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Posts
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Joined
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Quote:Thank you for the clarification, because what you said before wasn't what you said here. That may have been your intent, but unfortunately it wasn't as clear as you may have thought it was.No, what i'm saying is Marauder can be taken down easily with a pug without being an AT/powerset nazi and without grenades.
If you look earlier in the thread here you'll see my take on the whole thing. IF you're going for the Masters of Badges you will need to make sure that you've got enough -res and non s/l damage to be successful however you can balance that. That can come from whatever source you you can muster; be it Epics, Judgement, or Lore incarnate abilities, etc.
Unfortunately, there will be players out there who won't take AT/Powersets that are primarily S/L as a part of the MoLamba badge runs. What most of us have been trying to say is that having Marauder set with 100% S/L resist gives players like that an "excuse" to be AT/Powerset Nazis. We're not in favor of giving them that excuse and feel that the 100% S/L resist IS a design flaw.
Is that clearer on my part? -
The one thing my wife was disappointed not to see was a "send me prestige to pay your base rent" option. Mind you, I might have thought that was a phishing attempt....
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Although the end reward is only 4 shards it's not unusual to get 2 shards per round of mitos, if not more. I don't recall having done a hami raid where I haven't walked away with less than 8 shards before the reward. I wouldn't mind the shard reward being upped, but I typically take the merits and run.
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You're either being a contrarian on purpose, or just particularly dense.
100% S/L resist means anyone who does only S/L damage will do nothing to him. Doesn't matter if you've got a great player or a lousy player. 100% S/L resist means 100% S/L resist. Simple math. I have the MoLambda, I've helped others get the MoLambda. I understand the mechanics behind the trial and the limitations that have been set forth within. They are not insurmountable, but they are still penalizing LIMITATIONS to anyone who does S/L damage if they are going for the MoLambda badges. Please expand your weak argument beyond "you have lousy teams" or "learn to team with better players". Cause really, if that's all you've got we can ignore you.
It is possible that you're intimating that anyone who only does S/L damage is not a great/good player. If that's true, I find that view rather limiting. -
Quote:Really really.Really? because we got him to 3% health without using grenades the second day (and have since beat him without greandes many times) while testing out for the master badges, but only 3-4 people were incarnate shifted to level 53. and we didn't build the team including or excluding any specific AT's. sounds like your server is just bad.
Please take a look at this post showing Marauder's stats. This can be found in the Master of Lambda Strategy Open Discussion's thread.
A picture is worth a thousand words. -
First of all, this isn't a serious thread.
Today I noticed that my "Your Supergroup's upkeep was due" message is indeed a click-able link.
What I did find amusing was the options that showed up when I clicked on it.
- Send "Your Supergroup's upkeep was due" a Message.
- Send "You're Supergroup's upkeep was due"'s team leader a Message.
- Invite to Team
- Invite to League
- Send "You're Supergroup's upkeep was due"'s League Leader a Message.
- Get Global Name
- Add Friend
- Add Note
- Ignore "You're Supergroup's upkeep was due"
- Ignore "You're Supergroup's upkeep was due" as spammer.
If you hadn't noticed this before, I hope you're as amused as I was. -
Quote:If I'm reading this right, the old lag was fixed with a fix that created new lag worse than the old lag.
They just pulled back the fix that fixed the old lag and created new lag worse than old lag, which removes the new lag that's worse than old lag and gives us back the old lag, which, while still being lag, is not as bad as new lag.
Did I get that right?
I think I missed part of that because of the new lag... er old lag... er new old lag... old new lag.... uh... because of some sort of lag... I think... -
100% Smashing and Lethal Resist, and I believe 95% to everything else. And yes, that's not when he's using Unstoppable.
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I currently have both a Dark/Dark and a Dark/Elec tank. Both are a nice, with the Dark/Dark my favorite between the two. The /Dark tank is more ST oriented, and the Elec has some nice AoE. (I know you don't want /Elec)
Should I make a third Dark tank the choices will be /Fire, /Kin, or /Stone. The /Fire would currently be the favorite with /Stone behind it.
I have a friend who went /Ice on his Dark tank and just doesn't feel that it's giving him the damage output he wants/likes. As he puts it, he's been spoiled by /Fire. I'm not saying don't go /Ice.
As was mentioned, Dechs Kaison has good information on Dark Tanks. Make sure you also find information from Jebe the Pirate, who wrote a pretty good i14 guide to Dark Tanks that hasn't lost its value. -
I don't mind the way the Lambda Looter badge is laid out, but I do think it should also award the Antacid and Well Stocked badges as it currently does in it's bugged stage.
Here is what I would change: With the Antacid badge you should be required to get all the containers and none of the grenades during the "sabotage" portion, but should be allowed to use any of the grenades you can get in the courtyard. No Acids from the courtyard.
With the Well stocked badge, reverse that. No Acids during the Sabotage phase, but any acids you can grab in the courtyard etc.
As for Marauder, drop his s/l resist to 95% at least before he goes Unstoppable. -
Yep. For the most part, primarily S/L damage dealers will have a harder time getting on MoLambda runs. You're certainly going to want to get as much debuff/psi on the runs as possible, but it's not entirely dire for S/L damage dealers.
- Primarily S/L damage folks can focus on the adds.
- They can get the slot the Reactive Interface to add some fire DoT and a little bit of -res on Marauder.
- They can get Seer pets, who will be very helpful as has been mentioned.
- They can add dmg with Judgement powers. None of which, if I recall correctly, do S/L dmg.
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Attacks that are considered to have "knockdown" are ones that have a knockback magnitude of .67 or lower. Knockdown isn't a separate game mechanic like knock up.
So like Finduilas mentioned, anything that cons lower then you will get knocked back. Anything that has lousy kb protection, like clockwork, will also get knocked back even if they are even con. -
When you export use phpBB/zetaboard formatting. I prefer the "fruit salad" look. This is your Mid's build using that.
Hero Plan by Mids' Hero Designer 1.93
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Super Strength
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Concealment
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Fire Shield -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(5), TtmC'tng-EndRdx/Rchg(5), TtmC'tng-ResDam/EndRdx/Rchg(37), TtmC'tng-ResDam(40), TtmC'tng-EndRdx(43)
Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(36)
Level 2: Healing Flames -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/Rchg(3), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal(7), Dct'dW-Rchg(9)
Level 4: Haymaker -- KntkC'bat-Dmg/EndRdx/Rchg(A), KntkC'bat-Acc/Dmg(9), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(34), C'ngImp-Dmg/EndRdx/Rchg(36)
Level 6: Super Speed -- Winter-ResSlow(A), Clrty-Stlth(36)
Level 8: Consume -- Efficacy-EndMod/Rchg(A), Efficacy-Acc/Rchg(11)
Level 10: Taunt -- Taunt-I(A)
Level 12: Plasma Shield -- TtmC'tng-EndRdx(A), TtmC'tng-ResDam/EndRdx(13), TtmC'tng-ResDam/Rchg(13), TtmC'tng-EndRdx/Rchg(42), TtmC'tng-ResDam/EndRdx/Rchg(42), TtmC'tng-ResDam(42)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
Level 16: Boxing -- Acc-I(A)
Level 18: Burn -- Armgdn-Dam%(A), Armgdn-Dmg/EndRdx(19), Armgdn-Dmg/Rchg(19), Armgdn-Acc/Dmg/Rchg(21), Armgdn-Acc/Rchg(21)
Level 20: Knockout Blow -- KntkC'bat-Dmg/Rchg(A), KntkC'bat-Acc/Dmg(25), KntkC'bat-Dmg/EndRdx(25), KntkC'bat-Dmg/EndRdx/Rchg(34), C'ngImp-Acc/Dmg/EndRdx(34)
Level 22: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(27), RctvArm-EndRdx/Rchg(27), RctvArm-ResDam/EndRdx/Rchg(43), Aegis-Psi/Status(43), S'fstPrt-ResDam/Def+(45)
Level 24: Blazing Aura -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(45), Oblit-Acc/Dmg/EndRdx/Rchg(46), Oblit-%Dam(50)
Level 26: Combat Jumping -- Krma-ResKB(A), LkGmblr-Rchg+(45)
Level 28: Rage -- RechRdx-I(A), RechRdx-I(29), HO:Membr(29), Rec'dRet-Pcptn(31)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def(31)
Level 32: Stealth -- Krma-ResKB(A), LkGmblr-Rchg+(46)
Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(50)
Level 38: Foot Stomp -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Dmg(39), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(40), Oblit-%Dam(40)
Level 41: Char -- HO:Endo(A)
Level 44: Fire Blast -- HO:Nucle(A), HO:Nucle(46)
Level 47: Fire Ball -- Posi-Dam%(A), Posi-Acc/Dmg(48), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(50)
Level 49: Rise of the Phoenix -- Heal-I(A)
Level 0: Freedom Phalanx Reserve
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Wedding Band
Level 50: Cardiac Core Paragon
Level 0: Portal Jockey
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(17)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(15), EndMod-I(15), EndMod-I(17)
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1444;716;1432;HEX;| |78DA65935B6F124114C767D9C5160A166CE90D69E9CD1628DBA2D5C45AD3186B936| |A5114E39B215B3BB61BC996C0D6D837BF8031F1C5271FFD046AF4518DB78FA07E07| |2F8F26BDE0D9F31F0103C9F23B7B66CEFCCFFC6727FF603924C4C325A1852E96AD5| |AAD74D372EEC96A677EC7B55C7BDB111D428841244BCBF2AE746AD25CB16575B774| |61A76AC5D5485E96A5348B3B158A8B6E553A9BEE5674D5D99214BAE6BF2058D8DE2| |E9BC58A941B610E57ECCD2DD7763643FCB626AD0ABD44F965D5B96FD7EC75BB6CBB| |BBD14B15FB8E59D8ADCA52DEAAB9243E405D65E87917A03F8D1E51F78B340539616| |48019C64496316532D2B38C99A050BFBA210A843111BCCE48DE008A8CF10DE14D7F| |4F229A12D1AEF00ABE3520CF387215B8C6E82C304C12D195888EF53AA19584D628B| |4C6258B8C93D17E4CD7FC719D53019F870F24DF210C1EE978C4A9E063C62C490450| |2302395EE623BD77A95EBBB0DB107C09C197147C49C197147C1923F130AA7CE10C2| |FD4F71F349AD0AD94BA8738F58994A2A831A2E7B99F638BC05946EF02708E91A35E| |7B941D3DD8F900EC185076C0A35178AE93604CED23364CC194181A01928CF428701| |A27DA4F4888B7D453BFAAEADFF379A9897DE0803173C8C8D61939EF8012A28FB406| |51A50DFE113C2FC6CB9EA4A6E37CF4753D0E278E2B2C100C5D0C3FF379FB3268898| |4323081DAE108D0CB08D3841175BC23D0C8C6B8E7CF016FDB1819C3E239609ED427| |31E29FACB38B27F6807DE08031750808FE6ABED2FFB43AAAE9335E97427CD3715D3| |C8DCC227259C5EF3466AA8331DFB0F0EC0BE025F00A4DBD667CA176E7D4F27313F0| |C2685C2721F071AC198D7B494A9C2A182A43290D1B4C3567D50391C675A9FF08362| |E9CD050FDB33535CDA95FCD94A6DD62972397F9A3F8DD1CD1B5A76CCED12740924B| |23C05C6BE3D049B7A772EDA9F9F6D4A9F65421C82FBC25AB255E6F899F7735E3A51| |EAF0AF1ED96397F01FD3DCCD7| |-------------------------------------------------------------------|
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Quote:So.I just am not having this experience. My ice blaster hovers or flies through the mobs, and I can catch up to the team or go off with a tank or solo. Try using those purple defense inspirations, they actually work. It does also help to get the level shifts so the mobs are not all purple to you as well. I have done Lambda, on a blaster, corrupter, brute, and controller some with invis some without. I saw one player sitting the part out saying since they did not have stealth they were not going to help. All I have to say is, quit your whining and get the heck in there. Like people said, stick together. It's really not as difficult as people make this part out to be.
Ryo.
What was your vote?
Somehow it, uhm, wasn't mentioned there. -
Thank you Kanga for answering my question and trying to get this back on the original topic.
I know folks are frustrated by the Lambda Sector trial. There are other threads discussing that. I would like for this NOT to be another one of those threads, but to focus on the badges and what folks will or won't do related to them.
Can we please do that? Thanks. -
As per Baryonyx's post here this is how the Lambda Sector badges "should" be working.
Quote:I believe that currently the Lambda Looter badge is the one that's bugged and not only rewards the Lambda Looter badge, but also the Antacid and Well Stocked badges. Because of this, you don't have to defeat Marauder 3 times without using the temp powers. As mentioned, there is a bug fix on the way that will change it to Work as Intended.Badges
There have been a few questions about the Well-Stocked, Antacid and Lambda Looter badges and how they are acquired. The hints for these particular badges don't go far enough in explaining the details. There’s additional confusion due to a bug where one of the badges is improperly awarding the other two. Both of these issues will be rectified soon, but until then here's a quick guide on how these badges are intended to work so you can be prepared when the bug is fixed:- If your league is working on the Antacid or Well-Stocked badges, the objectives are:
- The league gathers all 10 of one type of power without acquiring any of the other. The league can enter the other area, but cannot actually destroy any of the power-granting targets there.
- After the Sabotage phase, the league does not use any of the gathered powers.
- Also, during the final battle, the league does not make use of the Shipments to acquire any powers.
- More succinctly: the league gathers all the powers in one area only within 5 minutes and then completes the event without using any of the gathered powers.
- If your league is working on the Lambda Looter Badge, the objectives are:
- The league gathers all powers during the Sabotage phase (all 10 Acids and all 10 Grenades).
- After the Sabotage phase, the league does not use any of the gathered powers.
- Also, during the final battle, the league does not make use of the Shipments to acquire any powers.
- More succinctly: the league gathers all the powers in one area within 15 minutes and then completes the event without using any of the gathered powers.
- If the league gathers one of both powers, the intention is that your league can only attempt the Lambda Looter badge. The Antacid and Well-Stocked badges are actually the harder pair of the three, since both have the same basic requirements of Lambda Looter, but also feature an additional time pressure of gathering 10 powers in one area within 5 minutes.
I'm not here to discuss what you think of the badge design, but to ask the following question:
Knowing what you know about the Lambda badges are you going to...
- Get it now before the bug is fixed?
- Look forward to the challenge of defeating Marauder 3 times without temps?
- Badges? We don't need no badges? We don't' need no stinkin badges!
- Meh, whatever dude. If I get it I get it, if I don't I don't.
Thanks for your time. : - If your league is working on the Antacid or Well-Stocked badges, the objectives are:
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I ended up getting my MoLambda last night. Zartain did a nice job leading the league. Nitra, Beerpig were also on the league and I don't recall the other globals, but it was a very good group. Thanks to everyone who helped.
We didn't get it on the first run. Marauder was down to 4% when we ran out of time. The second run through was quite the success. I think we had over 1min to go when we defeated him.
I'd also like to thank the bugged Lambda Looter badge for rewarding the Antacid and Well Stocked badges.I don't plan on actively trying for the MoLambda again once they fix the bug.
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Hm... the name of the power is "Rooted" so you MUST be rooted to the ground!
So it is "sorta" thematic.
Anyway, I would like to see the -runspeed on this power to be lessened, and maybe give it the Grounded treatment. I.E. if you're not on the ground you don't get the benefits of the power. -
Quote:HEY!Well, Mace does a combination of Stuns and knockdowns. Whirling Mace and Clobber do the stunning. Crowd Control, and Jawbreaker do the knockdowns.
Another bit of history, War Mace attacks used to do knockback level knockdown. Which made it quite incompatable with some secondaries that rely on melee proximity for defense, tohit,..ie Invul. It was quite a challenge to be an Invul/WM tank from issue 4 (when ED was implemented, I believe, up until WM got its buff (around issue 12, I think)
I said "Don't quote me"!!!! -
They also do two different types of mitigation. Mace does stuns, Axe does knockdown.
One of them has a wider cone on a higher tier attack and can affect more targets, but I don't recall which. (I think Mace's tier 8 has a wider cone then Axe's tier 8, but don't quote me.)
Subtle differences in some ways, but enough to set them apart depending on player preferences. -
You are correct. Marauder was never pacified in our fight with him. Unfortunately we're dealing with a brick wall at the moment.
I'm considering giving it another shot Friday night, before they fix the bug. And then, unless they change the MoLambda requirements, I don't see myself attempting the badges again. Just not worth the headache. -
I'm going to disagree with you.
I think the Lambda Looter badge should require you to get all the temps in the sabotage portion. It should also allow you to get any temps in the courtyard, even accidentally. You should NOT be allowed to use any of the temps. (Keeping track of where you got the temp could be a headache for some teams, and probably a pain to code. But I digress.) I also think that if you do this you, should have met the requirements for both Antacid and Well Stocked.