StratoNexus

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  1. Quote:
    Originally Posted by Chyll View Post
    Your mileage varies significantly. Good for you.
    I have as much fun teamed or solo.
    And I don't see what the post has to do with the OP to boot.
    You have as much fun teamed or solo. What if you almost never teamed? Do you think the soloing would still be as fun to you without the regular teaming interludes? On that same character that you mostly soloed all the way to 50? The one who has already soloed almost all (or maybe even all) the story contacts? Still having fun solo now? Of course, you cannot answer that question, because you enjoy teaming too.
  2. It is definitely a thematic thing more than a game balance thing. I'd actually like to see some the penalty removed from Rooted. Granite deserves the full set of penalties, Rooted could get away with a lesser set of penalties and still be thematically appropriate.
  3. Quote:
    Originally Posted by Doctor Vivian View Post
    Just a guess, but although the Orbs are untargetable, they can still be damaged by Splash damage from AoE attacks, which may be what was killing them when fighting the Turrets?
    The Lore buff pets that have the immunity should not be affected by splash damage, they are not just immune to being targeted, they are unaffectable (if you drop an AoE buff, that won't hit them either). The turrets may have the same type of ability that Hami has to hit unaffectable things.
  4. Quote:
    Originally Posted by StratoNexus View Post
    I'd rather pull that effect away from the team or avoid it altogether. In other words: Sequestration? I do care.
    Quote:
    Originally Posted by UNB0UND_4_LIFE View Post
    Why didn't you just say that to begin with and leave out all the other crap? LOL
    Because I don't want my main server to learn to play your way. I want my disdain for this to be known and I want to try to show the simple lack of teamwork it demonstrates. Avoiding the effect is easy, too easy not to attempt IMO. Therefore I want to ridicule the notion (not you, but the notion that one should just ignore sequestration).

    And in case the above tl;dr version doesn't convey my true feelings on the subject: I present wall of text (because I really do feel this strongly about the subject ).

    Quote:
    Originally Posted by UNB0UND_4_LIFE View Post
    LMAO! Blindly button mashing?! So that's what ya think I do, eh? Interesting.
    Quote:
    Originally Posted by UNB0UND_4_LIFE View Post
    What happens during sequestration with a good league is that when we get held, the range players spam buffs and heals (and blasts), while we melee-types stand there and enjoy the comfort of a few seconds rest.
    You're right my mistake. You'd rather not mash any buttons and instead take a break. I am sorry if you take it as an insult when I call it button mashing, but you continue to attack instead of backing off and that is button mashing. I mash buttons on a lot of characters, especially during an AV fight. What else am I going to do normally? Mashing buttons is what we have been doing during AV fights for years.

    Quote:
    Originally Posted by UNB0UND_4_LIFE View Post
    I never said anything about this being a choice made by pride. That's your assumption. Fact of the matter is, pride has nothing to do with it.
    Quote:
    Originally Posted by UNB0UND_4_LIFE View Post
    The thing is, I take my role as a tank (often the lead tank) seriously, and to me that means I get aggro, and I keep aggro. I take the hard knocks so my buddies don't have to. If you're concerned about being held for a few seconds, then you shouldn't be/stay in melee.
    The pride and arrogance in those statements is dripping off the letters. You don't have to specifically say its pride, your words say it for you. Plus, what other reason do you have to stay in melee other than how important you personally are to the success of tanking and damaging the AV? It is pride and a lack of faith in your league-mates.

    Quote:
    Originally Posted by UNB0UND_4_LIFE View Post
    There we go again with the mashing. Wow, obviously you're prejudiced against tanks, or is it just me you don't like, since you seem to find it necessary to belittle and demean?
    I love tankers, especially ones that keep enemy effects from hitting me instead of those who just don't care because the buff/debuff toons will just remedy the negative repurcussions for me. If I am going to rely on buff/debuff toons to keep me safe anyway, then I am not going to bother bringing a tanker since a tanker's main function is to keep enemy effects off me. If the tanker chooses not to do that, I might as well just bring another buff/debuff character to remedy the problem instead.

    Quote:
    Originally Posted by UNB0UND_4_LIFE View Post
    I do care if 7 other people are held. But let me ask you this, when you're standing next to a guy in a fire-proof suit while someone's aiming a flamethrower at him, do you hide behind him or do you get the hell out of the way?
    I expect the guy in the fireproof suit to have made the guy with the flamethrower point it in a direction away from me (and I expect that I will do my best to assist the guy in the fireproof suit by remaining in a smart position too).

    Quote:
    Originally Posted by UNB0UND_4_LIFE View Post
    Because 50% of the time when I have backed-away and taunted/attacked the reinforcements (which I actually also do during my blind button mashing) I still have the AVs aggro, still get held (sometimes along with the ranged fighters that were safely behind me), but now lose the AVs aggro, the AVs separate and go after squishies, players die, there's screaming, crying, etc etc LOL yeah, so chaos ensues. Hopefully there's one of my fellow button-mashing tank buddies there to keep things together for the rest of the league, but I've seen things go south many a time for less.
    I usually stop taunting about 6 seconds after I get my first warning, unless I really need to keep the aggro off another armored character for longer. Aggro management is about using your powers wisely and about sharing aggro wisely. It is not about keeping all the aggro all the time. If I think I am going to have the AV aggro for a long time after I jump out, I will try to move in a direction so that the AV is body blocked and cannot follow. Sometimes I will jump around the league in wide circles. Most times I can go help with the adds because one of the other armored toons will get aggro quickly enough. If I do see my league cannot get the aggro off me, I postion myself away from others so that when sequestering happens, just one guy gets hit, me.

    Teaching the other armored toons you play with that they may as well not even bother trying to balance the aggro with you is also not good teamwork and in essence is showing that you don't trust others to take aggro too.

    Quote:
    Originally Posted by UNB0UND_4_LIFE View Post
    Bad tactics? Hmmm, quick poll people...off the top of yer heads, how many successful BAFs have any of you ran with me? How many of those have been badge runs where you got the badges? How many of you received Master of BAF while leagued with me? How many of you have seen me button-mash a really frakked up aggro situation into a win scenario? I believe even you, Strato my friend, have to raise your hand aye.
    The trials are not so hard that you cannot complete them by simply using a hammer. That doesn't make a hammer a screwdriver. The tactic of not moving for sequestration is bad. At the least you should bounce out so only you get held. Will it cause a trial to fail if you just don't care about sequestration? Doubtful. I have seen sequestration blow Strong and Pretty runs a few times though. But even still, it is not a big deal in the overall success of the trial. It may be annoying to some of your league-mates, but they are not likely to bother speaking up about it after a successful trial anyway.

    Quote:
    Originally Posted by UNB0UND_4_LIFE View Post
    Sequestration, in my opinion, does not pose enough of a threat now to justify retreat. If I were not lvl 53 and still just lvl 50 without any incarnate level shifts, certainly I'd react/play differently and back-the-hell-up because, as I fondly recall, I died several times when BAF first came out due to sequestration. But, now that a large majority of us are sporting shiny new incarnate powers/abilities/lvl shifts, I can rely as much on my fellow league-mates skills as they can on mine to play through it with little impact. Now, when I do get sequestered, I don't die nor do my league-mates that are held. Prior to being sequestered, I taunt and attack, so that when I am held, I continue to hold aggro through the duration of the hold. I'm one of those tanks that always 6 slots taunt because I feel it's one of the most important of our button mashing skills. LOL It would be much different if I ignored the sequestration warnings, and then there was death and chaos as a result, but that doesn't happen. Granted, the rare odd death due to squishiness/incarnate lowbness does occur, but usually when together with my regular league-mates, there are no deaths, and we win quickly and efficiently, period.
    Indeed, I have already conceded that most leagues can just muscle through. That still doesn't mean it is a good strategy, it simply means the trials are easy enough to get by despite suffering a drawback or three. It is not retreat to move. You either shake aggro and eliminate an enemy attack or you direct that attack so it only hits you. That is tanking.

    My tankers have 6 slotted Taunt and Nerve. I have to be really careful about how I taunt, because that can make it difficult for others to get the aggro off me. But it requires me to adjust and I make that adjustment. Trusting the other armored toons in my league comes easy for me and I know how to do my best to make sure I do not make taking the aggro off me too hard for them.

    Quote:
    Originally Posted by UNB0UND_4_LIFE View Post
    Your opinion is noted Strato - so does that mean you won't be asking to join my BAF's anymore? I hope this isn't the case my friend.
    Heck no. The trials are too easy to be that elitist. If I get mezzed, I get mezzed. I'll know now that when I see that 2nd sequestered warning that I cannot rely on you to handle the situation and instead I will have to back off with my non-taunting melee toons. I will likely attempt to grab the aggro off you with any taunters I have and may get mezzed for the attempt. Like you said, the rest of your normal group has already made the adjustment to the bad tactic, it's not like I am incapable of changing my strategy to suit your choice.

    However, if you join any leagues I run, I would appreciate it if you backed off after a 2nd warning under normal circumstances.

    Quote:
    Originally Posted by UNB0UND_4_LIFE View Post
    In general? So then, you're saying I specifically tank poorly. Copy.
    Indeed. In the specific case of sequestration, you choose to tank poorly. That is what you started this very thread to say. You will choose to allow this negative enemy effect to hit your teammates even though there are simple ways to avoid that situation. That is the definition of poor tanking. The fact that you may be a great tank everywhere else is irrelevant to this specific situation where YOU are the one saying, you do not care to manage the aggro.

    Quote:
    Originally Posted by UNB0UND_4_LIFE View Post
    Full brunt = no big dent = bad tactics. Your logic is sound. <--- note the sarcasm
    Well, it likely dents the DPS a bit and even you admit it may get someone killed now and again. It is probably annoying to those who would prefer not to get mezzed (most people) and especially anyone with a toggle that gets shutdown, Hot Feet, Blazing Aura, Lightning Field, Rise to the Challenge, etc. But a big dent to the overall result of a trial? Oh noes, it took 45 seconds longer to win!
  5. I do not have a lot of trials run with any of my tankers, but I do have some and I do have a fair amount with my Kat/Inv scrapper built for tanking instead of damage output.

    So far they have done pretty good. The tanker with just 6 trials has 2 commons, 3 uncommons and 1 rare. The scrapper has gotten enough rares to be tier 3 in all 4 slots and I think I got 1 VR drop as well (although I am not truly concerned about tier 4 on that character so it will likely be awhile before I actively pursue it).

    I spend a lot of time taunting on both characters as well as moving around and trying to hold aggro away from others. I share aggro and do my best to let others take it off me when I get sequestered. I chase Lts and ignore most minions during the escapee phases. I try to help with the adds in a BAF and instead of attacking the objectives in a Lambda I attack the spawns, hopefully allowing the other members of my team breathing room. I'll also pull off Marauder from time to time in order to help clean up the mess that starts to follow us around.
  6. Here is my Pistols/Fire/Cold build as of I19.

    You may want to consider Scorpion Shield instead of Frozen Armor, but with the Spiritual Alpha I find I really like Hoarfrost. Dropping Teleport for Hasten is also probably a wise move.
  7. Just adding my I19 build to this post to reference for a different poster.

    Hero Plan by Mids' Hero Designer 1.93
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    True Dreams: Level 50 Mutation Blaster
    Primary Power Set: Dual Pistols
    Secondary Power Set: Fire Manipulation
    Power Pool: Leaping
    Power Pool: Medicine
    Power Pool: Teleportation
    Power Pool: Fighting
    Ancillary Pool: Cold Mastery

    Hero Profile:
    Level 1: Pistols -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(46)
    Level 1: Ring of Fire -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(37), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(46)
    Level 2: Fire Sword -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(5), Mako-Dmg/Rchg(5), Mako-Acc/EndRdx/Rchg(7), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Dam%(48)
    Level 4: Dual Wield -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Acc/Dmg/Rchg(43), Thundr-Dmg/Rchg(43), Thundr-Dmg/EndRdx/Rchg(45)
    Level 6: Combat Jumping -- Zephyr-ResKB(A), Zephyr-Travel(36), Zephyr-Travel/EndRdx(42)
    Level 8: Swap Ammo
    Level 10: Bullet Rain -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/Rchg(11), Det'tn-Dmg/Rng(11), Det'tn-Acc/Dmg/EndRdx(15), Det'tn-Dmg/EndRdx/Rng(17), RechRdx-I(48)
    Level 12: Fire Sword Circle -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/Rchg(13), C'ngBlow-Dmg/EndRdx(13), Erad-Dmg/Rchg(15), Erad-Acc/Dmg/EndRdx/Rchg(17), Erad-Acc/Dmg/Rchg(48)
    Level 14: Stimulant -- EndRdx-I(A)
    Level 16: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(25)
    Level 18: Executioner's Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(19), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/Rchg(23), Thundr-Acc/Dmg/EndRdx(23), Thundr-Dmg/EndRdx/Rchg(43)
    Level 20: Aid Self -- HO:Golgi(A)
    Level 22: Teleport -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(36)
    Level 24: Boxing -- Empty(A)
    Level 26: Piercing Rounds -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/Rchg(27), Det'tn-Dmg/Rng(27), Det'tn-Acc/Dmg/EndRdx(31), Det'tn-Dmg/EndRdx/Rng(37)
    Level 28: Consume -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(29), Efficacy-Acc/Rchg(29), Efficacy-EndMod/Acc(37)
    Level 30: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-ResDam(31), RctvArm-ResDam/Rchg(36), S'fstPrt-ResDam/Def+(50)
    Level 32: Hail of Bullets -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/Rchg(33), C'ngBlow-Acc/Rchg(33), Erad-Dmg(33), Erad-Dmg/Rchg(34), Erad-Acc/Dmg/Rchg(34)
    Level 35: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50), LkGmblr-Def(50)
    Level 38: Hot Feet -- Erad-Dmg(A), Erad-Acc/Dmg/EndRdx/Rchg(39), Erad-Acc/Dmg/Rchg(39), TmpRdns-EndRdx/Rchg/Slow(39), TmpRdns-Dmg/Slow(40), TmpRdns-Acc/EndRdx(40)
    Level 41: Flash Freeze -- LgcRps-Acc/Rchg(A), LgcRps-Acc/Sleep/Rchg(42), LgcRps-Acc/Sleep(42)
    Level 44: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(45)
    Level 47: Hoarfrost -- RechRdx-I(A)
    Level 49: Hibernate -- RechRdx-I(A)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Spiritual Total Radial Revamp
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance
    Level 4: Ninja Run
    Level 8: Chemical Ammunition
    Level 8: Cryo Ammunition
    Level 8: Incendiary Ammunition
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(21)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(25)



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  8. Quote:
    Originally Posted by SpaceJew View Post
    I think the disagreement comes from the fact that there isn't anything HARD enough in the game to warrant taking a Blaster, who has better damage, over a scrapper.
    It would be interesting to see how many blasters truly do better damage than scrappers. It is not self-evident as you seem to think.

    And that doesn't even take into consideration the extra time most blasters will need to take in order to survive (things like juking or mezzing).
  9. Quote:
    Originally Posted by dave_p View Post
    Ah, good point.

    I could've sworn they made Taunt not auto-hit to AVs & GMs at one point. Could just be going senile.
    Gauntlet is not auto-hit vs. AVs, even in auto-hit taunt auras. The Taunt power is auto-hit and the effect is also auto-hit from that power vs. critters. So no senility, the Taunt power is the exception to the rule.
  10. Quote:
    Originally Posted by Canine View Post
    Inbetween the Barracks, when you're facing SW, about halfway along, there are a couple of small buttresses in the wall. Stand in and around there and you're pretty much safe from the wall guns IME.

    Stand too far to the NW and you get shot by the gun to the E/SE, but in the lee of the SE wall, you're pretty much safe in my experience.
    Hmmm. I know when I am not playing near the AV fight I can hear the sound loud and clear, but not so much when I am in the midst of the AV battle.

    So you can try to rotate who gets shot by the guns... Hmmm. The guns usually kill faster than most people can react, but I can try to tell people to hide if they get targeted by a gun. I am concerned about how Nightstar will react if the tanker who currently has aggro starts getting basted. Can't let her move around much. I find it hard to believe all of these people runnning these all badge all the time BAFs actually have people constantly hopping away from the AV battles in order to tuck into the hiding spots and then when the guns start shooting someone else they pop back out and someone else runs into the hiding spot. Is that what people are doing?

    I will be trying the ducking and hiding method a little bit over the next few days and will let you know how it works for me. Any other methods people are using to avoid/survive the withering turret fire while fighting Nightstar at her spawn point?
  11. Quote:
    Originally Posted by Arcanaville View Post
    The end game system you want, we already had, and still have, which was just more of the same. The current end game system is for players who wanted more than just more of the same.
    Indeed. That is my biggest joy and likely my biggest gripe. I definitely was hoping for something that was not just more of the same and I think the trials have delivered. I am very pleased with them. However, I did not want all of the Incarnate based progression to be tied solely (or almost solely, if we account for shard conversion) to the new trials.

    I understand that the system is just that. Incarnate abilities, incarnate salvage, and incarnate trials are linked in the devs design guide. I think they need to unlink them (or more appropriately link more into the system). While I totally agree that in the short term (4 to 6 weeks from I20 launch) they are likely best to remain linked, I think that quickly they need to bring online an implementation for linking some of the older content into the system

    If they could create content faster, I would not mind having new advancement totally in the realm of new content. Since they cannot, I would like them to not abandon the variety of content they have. I am pretty hardcore. The new trials have pleased me greatly, while in the past I have been turned off of all the big team content (CoP, Hami, and Rikti MSR are all unappealing to me). I am surprised at how well I enjoy playing this content as often as I have been playing it (I usually get bored much faster than this). All of that says to me the new trials are full of win (the variety of tasks within each trial is likely what works for me personally).

    Still, I know I will soon grow weary. But I will regret that weariness because I will be lacking reasonable methods of advancement anywhere else. I want to run the trials. I also want to run other high end content and get something Incarnatey for it. I truly hope it can happen and happen sooner, rather than later.
  12. Quote:
    Originally Posted by SpaceJew View Post
    I wasn't aware that melee damage had suddenly become un-lol and reached blaster levels of output. Which set did you roll, because I want to win the game too.
    Try a Fire/Shield scrapper or brute. SS/FA brute. Shield/Elec tanker. Among many, many others. Your lack of awareness does not make these sets non-existent.
  13. Indeed. Sometimes team chemistry is off. Sometimes enough people just all make enough mistakes to throw things out of whack. Those 9CUs (and to a lesser extent the vickies) can become a big problem if they are missed and the team can be rolling along on the AVs sweetly not even noticing the adds when all of a sudden it goes horribly wrong. Recovering can be done, but it is often a huge challenge at that point (easier with lots of judgements, but not all leagues have that luxury).

    It is possible that on earlier leagues you had someone or a few someones who were keeping an eye on the adds and then they logged. Maybe a key mezzer/AoE damager left. Any number of things can change from run to run. It is always good to have more people leading trials as it gives all of us more opportunity to run in them. Even failed runs get us some Astrals and drops (and often fails are very good for iXP, so for people who were not yet unlocked, your tougher runs may have actually been more rewarding).

    While I was not on any of those runs, I thank you for taking up the mantle of trial leadership and look forward to running with you in the future.
  14. Quote:
    Originally Posted by Flower View Post
    Personally I don't see a reason to take any time off. I usually take the 2nd warning as the time to switch over to beating on the boss spawns for a bit. 10 seconds of that and you can return to the AVs with no rings.
    Indeed, that is normally what I do as well.

    Quote:
    Originally Posted by Kinrad View Post
    As an almost exclusively ranged player, I simply watch the screen and see things like "2nd warning WEI". Then I make sure I'm nowhere near him when the 3rd one goes off, and then I switch to heal mode (if capable) or just keep up DPS.

    It's nice to have a tank/scrapper/brute looking out for my well being and getting out of there before I get held, but it is ultimately MY RESPONSIBILITY to pay attention to what is going on and keeping myself safe.
    Sure, you can have one, generally lower DPS character move or you can force a bunch of the rest of the league to move (or you can choose to just have a bunch of peeps get held because it barely matters). I also get my *** out of dodge if I notice a person has 2 warnings and either miss it or don't care. This works much better for rangers than it does for those who want to be in melee and those who can survive in melee. Why screw over the other melee toons in your league just to avoid pressing wasd?

    Quote:
    Originally Posted by Kragothe View Post
    That's funny his "button mashing" has never had ANY problems taking down the AVs. Whereas I have been on a couple of BAFs that have failed at the AVs, seems to me WEI has done something other than just "button mashing".

    There is no need to come on the forums and try to bash other people for absolutely no reason. Take that attitude to Freedumb, it might fit in there.
    Bash who? He posted his opinion on a public forum. He should and likely does expect discussion and/or debate. I have already agreed that most leagues can simply muscle through bad tactics (see my signature for a general agreement on the principle). I simply don't agree that we should employ those bad tactics in general. I also do not agree that using those bad tactics exemplifies tanking to be proud of. It doesn't mean WEI tanks poorly in general, it just means that in this case he doesn't care to tank for the team, instead being fine letting them feel the full brunt of the enemy effect, because the effect doesn't usually put a big dent in trial progress.

    I'd rather pull that effect away from the team or avoid it altogether. In other words: Sequestration? I do care.
  15. Quote:
    Originally Posted by New Dawn View Post
    Between the barracks iirc you should have cover from all but one turret but still there should be somewhere inbetween them barracks a area of safety. Thats where the team should be positioned, opposite side of AV. When I've tanked it I've been where Siege is or where the reinforcements come out so its only as a less armoured character that I have fought from between the barracks. I've had to find that cover and fight from there.
    Should be? IIRC?

    I have stood in between the Barracks on the Nightstar side and been shot by 2 turrets. Once I die, more and more people on the team start getting shot by the turrets. They die and still others get shot.

    Quote:
    Originally Posted by Zombie Man View Post
    If the Turrets have you in sight by Nightstar... round a corner! Seriously, it's not like the Turret that was shooting you is going to call Turret #23 and say, "Hey, my target broke Line of Sight! You get him!"

    Use corners.
    What corners? I have been repeatedly shot standing in between the barracks, up against the walls of the barracks, in front of the barracks, on the side of the barracks, behind the barracks. Even if I am not getting shot, other people in my league are. How do I get 10-12 people in a safe spot while still fighting Nightstar AND while not moving her from her spawn point?

    When you do this do people die a lot? Are you using a healing bubble? I have tried positioning and using the buildings, that has always failed, people are still getting obliterated by the turrets. However, I have not stuck it out after 6 or so deaths. Maybe the turrets get bored after a bit?
  16. Quote:
    Originally Posted by Combat View Post
    It seems that the longer the trial goes on, the better the chance for a rare or very rare. Teams that have let the AVs in the BAF respawn, for whatever reason, seem to gain a higher % of desirable drops. One poster (sorry, can't remember the name!) in Q & A thread seems to believe this as well, and is advising "farming" the AVs by letting them drop one at a time and completing the trial with little time to spare. Also leads to a larger amount of iExp.
    Hmmmm. That sees to match my experience, but this may be a heavy perception bias on my part.

    On a different subject, my Demon/Storm MM, Pet primary with lots of pets in the secondary has done OK. I have seen the common table a lot more frequently than I have on other characters, but I have gotten 2 rare drops (and the rare from a MoBAF) and have been able to craft tier 3 Barrier, Lore, and Interface and a tier 2 Judgement. I have tried a lot of baffling strategies with that character in order to "improve" my "participation". None of them worked. I got both my rare drops just from playing like I normally would, doing the best I could. Both rare drops were from longer trials, on was a Keep Em Separated run and one was a Lambda where people didn't know how to use acids, so we chose to collect 5 extra acids to close all 10 doors.
  17. The crate and containment chamber locations are static. They always spawn in the same locations. They are never different. Beef Cake's map is correct (the spawn points in the small middle room and the far west room should not be centered, but I'd call it close enough).
  18. Interesting choice. I disagree and find it way more fun to try to avoid the AOE negative effect on my team as opposed to blindly button mashing and then taking a few seconds break when I get myself, 3 scrappers, 1 blapper, and a kin held because I was too proud to press wasd.

    That is just my opinion.

    Your "role" as a tank that you say you take seriously is to protect your team from enemy effects. That may sometimes mean doing something other than standing next to an AV and mashing attack keys and taunt. Your role as a tank does not seem like it should be "screw you guys, don't want to be mezzed, don't stand next to the guy who doesn't want to bother pressing wasd."

    Its fine that you don't care if you get 7 other people held too. I agree that in most cases a league can just muscle through it anyway. But why not simply press wasd for a few seconds and actually tank the enemy instead of scrapping?
  19. Quote:
    Originally Posted by New Dawn View Post
    Am inclined to say its Master method or gtfo Time to do master is probably longer than the farm method, but atleast you are giving people greater experiences and greater number of shots at all the badges. There is cover where the AVs spawn and where the reinforcements spawn so why not?
    How do people survive getting shot by the turrets so much? Especially on the Nightstar side it seems impossible. On the Siege side you can yank him in the doorway and avoid the turret, but I have been unable to find the cover on the Nightstar side.
  20. Quote:
    Originally Posted by Stormfront_NA View Post
    I have noticed when I have alts taht allows me to do "first damage" I tend to get more drops with her. When my tank SSs ahead and use my PBAOE, I almost always get a thread. Someone else beats me to it, and its usually a none drop.

    When I played my Stormy, I laid out very quickly my targeted AOE attacks, and rewards came my way if I was first, second was pointless...

    I am not sure, if this is a real thing or merely coincidence. From playing with other folks, I have seen a definite bias towards the heavy damage dealers as well. But again it may be coincidence?
    I doubt damage itself is counted (mostly I doubt it because Castle said it wasn't, otherwise I might think differently). However, number of targets affected by your powers may be counted (both for powers that affect the enemy and those that buff allies). It also seems likely that being high up on enemy hate lists and and/or being attacked and/or damaged yourself may somehow be counted.
  21. Quote:
    Originally Posted by Capa_Devans View Post
    Trumpetting no downtime then saying there will be downtime the next day at a more inconvenient time .... *facepalm*.
    And then going 2 hours earlier than announced! Oooops.
  22. Here is a post I made on the subject in a different thread.

    To add to that I have also started working on my Rad/Pistols defender who has tons of AoE effects (debuffs, mezzes, damage, buffs/heals). My luck has been very good. Mostly uncommons and 2 rares. I have Judgment unlocked and slotted with a tier 3 and Interface is almost unlocked. I have run about 8 trials.

    My Emp/Elec/Power has run 5 trials. 2 common, 2 uncommon, 1 rare so far. Not sure how I'd rate my participation yet on that character.
  23. Quote:
    Originally Posted by Zombie Man View Post
    Instead, after hitting the southernmost cache, backtrack north and take the first left, heading west and pick up the path there and you'll be golden.
    I concur with this assessment. I often take the southern path anyway, but it is not the better way.
  24. Only phase 5 matters. I know this. I have gotten the badge/astral merit multiple times after having defeated Nightstar and Siege in phase 2 and 4 while reinforcements were still alive.

    I have gotten this badge twice now when there were reinforcements still out in phase 5. Both times it was when it was the other guys reinforcements. Both times are what I would call extreme luck. Once we still had a few 9CUs out and Nightstar died, then we killed the 9CUs, then Siege went down. Once we had one Vickie left when Siege went down (and almost 2 9CUs which died a split second before Siege did), killed that Vickie, then dropped Nightstar. Got the badge. I was stunned actually, because I thought we had missed it, but someone must have gotten the kill in just in time.

    Could lag be tricking me? Indeed. That being said, at this point, I think you can kill Nightstar if 9CUs are out and you can kill Siege if Vickies are out and still get the badge.
  25. Quote:
    Originally Posted by Snow Globe View Post
    I'm beginning to think that one crate moves. Most of the time the Hangar (south east large room) only has the crate in the center.
    No and yes. The crates have static locations. But the hangar only has crate. The hangar is on the SW side of the map. The room with 2 crates is the one on the SE side of the map.