best single power in the game, I have compared it in City of Data many times to many powers. EMP does make up for any shortcomings the set my have

    Secondaries:

    [ QUOTE ]

    Electrical Blast
    <ul type="square">[*]Bug: Voltaic Sentinel targets enemies trapped inside Force Field/Detention Field.[*]Balance: While Elec Blast’s damage numbers aren’t lower than similar powers in other sets, it feels like a weaker damage set. It trades a “heavy-hitter” (such as Will Domination or Blazing Arrow) for a theoretical advantage in its end draining utility. The problem is that End Drain is not that powerful in the PvE portion of the game (unless combined with Kinetics), where many NPC powers are ‘cheap’ and backed up by an increased recovery rate.[/list]

    [/ QUOTE ]
    Power Build Up + Short Circuit ... end drain all the sudden becomes a magoe issue in PvE ... granted I did level my Kin/Elec but I also levelled my Elec/Elec Blaster the stacking end drain is an excellent damage mitigator


    I will admit my points are not all numbers and I may have missed some things but my observations come from playing the powersets and using a keen eye for detail as things unfold. When considering balance also consider there is probably one or more player who can make any powerset shine above all the rest ... its all about style (tactics)
  14. Can we get a good week of invasion when sonic powers are fixed?
  15. * SuperGroup Name: Immortals of Paragon

    * Website (if any): In Creation

    * Leader or Recruiting Officers: @odacer, @insane devo ... a few more but servers are down so i don't have their globals memorized

    * Preferred Method of contact: Ingame tells, teaming

    * Guild Description:

    We are int he Top 50 on the server so i decided to finally make this. We are a group that ha sgrown on two principles, the first is that we have a very direct approach to ingame combat and tend to invite people who embody the same 'Gung-Ho' style. That or peopel who are just fun to chat with in SG chat
  16. As a healer I found that binding my Healing Aura and Heal Other were much more effective on my mouse (I have two side buttons.) this is the first game I think I want a mouse with even more buttons for. The following is allthe binds i have set, not including my canned massages on my numberpad.
    (example: /bind numpad1 "team Reform on me." for a highly tactical team these help.)

    /bind enter "beginchat &lt;colour blue&gt;&lt;bgcolor black&gt;&lt;border blue&gt;"

    /bind button4 "powexec_name Heal Other"

    /bind button5 "powexec_name Healing Aura"

    /bind z "team Teleporting $target to my location.$$powexec_name Recall Friend"