Seldom

Shady Shyster
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  1. I'd also like to thank all the 'helpers' who showed up to assist. People who didn't need the badge, but just wanted to show up so that others could get it...at one point we had enough in D for three full teams, and when Placta asked about who needed the badges, about two thirds were just there to help. Many thanks to all those folks, for helping out and for once again showing the best side of this server.
  2. Trying to keep the signup updated:

    1. @Placta
    2. @Cutlass
    3. @Amygdala
    4. @ChicagoDoodler
    5. Spatch
    6. SteelDominator
    7. Ima_Mankiller
    8. Tenjoy

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  3. I'll try to remember to bring up my Mind/Psy when I get home.

    As to ATio's, my personal approach is to do without. After Basilisk's gaze came out, there are enough +recharge sets to go around. I like to get enough +rech to have dom up at all times w/o hasten, but then have hasten to keep the group mez coming fast or to counter -rech powers.

    *edit* build link:

    Villain Plan by Mids' Villain Designer 1.953
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Build notes:
    It's a trick, but I try to fully enhance the effects of my powers alongside getting set bonuses.

    Levitate is a nice chunk of smashing damage/instant runner stoppage, but hardly necessary.
    TK is there for:
    (a) AV holds, the constant hold mag helps power through the triangles
    (b) for trials and other locational needs. This can push the last few guards away from consoles on Keyes, and can push voids in MoM/push back Tilman from the well.

    Both can be swapped out, but that's why they're there.
  4. I would happily participate. I really need these, and it's been hard since the initial runs to find one going. Thank you so much for organizing this!

    Quote:
    Originally Posted by Placta View Post
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    1. @Placta
    2. @Cutlass
    3. @ChicagoDoodler
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    I have heard there's not much to taking out marauder...just one thing: Psy damage. The guy is resilient against most all else, but psy damage is buttah. I will try to get my seer core superior lore in time, as they are all psy and thus handy for this sort of thing.
  5. Quote:
    Originally Posted by RAWSIDE View Post
    obiviously...

    anyway...i like the idea of making the 50% -regen not resistable...

    but tbh i dont think there will be more changes for poison in the near future cause they already changed a lot to improve the set. Sadly they forgot some major problems
    To be honest, as of late the focus has been on doing small changes over time, with revisions as the tweaks pan out. This is nice as there are very few reversals/nerfs needed, but frustrating as it's slow.

    Look at stalkers- they got their buffs before, now more are in the works. Energy Aura was tweaked, then re-tweaked for performance. The Developers were on a short deadline for the proliferation of poison to corruptors/controllers, with several other powersets being tweaked at the same time. I'm pretty certain they didn't want to slow things down with lots more tweaks (followed by testing) when they could release a slightly better version of an already established set. I also think they wanted to see if the working trap/splash debuffs were good enough.

    Now that the splash mechanics/somewhat functional trap (The sapping part is still 'meh') have been released, I do think it's time to revisit the set with it working at the level it was intended to, and still having a few rough edges.
  6. I've said it before, I'll say it again. Poison isn't a bad set, it's just a set with all the wrong caveats. A recharge-based debuff set that doesn't stack. A focused debuff set that is resisted in singular focused battles against high-rank foes. A set with low mitigation buff OR debuff, with low control.

    The control part is partly taken care of, especially with a functioning trap that can be easily set up. I still think it needs better endurance draining.

    The debuff mitigation/boss fights can both be taken care of easily. Make Weaken's -dam/-tohit stack, allowing it to bring progressively greater safety through weakening a foe's offense. Seems to fit the part darned nicely. There's presedent too, look at kinetics with a fast stacking -dam in power siphon, here you are doing much the same, but with a -tohit instead of a +dam.

    Envenom is supposed to be the 'make a foe vulnerable' power, but it isn't. In most cases- one shot, bam, that's as vulnerable as they will be. You can sorta-stack with the splash, but I'm going to go back to kinetics again. Siphon speed- an unresistable -speed. Let's use the same on the ST part of envenom's -def, making it an unresistable -def in PvE. I would like the -resistance to be unresistable, but if that can't happen, I'd settle for 25% stackable. Better -regen? I'd prefer unresistable PvE -regen. Forget about getting big enough -regen to cheat past AV/GM resistance, keep the moderate levels but let them fully apply. Poison has fewer/more focused tools, so making this count helps it in big fights.

    ...Oh, and make masterminds' noxious gas permanent for pete's sake.

    There! A slowly sapping patch control power, one damage mitigating debuff that can increase in effectiveness according to fight length, one big offense enabling debuff, and a bit more parity in the tier 9's. Not difficult.
  7. I've run into a similar issue on exalted with street justice and beam rifle...characters around level 20ish and they are locked because I 'must buy access' to the powersets. (Like when I made them)

    For the 'must be purchased' purchased powers I just log into another server, then back to exalted after a few seconds, and when that is finicky, just waiting a bit longer does the trick. If that doesn't solve the issue, then I'm not sure what to say.




  8. It turns out, Marauder didn't have to wait too long to find the side effects of Neuron's serum.

    Neuron, on the other hand....
    If I am a winner, I permit NC Interactive, Inc. and NCsoft Europe Limited to use my name, likeness, photograph, hometown, and any comments that I may make about myself or this contest that I provide for advertising and promotional activities. I also certify that I am at least 13 years of age and am eligible to participate in this contest.
  9. Hm. I have characters I began almost 8 years ago, still in the 30's. My main server has four pages of characters, my second two. There was a time when I could not bring myself to playing a session with just one character...but having leveled up a character of every powerset save 3, and with the development of Io's and incarnates I have concentrated now on a handful.

    I play the alts to suit the needs of my friends' teams, but more often than not I now go to one badging/IO'd/incarnated main, and then a handful of other characters.
  10. The easy guesses are:
    • Strong ST incarnate attack: (They have no trouble giving us AoE booms, so single is a shoe-in.)
    • Strong Self buff: (They give a team buff, it makes sense they'd give a personal one, but hide it higher in the power tree, so that trial-friendly powers come first.)
    • Mez power: incarnate trials either seem to ignore or depend on these, rarely the latter but it does happen. I have a feeling if more control-necessary trials come up, these will 'happen' to appear as well...control AT's will have their more reliable mez, but this would mean any team of incarnates could possibly pinch-hit.
    • Single-target ally buff: less popular an idea for certain, but I could see them doing it before a more desirable incarnate power, and this would allow for pinch-hitting in a team without much boosting buff/debuff available.
    ..........

    Less likely:
    Add AOE 'splash' to single target damage
    Add ability to hit more targets
    Add enhancement slots
    Add additional power choice from primary/secondary/pool/ancillary/patron
    Add extremely strong effects to one attack/power
  11. I do like how the most recent itrial master badges are concurrent to the main tasks, and are simply badges for doing the trials well, with a few exceptions. (The MoM nightmare badges should be in 'defeats,' not in the master lineup.)

    Last night my +1 corruptor got 3 of the MoM master badges just because the team was coordinated and fast. I have hopes that this is a sign that the devs are learning from their (in my opinion) more ignominious badges in Lamda and Keyes. In those one slip-up or one person simply not following directions could leave a whole league to try again. This can cause more animosity then support. The new badges don't punish the whole for the parts, and don't require the team task be done in an unproductive fashion. Good on them for this.
  12. Here's where I post shamelessly a link to some earlier suggestions for Sonic resonance and forcefields:
    Linky
    I was able to get feedback from a developer that though the suggestions were reasonable, neither sets were considered to be under-performing.

    Hm.
    Maybe we just need to find a verifiable way to compare in-game performance of all buff/debuff sets, and see where numbers lie.

    Idea: form a small team, avoiding secondary mitigations. If done through Ouroboros, disable temps/pool powers/ancillary powers/patron powers/set bonuses, etc. The team running only primary/secondary. Avoid powers with extraneous mitigation effects, or at least even them out, so there's as little to skew how the team performs. Play with the exact same team, only difference being the buff/debuff set performance. Run Vs. Arachnos, as they exhibit almost all damage types available, in random amounts.

    Team: willpower/fire tank, or reverse scrapper/brute. A fire/fire blaster or such. a fire/regen scrapper or such. The reason I'm using fire a lot is that it has little to skew- it's just damage. willpower/regen are two different side, will having a bit of defense/resistance/+Hp to play against, chemistry-wise, regen having high heals but low damage prevention. Set the team for an exact number (x5 or something) go first without the buff/debuff, then add them, but they can only use their buff/debuff powers. No control/debuffs/buffs from anywhere other than the buff/debuffer that changes. Record killspeed/damage taken/defeats and see how things come out.

    *Shrugs* Just an idea. It might be easiest to do on beta, with a level-bumped team.
  13. Quote:
    Originally Posted by Gemini_2099 View Post
    I don't see how it would be balanced if you improve Sonic Resonance shielding and then pair it up with (lets say Time)another.
    Er..this gets into another topic entirely. But in reference to this specific example, like any other buff/debuff pairing is already? Yes, you really should balance a buff/debuff set without assuming it will pair with something else, because in manymany cases it just won't be. Heck, the other night my sonic/sonic was with a brute, no other pairs for it to be 'balanced for.' How do you balance radiation emission for when there is a team of all controllers/ defenders/ corruptors steamrolling task forces?

    To be blunt, you don't. You balance for when it's radiation emission on its own. Same goes for sonic resonance. Let's stop thinking about it when stacked with a pairing because that's not a given. I listed the (perceived)weaknesses and possible solutions for them for sonic as a set, on its own. Feel free to point out flaws, bring up differing ideas, but saying a buff/debuff sets' performance is fine because it's great paired when paired with another certain kind of powers is not reasonable until such combos are mandatory.

    The reason I say this gets into a different topic entirely is because it goes to how overpowered stacked buff/debuff sets are in almost any propensity in this game, which was something Castle brought up when looking at groups like repeat offenders and all radiation superteams. He concluded there needed to be some kind of diminishing returns calculation on all buff/debuffs, but he didn't want to have to stave off the pitchfork wielding players, so he left it alone. This actually gets to another set- trick arrow. During testing it was common to have a team of all (or almost all) trick archers, and the abilities were downgraded, adjusted in reference to some of the experiences from all trick archer player sessions. As it turned out, the set was weakened but then had more issues when it was alone as the team's lone buff/debuffer.
  14. Quote:
    Originally Posted by JayboH View Post
    ...uh, well yeah, naturally, since that's the only way your change could be used anyway, if it happened or not, unless you are talking about using your pet as the anchor or something.
    I guess I didn't say it very well, what I meant was that even at 15' radius, in most situations the debuff would not hit everything, so its impact would be limited. As-is I don't see how a -dam is a big balance concern. Especially considering how other shielding sets *coughCOLDcough* layer shields with FAR more than just -resistance/-damage.
  15. Quote:
    Originally Posted by JayboH View Post
    I could see everything but the Disruption Field change - I think that could be a little OP, since you are already able to put 3 shields on that teammate to mitigate damage.
    I don't know, the suggestion would do nothing to ranged enemies away from the ally anchor, and could only be used when teamed. It would lower enemy damage output only in direct confrontations.


    Quote:
    Originally Posted by Gemini_2099 View Post
    I wouldn't call Sonic the least reliable shielding set, because that assumes the other teammates don't bring anything else to the team. The appeal of Sonic is that it is the most consistent as you know X amount of incoming damage you are capable of taking.

    The RES shields on a defense or regen melee is a huge boost to how survivable an avatar can be. The RES shields combined with FF is very potent, etc.

    Sonic's shields would be overpowered if it did more mitigation, especially paired with defense. This is why Sonic's shields current are balanced around a team environment.
    I agree that in a complimentary role, sonic resonance is quite powerful. But if it is balanced according for anything but what it and it alone can do as a powerset, then you start having issues with performance. As such what it can do for a defense based melee AT is as relevant as how much mitigation it can do with a control archetype locking things down, or with some other archetype healing shielded allies. I'm sorry, but what a team member is bringing is not reliable. Sonic resonance has to be looked at on its own.

    Is sonic resonance good? Yes. Is it as good as other shielding sets? Unfortunately not, by virtue of layering mitigation. With each different layer you add in variety, you greatly increase utility and survival. Sonic resonance is just very focused on +/- resistance, but is not substantially better at those in most cases, nor able to back those up with disruptive debuffs/controls/etc, outside of liquefy (long recharge) and repulsion. (requires ally in range, drains endurance to nill with ease) The other shielding sets can do what sonic can pretty well, and more besides. Again, not a bad set, I've never had anything but appreciation when on a team with my sonic character. I can just tell quite well that if I played another of my buff/debuff sets, in many cases the team would be safer.
  16. Repeating a suggestion from before:
    • Sonic siphon is a single target hit-checking, nonstacking debuff with a slow recharge and no mitigation
    • Sonic shields give no protection at all to the effects of the attacks that they shield from.
    • Sonic disruption costs as much as radiation's enervating field, which also supplies a -25% damage debuff. Disruption does half, and needs a buddy in melee range.
    • Clarity, which shields people's minds, only protects from mez.
    • liquefy needs to either last longer, or recharge faster. It seems balanced by the bevy of effect that it carries, even if many of those effects are minor. *coughholdcough*

    At present, sonic is the least reliable shielding set. It can only soften damage, and in most cases makes the 'protected' allies still take full debuffs. This in contrast to defense sets that give 100% debuff resistance to attacks that miss. No other shielding set has such a complete lack of mitigation versus psy damage: all other sets offer safety either through overlapping defense tags, more abundant mitigating soft control and debuffs, or healing. Sonic has almost little to slow/avert/soften damage on the giving end, and no way to recover from it once it lands. This stands in stark contrast to forcefields, with its nigh invulnerability and ample KB disruption, thermal and its healing, and cold and its slows/weakening debuffs.

    Sonic seems to put all its eggs in the 'mitigate by making tougher, and make things die fast enough to do less damage' basket, and does not do that well. In common practice it offers similar debuffs/shields to other sets with no extra layers of protection. It does less, and what it does, it isn't that much better at, if at all. I love the set, but while on my other shielders, my team mates don't need rest between battles, inspirations, or controls to stay healthy. My sonic character's team does. The shields, fully slotted, aren't strong enough to keep things in the green during constant incoming full damage, the debuffs are too limited to make things die before doing good chunks of damage.

    Suggestions:
    • Add -damage debuff to sonic siphon, so that it protects from its target as well as weakening it. It still should have its hit check/non-stacking flag.
    • Add -defense resistance to sonic barrier, a common lethal debuff, and -rech/-speed/-end/-tohit resistance to sonic haven, as those are common ice/energy/neg. energy side effects. Add minor values of all the above debuff resistances to sonic dispersion, same reason.
    • Add -25% damage debuff to disruption field, giving a damage mitigating effect to the ally you are asking to wade into a crowd.
    • Clarity shields minds, it should shield from psy damage. There is no reason for a mental shield to still have weakness to mental damage, and sonic resonance does not need a psionic Achilles heel to pass on to those it protects.
    • Liquefy should last longer, or recharge faster. It provides as much value as powers such as traps' poison trap, but on a far greater timer.
  17. Well, last night there were several (master)badge runs of those trials going. Badge TPN runs need a lot of speed, survival, and damage, which is hard when you're fighting deep purples in hordes. Outside of badge runs, the TPN does not need +3's, no.

    The MoM trial seems to be the first of the next 'step up' trials. There most enemies are 54+2, so after having tried it as a 50+0, I can tell you it is the closest to 'needing' +3's. Which it doesn't, but just so you know why people may be asking about level shifts on that one. It could perhaps be done by the minimum group size with +0 50's, but it would need a very strong powerset mixture who were really on their game. +3's make everything only three levels higher, so there's not so much of a gamble for succeeding.

    Anytime people try for master badges on trials/SF's, new considerations come into play.
  18. Seldom

    MoM trial and Tk

    Just passing along a fun little discovery: Telekinesis seems oddly useful in the MoM trial.

    It can push the voids to Penelope Mayhem in the second phase. (Obviously detoggling once they have been pushed into range)

    In the fourth, it can push Shalice Tilman back to the wall, if she is made properly mezzable. (Note, the walls are sloped, so don't just leave the thing on, untoggle TK at the wall once she's been pushed back.)

    Not sure if this is common knowledge, but thought I'd share. The only tricks to it were (A) keeping the TK'er alive to toggle, rebirth/phantasm lore AB/exterior buffs helped there; (B) keeping them unmezzed, breakfrees/ clarion/ did clear mind and such helped; and (C) managing the recharge, which is slow.

    I'm pretty sure force bubble could do the same, though the directional nature of TK is a bit more precise. Don't know if that helps any running incarnate trials, but there it is. *Shrugs*
  19. Quote:
    Originally Posted by Organica View Post
    With States gone, Recluse has a change of heart, abandons the Rogue Isles, and dedicates himself to being the new champion and defender of Paragon.

    ...it could happen!
    Only after doing 20 tips and 2 morality mission, proving first he's a villain but not a bad one, and then that he's a worthy hero, record be darned.
  20. I have fun on good teams during trials...bad teams less so, not so much because of less success, but invariably some other league members get way too angry and serious over a video game trial that's made to challenge.

    I do however LOVE to play my 50's with their incarnate goodies in standard content. Seriously, once they get well incarnated, it's tough for me, an unapologetic altoholic, to go back to playing lower characters.

    Playing a kitted out dominator that heals herself and friends, swollows minions in a deadly void, and summons phantasms to do her bidding while weakening with every attack? That's fun. A fire dominator who heals himself back to whole while spamming fireballs, next to nuking fireballs that stun, next to fire attacks that set things on fire even more under the shields of pets? Fun, man. Squishies with mez protection? Mass healing +regen powers? MORE bubbles for my bubblers? Anything with judgement? Secondary effects you can swap in/out of, cherry picking to fit your character or powers? Enhancements to do what six slots can't? Pets to drop on a particularly troublesome enemy when you're having a tough time? I giggle at the crazy things my incarnates do in regular content. I think it worries my game buddies at times.
  21. Quote:
    Originally Posted by Commando View Post
    Todd,

    With fulcrum shift added, the race is over. Roots, creepers, hold, the pet, fireball, fireblast, every dmg dealing tool is exponentially increased, then add containment.

    The plant/storm controller which you left out of your response, good sir, has another array of dmg dealing tools. But you know all this, todd. I am a big fan of Dominators, and I love them, really. I just don't let that block my objectivity.
    Heh. I feel you are not so much talking 'controllers,' but more '/kinetics.' Damage capped characters will always be top at damage, strangely enough. Other combos are more frequently equivalent, or lesser, depending on combinations. Plant/storm might have more of an equivalency with something like a fire^3 dominator, for instance, while a mind/nrg dom and ice/ff controller would be quite different as well.

    ..................

    Back on topic:

    As has been mentioned, dominators are all about locking things down then knocking them out. But HOW one does it comes down mostly to the primary, and then the secondary, should it supply mitigation. Mind/ has the best direct control for dominators, but because of that, mind dominators are far more interactive. You have to target things, time things, etc. to supply yourself (and your team) with safety. This is in contrast with patch-based/toggle based controlls like earth/ and electric/ which supply perhaps lower but certainly more continuous/hands off controls.

    Secondaries for dominators run the full gamut from /fire and its 'let the primary do the work, I just kill stuff!' to the control heavy sets like /energy and /earth that ragdoll/mez stuff until it's dead leaving you pretty safe.

    So it's kind of a non-answer, but dominator powersets heavily skew how a character approaches a fight. "Lock down, then kill" (Or just kill if it can't survive you long enough for you to worry) is as always the rule of thumb, but how you do that depends on your combo of choice.
  22. Quote:
    Originally Posted by Errant View Post
    Not delusional. CJ grants better air control, regardless of how you wound up in the air.
    Which, coincidentally, is great for anything with Kinetics. CJ+Inertial reduction gives so much air control it's almost funny. So good, in fact, that I wonder why they make combat jumping and super-jumping mutually exclusive. Combat jumping is one of the few 'pre-travel' powers that would actually compliment the later travel power.
  23. Waaay back when, (issue 10?) playing villains, I and my regular teammates were doing mission, and hit 35. I hadn't done the Ice Mistral SF, nor had the team, so we decided to give it a shot...trouble was, the foes were all 40. Fighting +5's seems silly, but we had some great players, buffs/debuffs, so we still gave it a go. We managed to level up once or so during the SF, (this was before they boosted how fast xp was earned) so By the end we were 'only' fighting +4's.

    At the final Archus fight, we'd gotten most of the final room's enemies cleared, and had everything goes on Archus, trying to take him down. He had only one ambush left, and he pulled it- a spawn of +4 succubi and demons dropped on us. We were barely hanging in there anywise, most of us out of inspirations, and all at varying degrees of low health. Just as the spawn dropped, my mass confused recharged and Domination came up. I had one big accuracy inspire left, popped it, and then let loose confuse. The spawn tore itself apart, we finished the SF. This was when completing sf's gave a random rare recipe- I got a luck of the Gambler + global recharge. Good times.

    --------

    Another time I started on a pick up group Statesman task force that was forming with my rogue permadom. I and some others wanted the master badge, so we set it up, and gave it a whirl. The team was great, but the best of it was the patron fights...we had a controller, and my dominator had fast double mag holds, so between us the patrons couldn't fight back. But the best was that several of our team had the soul mastery pool: soul storm. Ghost widow was locked down for her entire fight, most of it floating in her own hold. It was delicious. We finished the statesman tf...my fist time on it with the character, and we all got the master badge first try, with a pick up group no less.
  24. Seldom

    Costume Codes

    Just posting to say that I have traded both earlier posted codes.

    I have a Mk-VI "Victoria" costume code remaining<Traded>

    -Seldom.

    *Edit* This code has been traded away.