SpittingTrashcan

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  1. Quote:
    Originally Posted by StratoNexus View Post
    Can you TP farther away? If she has some range debuffing from taunt and you are far enough away, she should run out of the patch. This might require more coordination and actual movement though.

    Fighting BM - Blue stuff appears - Team TP - BM moves out of flames - Team moves into melee with BM - repeat
    This should probably work. I was being extremely conservative in my use of Team TP, since I didn't want it to be recharging when I really, really needed it, and since I didn't want to disorient my team too much. But there was sufficient margin to be more aggressive with teleports.

    I could also have looked for opportunities to break LOS, which would also have induced more movement on BM's part.
  2. Quote:
    Originally Posted by Dechs Kaison View Post
    This is bloody brilliant.
    It is. I wish I could say I thought of it first, but I know it's been considered and tried before. I couldn't find a detailed report of the results, though, so I wanted to try it myself and make one.

    Quote:
    Originally Posted by Dechs Kaison View Post
    I would be willing to try this, as my Bots/Traps is a team teleporter.
    I look forward to reading about your results. If this strategy works with the diverse teams you assemble, it should work for everyone.

    A general note: I was hoping that this strategy would allow melee archetypes to contribute more damage, since Team Teleport allows for queueing attacks for maximum DPS without the risk of being caught in an animation. Unfortunately, BM's hesitance to close to melee meant that she ended up forming one point of the teleport triangle, and the meleers spent 2/3 of the fight waiting, using whatever ranged attacks they had, or attacking other targets (swords, minions). I'm still thinking about how that can be improved.
  3. Summary: it works, it's pretty safe, it's not very fast, it bears refining.

    Detailed report:

    Since my first run of the Apex TF, I'd been wondering if Team Teleport would be an effective method for avoiding the halberd drops. Last Saturday I got a chance to try it out with my usual play group. I can't recall the exact team composition (if others who were there do, please chime in!), but I was on my Stone/Stone Tanker with Team Teleport, and the rest of the team was:
    - Fire/Stone Tanker
    - Kin/SR Brute
    - Traps/DP Defender
    - Mind/Emp Controller
    - Mind/FF Controller
    - Warshade
    - Bots/Poison Mastermind

    The first mission proceeded smoothly in the usual fashion. The Minds had fun confusing War Walkers, who are apparently vulnerable to that sort of shenanigans.

    For the second mission, we cleared the two waves of swords on the roof and then proceeded down to the arena as a group. From then on, we stuck to the following general strategy:
    - I focused on three things, in order of decreasing priority: team teleporting whenever blue flame appeared under me, taunting BM, and tapping her with Stone Fist for Bruising whenever I was close enough.
    - The rest of the team stayed within 20 feet of me, doing whatever they could with what they had where they were.

    And here are some general observations of the results.
    - Battle Maiden likes her crossbow a lot. She doesn't avoid melee, but she will use her ranged attack whenever it's up, and that slows her progress into melee range.
    - Since halberd patches last until the next wave actually lands, I teleported in a triangular pattern: the prior patch was burning at A, the next wave was about to hit B, and I'd move to C. A more daring teleporter might get away with moving between two positions, but the timing would be awfully close.
    - The advantage of this strategy is that, when the teleporter is on the ball, the patches are all in one place and the team is in another. The disadvantage is that when the teleporter is not quite as on the ball (as happened a few times), the patches are all in one place and the entire team is also in that one place. The result was pretty much instant death for everyone except the tanks, who had enough HP to merely be severely wounded (and then teleport away after the first tick).
    - Assault Bot had a deep and abiding love for running into melee with Battle Maiden, standing in a halberd patch, and dying. The other bots were relatively obedient and shot her with lasers.
    - Clearing the waves of War Earth soldiers was slow. Like BM, they were recalcitrant about moving into melee, and they also tended to spread out and run around and we were loath to chase them lest we spread the patches out. This could be improved.
    - Swords were a non-issue. Having no ranged attacks, they flew directly into our huddle and were defeated without incident.
    - At one point, one or two of the halberds started dropping out of synch with the rest. This made my life somewhat more interesting, but not unbearably so. If all 8 had been dropping at different intervals, this strategy would no longer be valid.
    - We did not get the badge for defeating BM quickly. But we did defeat her in less time than our first run, and with significantly fewer deaths. Had we a team with more ranged damage and/or force multiplication, the badge would probably be within our reach.

    Has anyone else tried this? What were your results? What can be improved?
  4. In several dimensions, there exists a man Marcus Cole who finds and drinks from the Well of the Furies. The consequences differ.

    - On Primal Earth, he goes on to become the hero Statesman, while his friend Stefan Richter becomes his foe Lord Recluse.
    - On Praetorian Earth, he becomes Emperor Cole.
    - On Axis Earth, he becomes the Reichsman, dictator of Axis Amerika and leader of the Fifth Column.

    That said, it's not unreasonable for a Praetorian to have some distrust for any Marcus Cole they should happen to encounter.
  5. 1. Without AE we would not have the Ray Cooling or Vincent Ross arcs, for at least two reasons.
    2. When the initial implementation of a new feature doesn't meet the design goals, the right thing to do is to leave it broken and never look at it again?
  6. SpittingTrashcan

    Real Vigilante?

    This is probably better placed in Comic and Hero/Villain Culture, a few boards down in the For Fun! section.
  7. I wish I had the numbers for attempted and successful runs of this arc. I think it would not demonstrate a clear breakdown on archetype lines. As it is, I can only offer anecdotal evidence. I found Ray Cooling's arc harder than Mender Ramiel's.
  8. Also: I parsed the OP's title as "Me: a master of running and temp powers", which led me to believe it might be about someone who is playing a character using only temp powers and running around. Imagine my disappointment.
  9. Quote:
    Originally Posted by Megajoule View Post
    This would all be solved if the (current) Devs would accept that no amount of carrot is going to make non-PvPers want or enjoy PvP, and make it possible to get the PvE temp powers they put in those zones available by other means.
    Grr argh post eaten. Pithily: If shivans and nukes are ever made available in PvE, they'll be harder to get than HVAS, and while I can be bribed into enjoying PvP (if you pay me to lose), I can't be made to enjoy PvP through carrots that are harder to get when someone actually PvPs.
  10. Quote:
    Originally Posted by seebs View Post
    Okay, newbie question time: Why is immobilizing them useful for soloing them? If I'm supposed to be meleeing, it's not because it keeps them at range while I plink away.
    Because the failure mode of a Dominator confronted by purple triangles is a Blaster. Stay at range, stack defense, deal damage. At least, that's how I handle EBs; I don't solo AVs with Dominators.

    For Controllers, of course, the ST immob is a bread-and-butter attack.
  11. Despite their shared power category, controllers and dominators are very little alike. The controller, as the name implies, controls a fight: through combinations of layered active control and support powers, they tip the balance of a fight toward a point where they will survive and their enemies will not. While there are notable exceptions, the general method is to guide enemies along a path toward helplessness. Controllers tend to favor longer fights where their cumulative effect is devastating, although their instantaneous damage tends to be low.

    Dominators don't generally have the support powers to layer on top of active control. This changes the dynamic from a spiral downwards to a race against time. The dominator gets an early edge with crowd control abilities, and then needs to quickly press this advantage while it lasts. To this end, dominators have a vastly greater capacity for instantaneous damage. Control is used as a means to set up enemies for attacks, both at the single-target and area level. In the early game, where unenhanced area controls and attacks are relatively weak, the dominator is better off fighting a few enemies at a time, using controls to keep stronger enemies out of the fight while taking out weaker enemies with burst damage. In the later game, especially with high levels of recharge, the same general principle applies at the whole-spawn level: incapacitate with area control, then quickly kill with area damage.

    It's possible to play a fully-ranged dominator, but it's neither necessary nor particularly advantageous. The mitigative benefit of staying at range is obviated in the short term by the much stronger mitigation of active control, and in the long term by the much stronger mitigation of defeating enemies.

    If I were to compare a Dominator to another archetype, I would compare with a Blaster, particularly those sets that mix some control with burst damage. The Blaster has more upfront damage, but the Dominator doesn't need to kill as quickly because their initial incoming damage is much lower. Personally, I think that Dominators got the better end of the deal, but opinions vary. Both, however, rely exclusively on disabling enemies quickly for their survival: you must do unto them before they do unto you.
  12. And on the original topic: my personal favorite wild theory is that Marcus Cole becomes a hero* only in universes where Stefan Richter becomes a villain - and that Arachnos the organization was and is aware of this, and elevates Lord Recluse as a villain solely to keep Statesman a hero, while also ensuring that Lord Recluse is repeatedly informed that under no circumstances can he win.

    * To the extent that he can be, of course. However intelligent Marcus Cole may be, he's definitely much stronger than he is smart: see Boomtown.
  13. Faultline appears to be in a happy relationship with Fusionette.

    Statesman was married to a woman and had a biological daughter, presumably in the usual fashion.

    It is within the realm of possibility that these characters are closeted gay, or bisexual. But the preponderance of evidence would lead me to believe that they are both straight. Whenever the issue comes up in canon - and it does - they behave as if they are. So it's not entirely fair to argue from the stance that there's no evidence either way. Occam's Razor is in play.

    Crimson and Viridian, on the other hand, is a crack pairing I can get behind.
  14. I figured it was something like that. MM pet slotting really is a magical mystery box, innit? Well, off to reslot I go.
  15. My Demons/Pain MM is having trouble with her Demon Prince, George. He's going through his endurance at a prodigious rate - much more than I'd expect, given his slotting. George is frankenslotted with Pet Damage IOs granting about 95% endurance reduction. Yet after just a minute of fighting, his endurance bottoms out. Are his powers really that costly, or are the enhancements not applying somehow?
  16. Quote:
    Originally Posted by Furio View Post
    I think the breakdown is as follows. Great new stories can appear anywhere...solo content or TFs. New game mechanics are going to show up in TFs first.
    - Doppelgangers showed up in arcs and TFs in the same issue.
    - No TF has yet used the burning-building tech that premiered in last issue's arcs and is used again in this issue.
    - Timer-triggered events premiered with Going Rogue, expanded to the Halloween Tip, and are used in a TF for the first time in Issue 19.
    - Raid progress HUDs premiered simultaneously in Praetorian zone events and the Tin Mage TF.
    - Exiting an instance in a different zone than you entered premiered in last issue's arcs and has yet to be used in a TF.
    - Timed proximity bombs premiered in Going Rogue arcs and are now used in Tin Mage.

    The TF-exclusive mechanics I can think of this issue are: sword drops, D11 minefield, activating NPCs with temp powers, Hydra pylons, and Rage of the Boobcat. And I can guess how all of those could have been implemented without new tech (possibly incorrectly, of course).
  17. Roy Cooling, yes. My memory isn't what it used to be, and I don't remember what it used to be...
  18. Have you played Ray Cooling's arc?

    Play Ray Cooling's arc.

    Whoever's been writing the new backup arcs for the past couple issues clearly does not believe in saving it for the pay-per-view.

    There is also a practical reason for saving some things for TFs. There are ways to structure an encounter such that teamwork is required or at least strongly rewarded, and I don't mean simultaneous glowies. These encounters can be quite thrilling, but they simply don't work as solo content.
  19. Rogues generally play something like this - just in it for the money.
  20. There are a lot of threads about the Apex TF. Can you point me to the one you're thinking of?
  21. So, um.

    Anyone tried using Team Teleport in this TF?

    Because Team Teleport does let you port people in the middle of animations, right?
  22. To expand a bit further: the encounters I enjoy on this TF are the ones that admit no solution via preparation. The only thing that works is doing the right thing, right then and there, and doing that works 100% of the time for everyone regardless of preparation. That seems supremely fair to me. But it is an unusual addition to a game where preparation usually reigns supreme. Life or death decided on positioning is a fundamental of action games, which I happen to enjoy. Victory based on careful preparation long before the fight began is a fundamental of strategy games, which I happen to dislike. I suppose where the surprise comes in is that the Alpha slot is a strategic slot, and thus offers little help in an action scenario. But that's just how it worked out, I guess.

    I mean, I do a fair amount of build jiggering and stat crunching, but it's refreshing to say that the "right build" for Apex is the one that gives you enough movement speed to cover 20 feet in 8 seconds. Or, if you want to be a real hero for the team, the one with Team Teleport.

    ... Come to think of it, Team Teleport would make BM a joke, wouldn't it? There's your 20 minute Apex strategy. And I just invalidated everything I said above. :P
  23. Quote:
    Originally Posted by Megajoule View Post
    You know, it's funny - even though Jack left the game years ago, the new content is the very essence of "Statesman Fun".
    I think we're just not going to see eye to eye on this one, and that worries me a bit. I had a pretty darn good time, myself. Death is cheap, debt is a badge, and strategies are arrived at by trial and error; my own death rate went down fairly precipitously as the TFs progressed.

    I felt the new mechanics were tough but fair: if you do the wrong thing you will surely die, but if you do the right thing you don't have to take a single hit. And I prefer that style of play to the kind that this game usually presents, where it's just a matter of over-statting your opponents. That does not work here, and I like that.

    J_B: I can see where a dedicated Tanker player, who pretty much has contractual invincibility in most ordinary content (that is, you trade away some offense for sufficient extra mitigation that you practically never die), would be upset by having victory through statistics taken away as an option. I don't think that these encounters leave Tankers without a role, nor do they leave them without adequate tools for that role. Tankers control and survive aggro, and there's plenty of aggro to control and survive in these encounters! But if one is offended by the idea that a Tanker should focus on controlling aggro as part of a team strategy rather than, say, be an invincible do-everything hero, then yes, there's not much for you here. There's the whole rest of the game, though, where I hear Tankers do just dandy. I should know; I have four.

    Five if you count the one I deleted.

    The same goes for all the archetypes, really. There are encounters in these TFs where the standard methodology of making a big ball of player characters and enemies, overlapping buffs until statistical invincibility is achieved, and pouring on damage and debuffs until everything melts, will not work. If this bothers you, then Incarnate content may not be your cup of tea. If you are tired of beating every encounter with essentially the same strategy, however, then this will be a delightful surprise.

    (Don't even talk to me about Trapdoor. Pulling enemies out of range of static buff auras has been old hat for anyone who has ever fought Devouring Earth, and enemies that refuse to be so pulled were introduced with the STF. In fact, it's the strategy du jour on the very next mission!)
  24. Quote:
    Originally Posted by Moonlighter View Post
    I had a terrible experience with this and quit 5 spawns into the second mission. What level were you when you people ran this?

    I ran it with a fresh level 20 scrapper and quit five groups into the second mission. Mobs spamming -50 hit debuff and -35 defense debuff that lasts a minute? While throwing +100% recharge debuffs and slows? Really?

    Debuffs in this game have gotten out of hand.

    At high level sure, but I don't even have SOs yet. I'd rather stab myself in the eyes than play through a mission at level 20 at 1/4 speed with my attack chain having 30 second wait periods while I have a 27% to hit.
    I see somebody just met PPD Ghosts and Equalizers for the first time!

    Yes indeed, Flashbang Grenade is a cheap as hell power. So is Glue Grenade. And they've had it for years, at precisely that level range, ever since City of Villains first got proper Mayhem missions. PPD are vicious at that level. You're just finding out about it now because you never played villains. And I knew, I just knew the instant I saw them in the arc that hero-only players would be screaming bloody murder the very first time they got nailed by a Ghost or Equalizer!

    Red side makes you strong like bull! *chest thump*

    (But seriously, I hope that now that people are actually running into them they get toned down a tad. Or learn to appreciate your friendly neighborhood stalker/troller/dom...)
  25. Is it too difficult? All I can say is: we won. And we won with, for the most part, the lowest of four grades of boost in the first of ten slots in the Incarnate system. We didn't use our third build for optimal Incarnate builds, we didn't have any strategy formulated other than "fight" and "don't die", we brought whatever characters we wanted to, we didn't use Vent/Teamspeak, we didn't bring nukes or shivans or tier 3 insps or temp powers or base boosts and frequently forgot we had Call to Justice and Fortune and Secondary Mutation, and I personally died at least a dozen times due to my own sheer stupidity.

    And still, we won. And I have had serious problems getting through an STF run and had to use a full nuke-shivan rush to beat the LRSF and struggled mightily through some bits of the LGTF and have taken a half hour or more to get through Nictus Romulus and sometimes have been completely defeated by all of the above. I'm not the best there is. I'm not even very good. All the Apex and Tin Mage TFs require is that you pay attention and work as a team and figure out a strategy and don't let your ego or your habits get in the way of doing what needs to be done to finish the mission. And this is the hardest they will ever be - they're only going to get easier.

    I predict routine twenty minute Apex and Tin Mage runs in under a month. You can quote me on that. I also predict that some people will never be able to beat them, no matter how many uber Incarnate buffs they cram into their characters, and you can quote me on that too.