SpittingTrashcan

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  1. Quote:
    Originally Posted by Bad_Influence View Post
    It wouild mean more xp. Taking away what seems like 50 deaths per mission teamed results in faster leveling. It has even struck me that even with no debt, I still seem to be leveling much more slowly in Praetoria than elsewhere.

    That last may just be perceptions filtered through a haze of frustration.... who knows
    Key word there being "teamed", when I was talking about solo XP. But yes, debt is a factor. So is stealthing, which is a tactic I ended up resorting to quite a bit because I generally didn't have to kill everything on the map (for which I am profoundly grateful).
  2. The lack of difficulty adjustment in Praetoria is problematic, but adding difficulty adjustment would also be problematic. Right now, by playing through every mission of every contact along a single path, a soloing character tends to enter the level range of the next contact group just as they finish the prior group, and hits 20 right around the time they finish their last set of contacts. I'm pretty sure this is deliberately calibrated. Adjusting difficulty down would mean less XP per arc, and soloing characters would end up forced to either street-sweep, take additional missions from the other path in their faction (which they may be trying to avoid), or hunt down contacts of the opposite faction.

    Whether difficulty adjustment is more important than XP calibration is a matter of opinion, of course, but it's an exaggeration to say that there is no reason not to have difficulty adjustment in Praetoria.
  3. Penelope Yin is not on the map; she's being held deep inside the BAF. Fortunately, you should be able to call her as soon as you get her as a contact, because she's contacting you telepathically. That's how it worked for me.
  4. Quote:
    Originally Posted by Marcian Tobay View Post
    You are feared and reviled by citizens. You sail blind without a moral compass, and you have few allies. As a result, however, you are able to drop the crime rate significantly.
    I just wanted to call this out. More brutal law enforcement is not more effective. This is a commonly held and horribly pernicious fallacy. Casual brutality with an indifferent attitude toward guilt discourages the innocent - and the lesser guilty - from lending vital aid in the form of information, testimony, etcetera. Despite being repeatedly discredited, this "tough on crime" attitude stills informs the public and political will to a dismaying degree. Please do not base your thought experiment on this false premise. Being a vigilante may be more emotionally appealing and it may allow you to force a success in specific cases but on the whole it is not more effective than responsible policing.
  5. Don't detectives and brokers only move into Active Contacts when they're offering a Safeguard or Mayhem?
  6. Quote:
    Originally Posted by Golden Girl View Post
    Not everyone who plays the tutorial is assumed to be from Tyrant's empire
    At this point I'm pretty sure I'm being trolled... again... but what the heck. You can't avoid a scenario by introducing optional escape clauses. I never claimed that everyone must be a citizen of the Empire, nor that everyone must be a Loyalist. I am saying that a citizen of the Empire, even a principled one who only wants to help people, may come to a reasonable conclusion at the outset that the best way to do so is within the system rather than in league with terrorists. No matter what you may say about the Warden path's morality overall, you cannot put aside that the first step on that path is to beat two police officers, to the point of either unconsciousness or death, and free an unrepentant terrorist.

    In my opinion, the "good" paths, both Responsibility Loyalist and Warden Resistance, come to a point where to stay "good" you must turn away from a focus on the conflict between the two sides and look for a third way. Fittingly, this happens at just about the point where a third way is being introduced: Primal Earth. Wardens who stay Resistance through their last mission, and Responsibles who stay Loyalist through their last mission, have both compromised their empathy for their principles.

    Of course, since my opinion differs from yours it can be casually dismissed. Probably with a wink. This is why talking with you is a worthless waste of time, except inasmuch as it provokes me to form cogent arguments for the benefit of people who aren't you.
  7. Destroyers are a little whacked. They appear to have in the neighborhood of 1000% mez resistance, which means you can mez them - and then they shake it off in under a second. Fortunately, Elec has a backup plan for that kind of nonsense: end drain. Lay down Static Field, toss Jolting Chain and Tesla Cage, and eat insps to survive until they're drained, and then clean up with pummeling. It's rough, but doable.

    I don't think the idea of giving mobs mez resistance so that they're harder to lock down is necessarily a terrible idea, but I think the amount of resistance is considerably higher than would be wise. Something in the neighborhood of 200-300% resist, so mezzes last 1/3 to 1/4 as long, would be challenging but not outrageous.
  8. Off the top of my head, I'd suggest moving the mass immob back, and getting Build Up earlier instead. It's nice to be able to spike your damage against enemies that laugh off mez.
  9. It makes perfect sense to me: Tonaka is basically insinuating that you lack a developed theory of mind. Which is pretty much what I've been saying: you demonstrate an inability to reason about how someone who doesn't know what you know would think given the knowledge that they have. Or are you ready to present the case for why a citizen of Praetoria, raised on propaganda, leisure, and mood stabilizing chemicals, unaware of the secret crimes of the state, and extremely aware of the threat that still lurks outside the sonic fences, would choose to beat down two policemen and free a terrorist?
  10. Quote:
    Originally Posted by Golden Girl View Post
    Yes it does - in RL, dictatorships fall once the police and/or army side with an uprising against them - if the PPD and the Powers Division turned againt Tyrant and the Praetors, they dictatorship would collapse.

    There's Tyrant plus 12-14 Praetors - they can't run the dictatorship by themselves, so Tyrant employs several levels of administration and law enforcement to carry out his will - and everyone is a cog in the evil machine he's built - but take out the cogs, and the mahcine falls apart.

    Tyrant can't run his prisons, his torture chambers, his enslavement programs, his death squads, his propaganda system, his water drugging activities or his general intimidation and repression of the people without a the massive army of willing followers he has in the Powers Division and the PPD.
    If they turned against him, the entire horrific system would cease to exist.
    You're really only making my point for me, you know. The Loyalist Responsibility line of missions is expressly about being introduced to the inner workings of the regime and, sooner or later, turning away from it. And then what?

    It's true that Cole can't run the system singlehandedly. But he can destroy it singlehandedly. If the PPD and Powers Division turned against him, the entire horrific system might indeed cease to exist, but there's no guarantee it would end well for anyone. When you and everyone you love are trapped on a life raft with sharks circling below, you don't antagonize the madman holding a grenade - you do what he says when he's watching, do as much good as you can when he's not, and hope for rescue.
  11. Quote:
    Originally Posted by Golden Girl View Post
    All loyalists work for a dictatorship that is worse than anything in RL history - they're agents of evil, and everything they do helps keep the dictatorship in power.
    They're servants of a system that is rotten and corrupt to the core, and it's very existence is a crime against humanity.
    I could dispute a number of these claims, but actually, I don't have to, because they're irrelevant. If you are interested in refuting my position, you need to show that an average Praetorian citizen, who knows none of the secrets that the Praetors keep from the public and even from most of their underlings, would easily be able to tell that the Resistance are better than the Loyalists. Reciting the secret evils of the Empire is not relevant.

    FWIW, my Loyalist, who I played as having had direct personal experience with the very worst of the fighting in the Hamidon Wars (an entirely plausible background, by the way), stayed Responsibility Loyalist from beginning to end. To her, the most important thing is that the citizens of Praetoria be saved from the Hamidon, and she never encountered any evidence that the Praetorian system wasn't doing a better job of this than the Resistance would. Her attitude toward the Empire is "I don't like it, but we're stuck with it until we can make something better without tearing down everything we fought so hard to preserve in the process."
  12. To be somewhat more on topic, it's important when playing through GR to maintain separation between what you as a player know about Praetoria and what your character could be expected to know about Praetoria. From the perspective of a Praetorian citizen, Marcus Cole is the savior of humankind (from a real and present threat that many Praetorians experienced directly). Praetoria is one of the last bastions of civilization in the middle of a horrific wilderness. Under these conditions, the Praetorian laws are strict, but not inconceivably so - compare with measures such as food rationing, conscription, communication surveillance, and censorship of news in wartime. Note that I am not endorsing any of the above, but I am pointing out that citizens of a democracy have accepted such measures before. This is a historical fact, and it is relevant.

    Yes, I have read the Praetorian Atrocity List. However, I emphasize once again: the average Praetorian knows none of this. If you sign up for the Resistance, even the Warden path, your first step in this direction is to kill, or at least beat into unconsciousness, two police officers who are in the middle of arresting a terrorist. Then you talk to the leader of a group who you have been repeatedly (and accurately!) told are actively tearing down the fragile foundations of your refuge against savagery.

    How this can be construed as the obviously heroic thing to do is a little beyond my reckoning. But then again, maybe some people just don't know how to put themselves in other people's shoes, and instead act on what they, the player, know, and not what their character would know.
  13. Quote:
    Originally Posted by je_saist View Post
    Without at least the damage tower down, there's no way any archtype can really sustain a fight against Lord Recluse.
    Ill/ with perma-PA can tank LR all the dippity doo day, buffs or no.

    Yes, getting the towers down is another story. Yes, actually killing LR, despite his last-minute massive Bane summon, is another story. But perma-PA can sustain a fight against LR just fine.
  14. I would strongly recommend that you do what Raptis suggests, and get Jolting Chain, Tesla Cage, Static Field, Charged Brawl, and Havoc Punch as soon as they are available. Tesla Cage, Jolting Chain and Static Field will be your bread and butter survival tools for most of the game, as they prevent enemies from attacking you. The ST and AoE immobilizes are not nearly as useful; at best, they prevent enemies from getting into melee, and since you want to be in melee, to use Conductive Aura, Charged Brawl, and Havoc Punch, they are not going to do you much good.
  15. Perhaps tangential, but I've been finding Jolting Chain very useful on my Elec/Earth, using this procedure:

    1. Drop a Static Field. Enemies are sleeping.
    2. Run into melee and Jolting Chain. Enemies are knocked down.
    3. While enemies are getting up, Tremor. Enemies are knocked down again.
    4. By the time the enemies get up, they're sleeping again.
    5. Use single target hold and attacks until Tremor recharges. Repeat as necessary.

    I can see this method being similarly useful for any Dom with a PBAoE attack. Jolting Chain lets you soft-control enemies that you're about to hit with PBAoE, so they don't all wake up at once and punch you. By the time JC and the PBAoE finish, they're sleeping again. Additionally, JC has a bit of endurance drain, which stacks with the sapping from Conductive Aura and Static Field. And having effective end drain at level 12 is amazing.
  16. I think that Jolting Chain will work fine with procs that affect the target of a power, since for each jump, the target is an enemy. I don't think that it will work with procs that affect the caster of a power, since for each jump after the first, the caster is a momentary pseudopet that casts the jump and then disappears. So, yes to damage/stun/etc procs, but no to Force Feedback.

    Incidentally, the Performance Shifter proc will work - it'll give each jump a chance to grant 10 endurance to its target. Performance Shifter, you so crazy.
  17. At level 8, I'm finding that Jolting Chain and Tremor are a lovely combination: the enemies get bounced by Jolting Chain, and are almost back on their feet by the time Tremor activates and knocks them right back down again.

    I'm also finding that Conductive Aura is not a good power to use on teams at the moment, as it draws aggro and doesn't provide enough of a survivability boost to make up for the extra hate. I expect this to change at level 12 with Static Field. It also caught me by surprise that Conductive Aura is not autohit.

    I definitely agree with the OP that this combo is very, very slot hungry. There are so many excellent powers, and many of them benefit from significant slot investment. Six slots in the hammers and Seismic are a must of course, and Tremor and Fissure also benefit from heavy investment and Force Feedback procs. Conductive Aura has amazing potential, as do Synaptic Overload (particularly if the Contagious Confusion proc chains!) and the Gremlins. And of course once you hit the APP levels it would be foolish not to add Sleet and Ice Storm to the party.

    My current plan is to cut deeply into Jolting Chain. Sure it could take five slots of Decimation for the recharge bonus, but I think it'll work OK with just an acc and maybe an endredux. Health and Stamina could also get by on two slots with the Conductive Aura making up the difference... hm, hm, hm.
  18. SpittingTrashcan

    FF needs love

    Hm.

    What if Repulsion Aura dealt damage and/or a debuff to each target it kicked? The conceptual rationalization being that you are using your force shields offensively to slam enemies away from you, which ought to hurt somewhat. Right now the endurance cost for Repulsion Aura and the superior size and effectiveness of Force Bubble make it an underperformer, but using FB and RA to cram enemies into a corner and crush them to death sounds like it could be quite a bit of fun...
  19. In early levels, I tend to use it in three circumstances:
    1. When I am mezzed, or when I am about to attack a group that contains a significant mezzer.
    2. When I am low on endurance.
    3. When I expect to fight a boss within the next 90 seconds.

    Later on, I just use it whenever I feel like. Note that on teams, the Domination bar fills up faster.
  20. I'm finding it challenging, but not excessively so. As noted above, Primal Earth has its share of nasty low level enemies - CoT, Vahz, Clocks - the main difference being that there are also squishy soft Skulls and Hellions to fight at the low levels, and we already know to pick on the wimps. Praetoria is more consistent in its difficulty across factions - I've been pressed to some degree by everything I've taken on so far.

    It may also be that Praetorian content is designed around the fact that inspiration vendors are a lot more accessible - your contacts sell the full gamut immediately, and there's a nurse in the hospital who will sell them too.
  21. The first thing you should know is that you really don't need to worry about this yet. You do not have to be at the softcap to any defense in order to have a functional and effective character at any level.

    If you ask how to softcap a BS/FA on the Scrapper forums, I'm sure someone will oblige you with help. The Broadsword power Parry will probably be the single largest contributor to reaching the softcap on a budget, as it boosts your Melee and Lethal defenses on each hit. But I wanted you to know first and foremost that it is not in any way necessary - it's a way to pursue outlier performance.
  22. Stop calling them demons! They may be ugly but they have good hearts. It isn't their fault their mom lived downwind of Terra Volta.
  23. Quote:
    Originally Posted by SwellGuy View Post
    It shouldn't since Rest is a power.
    Yes, but what if Rest is already running? Or does Shadowy Presence not activate if you are running any toggles?
  24. Something that hasn't been mentioned yet: Lightning Field and Power Sink combine to give you mitigation through endurance drain. If things don't kill you in the first 10 seconds of a fight, they're not going to be able to kill you thereafter, because they won't have the endurance to do so.

    Also, Lightning Field adds quite a bit to your damage output especially to multiple targets, and while it doesn't crit and you have no Fury to fuel it, it is boosted by any other +damage effects you may have on. Claws/Elec or DB/Elec or Dark/Elec are all good combos to leverage this benefit - KM/Elec might be too.

    In my experience, /Elec is a fine set for SO to mid-budget IO builds. I've heard of people doing amazing things with /Elec and heavy IO slotting, but at that level a lot of what I've said no longer applies as IO bonuses begin to eclipse the natural benefits of the set...