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Posts
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Quote:I valiantly stepped in and took the beatings you would've deserved Stale on top of my usual beatings.OK, I'll take some of that action - if only to give players the cathartic enjoyment of slamming my toons repeatedly against the floor.
Good fun, good fights.
Melt Armor and Heat Exhaustion are the bombs! -
wOw! Congrats to the winning team!
Had a lot of fun and hopefully, there will be more participating teams in the future. A round for all those who could participate in the fun. And thanks to Mean Girls SG for sponsoring the contest. -
A friend of mine roped me into a little team pvp action last night and against his suggestions of bringing a high hp toon for my first time, I brought an old Mind/FF troller. I already knew going in the general rule is to target squishies first.
With that in mind, I'm hoping to get some advice regarding a potential pvp build. The first chunk is where the Mind/FF (PvE) and chunk 2 is a potential PvP build for critique.
Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
MindFF - PVE: Level 50 Mutation Controller
Primary Power Set: Mind Control
Secondary Power Set: Force Field
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Mesmerize -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(13), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(23)
Level 1: Personal Force Field -- DefBuff-I(A)
Level 2: Dominate -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(11)
Level 4: Deflection Shield -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(5), RedFtn-EndRdx/Rchg(5), RedFtn-Def/EndRdx/Rchg(7), RedFtn-Def(7), RedFtn-EndRdx(9)
Level 6: Combat Jumping -- Ksmt-Def/EndRdx(A), Ksmt-ToHit+(50)
Level 8: Force Bolt -- Acc-I(A), Acc-I(48)
Level 10: Levitate -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx/Rchg(39), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(43), Thundr-Acc/Dmg/EndRdx(43), Thundr-Acc/Dmg/Rchg(43)
Level 12: Hurdle -- Jump-I(A)
Level 14: Super Jump -- Winter-RunSpd/Jump/Fly/Rng(A), Winter-RunSpd/Jump/Fly/Rng/EndRdx(50), Winter-ResSlow(50)
Level 16: Insulation Shield -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(17), RedFtn-EndRdx/Rchg(17), RedFtn-Def/EndRdx/Rchg(19), RedFtn-Def(19), RedFtn-EndRdx(23)
Level 18: Health -- Heal-I(A)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Acrobatics -- EndRdx-I(A)
Level 24: Dispersion Bubble -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(25), RedFtn-EndRdx/Rchg(25), RedFtn-Def/EndRdx/Rchg(40), RedFtn-Def(40), RedFtn-EndRdx(42)
Level 26: Total Domination -- G'Wdw-Acc/Rchg(A), G'Wdw-EndRdx/Hold(27), G'Wdw-Acc/EndRdx(27), G'Wdw-Hold/Rng(37), G'Wdw-Acc/Hold/Rchg(39), G'Wdw-Dam%(40)
Level 28: Terrify -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(29), Abys-Acc/EndRdx(29), Abys-Fear/Rng(31), Abys-Acc/Fear/Rchg(31), Abys-Dam%(34)
Level 30: Assault -- EndRdx-I(A), EndRdx-I(31)
Level 32: Mass Confusion -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(33), Mlais-Acc/EndRdx(33), Mlais-Conf/Rng(33), Mlais-Acc/Conf/Rchg(34), Mlais-Dam%(34)
Level 35: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(36), GSFC-ToHit/Rchg/EndRdx(36), GSFC-Rchg/EndRdx(36), GSFC-ToHit/EndRdx(37), GSFC-Build%(37)
Level 38: Force Bubble -- EndRdx-I(A), EndRdx-I(39)
Level 41: Indomitable Will -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(46)
Level 44: Mind Over Body -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(45), TtmC'tng-EndRdx/Rchg(45), TtmC'tng-ResDam/EndRdx/Rchg(45), TtmC'tng-ResDam(46), TtmC'tng-EndRdx(46)
Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
Level 49: Vengeance -- DefBuff-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 0: Ninja Run
Code:In reading some of the posts and talking with more knowledgeable PvPers, building for hp bonus is a good thing and making sure you're covered for knockback protection. I also changed out some powers that seem to be useless in PvP action but hoping for some feedback on the following PvP build...| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1426;690;1380;HEX;| |78DA9D93596F125114C7EFD0520A0C85962E144A4BB12B9469FBE6DE685B1293921| |0357D521B84A91D452040137DF303F815EA1697D607F5D5F825F4D9F533B8C60783| |E79CFFC5B6AF4EC2FF77EF99B372E7E66EAD984ADD59524668B95C68343696AB956| |6BD5A2EDBF5EEDC76B3D074AA1533E7544AD96C2293C8AFAF7A945263FB4E6D7F8B| |7DDA9BD881F767B73737AD6CB55EB437B28E5D2EF59EAB6CD975BBD2B4DA0B335FA| |5F835BB50732AD7B0C93ACD8ADD6804DB6F4A76BDB1E5D47CB2BF50B3ED52FF6ACD| |295AF906B5E71437728546D3AEDF8E506FB3F4DB35947E5A6EB5435854E63DE0BEA| |0E701F05030F84870723F4AA951313D2793A1131948E4422217127523910F897C48| |748A423A745487CF6053A71F30055D01A047D01D140CD23FEB96622DC3FD9B10578| |B7F04A7C9EA413EC3139512F3C01EBDF1EA4A5EF437851E66D1660A6DA6D05F0ADD| |7651323F2A29FF8C9886C81440225760B8834D8B5120265822FFA0AE14C44C21CC1| |4C24C7D98A90F330D62260FA5EDD5957A27F08F91290C932B9C1053FF2144C86140| |C70C8C8BE90C6D8760720FA17804C523283E8DE2D3283E8BE22F488775CBC35B628| |A3AC075C1C40DC15419C137052F49633A2AF65E4C231F808F82D14FC067C1F8178C| |4D4DC7F5E1C5D1F428F08AAC633ADFD857714E7C03BE033F90E827F04B10A67C493| |D71F2B18B4D479E004F816782895D604FB0421193FA439944F929E02D1DE28C3EDF| |9934BE102003BC2387B42E984E490F7369600EC8083216302F48529B963E4C0B89E| |60FA19F1C16F49D5AC09D1AE93C70CD5AF4A835B6E813575E9924DFF9EFE229439C| |E2FB612D6F485C15E2FFEB796DB66B7ACFFB482FB2E4498C755E5D62B9CCDB2BBC2| |AF0EA2A4B91B7AD3766BB99E051EEEB18CB7196132C03D49FBACB9E1E3F899FC564| |09B0F4B00459422C619628CB0E4BEB2F8EBBFBA6| |-------------------------------------------------------------------|
Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
MindFF_PVP: Level 50 Mutation Controller
Primary Power Set: Mind Control
Secondary Power Set: Force Field
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Mesmerize -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(13), Dev'n-Dmg/Rchg(13), Ruin-Acc/Dmg(15), Ruin-Acc/EndRdx/Rchg(15), Ruin-Acc/Dmg/Rchg(23)
Level 1: Personal Force Field -- Krma-ResKB(A)
Level 2: Dominate -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(3), Dev'n-Dmg/Rchg(3), G'Wdw-Acc/Hold/Rchg(9), G'Wdw-Acc/Rchg(11), G'Wdw-Acc/EndRdx(11)
Level 4: Deflection Shield -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(5), S'dpty-Def/EndRdx/Rchg(5), Krma-Def/EndRdx(7), Krma-Def/Rchg(7), Krma-ResKB(9)
Level 6: Combat Jumping -- Zephyr-ResKB(A), Winter-ResSlow(37)
Level 8: Force Bolt -- KinCrsh-Acc/KB(A), KinCrsh-Acc/Dmg/KB(27), KinCrsh-Rechg/EndRdx(34), KinCrsh-Rchg/KB(43)
Level 10: Levitate -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(33), Dev'n-Dmg/Rchg(33), Ruin-Acc/Dmg(33), Ruin-Acc/EndRdx/Rchg(40), Ruin-Acc/Dmg/Rchg(42)
Level 12: Hurdle -- Jump-I(A)
Level 14: Super Jump -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(39)
Level 16: Insulation Shield -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(17), S'dpty-Def/EndRdx/Rchg(17), Krma-ResKB(19), Krma-Def/EndRdx(19), Krma-Def/Rchg(23)
Level 18: Health -- Heal-I(A)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Acrobatics -- EndRdx-I(A)
Level 24: Dispersion Bubble -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(25), S'dpty-Def/EndRdx/Rchg(25), Krma-Def/Rchg(34), Krma-ResKB(40), Krma-Def/EndRdx(40)
Level 26: Telekinesis -- EndRdx-I(A), EndRdx-I(27)
Level 28: Terrify -- Abys-Acc/Rchg(A), Abys-Acc/EndRdx(29), Abys-Acc/Fear/Rchg(29), DarkWD-ToHitDeb/Rchg(31), DarkWD-ToHitdeb/Rchg/EndRdx(31), DarkWD-ToHitDeb/EndRdx(34)
Level 30: Assault -- EndRdx-I(A), EndRdx-I(31)
Level 32: Super Speed -- Zephyr-ResKB(A)
Level 35: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(36), GSFC-ToHit/Rchg/EndRdx(36), GSFC-Rchg/EndRdx(36), GSFC-ToHit/EndRdx(37), Rec'dRet-Pcptn(37)
Level 38: Hasten -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39)
Level 41: Hibernate -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(42), Efficacy-EndMod/EndRdx(42), Numna-EndRdx/Rchg(43), Numna-Heal/EndRdx(43), Numna-Heal/EndRdx/Rchg(46)
Level 44: Frozen Armor -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(45), S'dpty-Def/EndRdx/Rchg(45), Krma-Def/EndRdx(45), Krma-Def/Rchg(46), Krma-ResKB(46)
Level 47: Ice Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(48), Dev'n-Dmg/Rchg(48), Ruin-Acc/Dmg(48), Ruin-Acc/EndRdx/Rchg(50), Ruin-Acc/Dmg/Rchg(50)
Level 49: Force Bubble -- EndRdx-I(A), EndRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 0: Ninja Run
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I usually still take the pre-requisite especially concerning my travel pool of choice (Leaping). CJ is such a low endurance toggle and adds a bit of defense and mobility, its hard to pass up at lvl6.
I can see taking Recall Friend earlier than 14 though as if your toon is set up for ghosting (any numerous ways: base buff grant invis, stealth, stealth IO) could make things easier on low level tfs. -
Quote:And this is the main thing in my eyes. I for one, am happy you provided an opportunity for some of us to show how really helpful the community can be as a whole.Well it appears I have a lot to learn, good thing is, the player base seems helpful and the Mentor resource is nice..
My thinking is, for every new thread prefaced along the lines of "I'm new to the game" or "I just started..." etc etc, there are those who are more reserved/cautious in testing the forum waters but are just as interested in finding out information on the game as newcomer.
Hopefully, they will see threads like this and understand that there really isn't much of a barrier in your way to a great gaming experience. With resources such as the Mentor Project, the community forums or any numerous individuals who have taken it upon themselves on every server to be helpful.
Again, welcome to the game! -
wOw!
Happy Birthday Belle!
Happy Birthday Vyx!
Happy Birthday Archiviste! -
Quote:Welcome to game!Thanks for the quick replies. I have basic questions in regards to the game. How are groups formed? Are instances, more or less dungeouns that have Bosses and adds? Are the instances real long time wise. What are the rewards you go after in these instances? What is the level cap? These are the basic questions I have. Is the games appeal more then just putting on levels? Can you still get a lot done if you play alone?
I will read the mentor guide too, thanks again everyone
Groups are easily formed in multiple ways but if you are on a trial account, you can only be invited to a team (so you are unable to start your own). In general, this should not be an issue especially in the case of Atlas Park where often, low level sewer teams are forming up.
You should be able to hookup with a team in short order.
Missions are vary in objectives from defeat everything, defeat a boss group, find some type of object or rescue hostages.
The duration of each mission can be highly dependent on your archetype and your primary/secondary combination. Other factors also include if you are teamed up or solo. So for instance, a scrapper having to do a defeat all mission may clear the map in 10 minutes while an empathy defender solo may take a bit longer. One of the reasons I love this game so much is that you can choose to get online and get about 10-15 minutes of action and then jump back off. Or you could stay on for a much longer block of time to achieve any numerous things you may want to do.
The current maximum level cap is 50 and after 6 years on the game, my motivation has changed to a much more team oriented play rather with task forces than primarily solo at launch. So to answer your last question, you can do a lot solo especially with the mission difficulty slider but I hope you will experience and come to enjoy the teaming aspect of the game.
Lastly, do check out the Mentor Project. Lots of folks can and will help someone new to the game to make learning the ropes easier no matter the server you choose to play on.
G'luck! -
Congratulations on the 4-man win Silas!
And congratulations Desum on the (touch over) half hour run. That is a sick time!
This is sort of late to post but after the first MoLGTF win, came back online later in the day and had another go with a different team. We got a win but it took nearly 2 hrs to do so. Ah well...I'll take the win everytime. Here's a link to the team pic...
http://s537.photobucket.com/albums/f...1-Jun-2010.jpg -
The Unabashed explore badge is still needed to obtain the RWZ beacon.
Remember: The wiki is your friend...
http://wiki.cohtitan.com/wiki/Rikti_...e_Beacon_Badge
G'luck! -
Quote:This is great to see! Kult's TF Scramble idea is very appealing and I've thought about trying to set up a variation on it as well.Inspired by Kult's TF challenge, I've decided to put together a strike force contest here on Protector.
I will try and put together a team and participate in the fun. -
Well I hope nobody minds since this thread appears to be the de facto new MoLGTF winnahs on the board. I know my team is not the first one on the Protector server to get a MoLGTF win, but its my first attempt at it and it met with success!
Total time was 1hr49min.
Here's a link to the team pic on photobucket...
http://s537.photobucket.com/albums/f...1-Jun-2010.jpg
Asked several people to join in on the fun and they were gracious (and flexible) enough to err on the side of holds heh. So a big thank you and congratulations to...
Shiny Sonja (rad controller)
Cindy Cinders (kin controller)
Mage Shaman (rad controller)
Megaera Fey (archery blaster)
Midori Chain (dominator)
Gaelic Storm (storm controller)
Wello (rad controller)
and my invuln tank, Kriya Fuze.
We started by notching some monsters in PI for some EOE drops just to have some on hand for the Hami mish. I only chewed one EOE but by mission completion, probably didn't need to as the clearing of the yellow and green mitos was straight forward. The team had enough holds to clear the green mitos as well which brought a sigh of relief heh heh. The general approach was to clear a straight path to objectives and took shortcuts when we could.
So many 50s to get the badge on now... -
I really enjoy running the Abandoned Sewer Trial because emphasis is placed on working cohesively and within a team framework. Aside, from any Master run (STF/ITF/Reichs/LGTF), this is on my list of favorites.
That said, it can be painful to run especially for the reasons mentioned by others on the thread. This is where an experienced tf leader can put everybody on the same page before the timer starts by providing directions as to how the team will proceed. Having folks who listen is the key piece for success or fail on this trial.
Like Leandro mentions, a team can easily finish around 30-45minutes. The interesting thing is, I've found leading inexperienced teams pretty thrilling as we usually end up finishing in the nick of time literally as in seconds to spare before timer runs out. That's pretty exhilarating imo.
You can clear the shaft quickly if everybody sticks together and still have enough time to take care of the bottom. Again, the experienced tf leader will realize how fast (or not) progressing and adjust tactics accordingly. -
And that pretty much sums up my feeling on Grant Cover. I agree its a nice power to have and to be able to buff up other melee toons in range, but like others, its hard to fit into a build especially when you want to dip into the Power Pools like Fighting, Fitness and travel power.
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Quote:And for a little humor, sometimes it seems like I broadcast out in one Protector channel, it echoes in a few others.Sometimes its a pain trying to recruit for tfs across multiple channels, but heck it's a pain in general sometimes just trying to recruit for tfs at all.
In seriousness, Protector Watch, Protector Vigilance and Protector TFs should cover just about all your tf/sf recruitment needs. -
Our TF Scramble team was heckuva lot of fun and I think everybody else on the team had a blast too. We managed to pull off all 4 tfs in one day. We knocked out Posi Pt1, Pt2 and the ITF in one session. Had a small break and then knocked out the STF.
A big hearty thanks to the following who committed to the zaniness...
Wello (troller)
Psi Phyre (blasty)
Siberian Siren (defender)
ANAKSHA (blasty)
Solar Prey (scrapper)
Papa. Shango (scrapper)
Sound Bight (defender)
...along with my tank, Agger Fend.
I have the team screenshots with the requisite information just need to know where to send them to. I don't believe we'll re-run any portion of it but ya never know since June 11 is the deadline for submission.
Other thoughts:
I think everyone had a great time and the backdrop of the contest just gave people additional focus to run those particular tfs. I think its safe to say, people loves some merit! I know some would have loved to use various alts on the tfs but we managed to get past it.
Maybe we'll see more types of these contests (or variations) in the future. I really enjoyed the scramble!
Most common question asked...
What are the prizes? >_> -
Quote:This is pretty much the key for a successful master run from my viewpoint. There are times when even veterans of hundreds of runs make mistakes. It just happens. An experienced tf leader understands the subtle nuances of a master run.I disagree. A solid core of 4 people is all you need to do any MoTF. Ive done many many MoSTFs with semi pick up groups. It is all about comunication and making sure people listen to the leader about the more dangerous areas.
Understands where much of the difficulties lay such as in the vine room, triggered ambushes, flier, towers, etc etc. A core group can help guide (either direct tells or in team chat) the less experienced folks. Also of note, a core group understands that there may be inexperienced players on the team and that naturally, the pace won't be as fast as they could usually go.
I routinely like to group 4-6 experienced players who have run mo/stfs and bring in 'new blood'. Its a great way to expand the player pool (albeit slowly). There are some players who would love to get the badge but either solo much of the time and/or don't have a large global list. I reckon that a few of these folks would love to get the badge and would give it their best effort.
An experienced tf leader when faced with leading inexperienced players on a master run knows how to assuage these fears and get people to 'play normally'. This means being able to communicate the objectives of the team, brief synopsis of what to expect, and encourage folks to be proactive with using their inspirations. This hopefully in turn, allows the players (experienced or inexperienced) to relax a little knowing they have competent tf leader.
I will admit that it can be slow, it is also very satisfying to see people who thought they would never get the badge, earn them. I've run MoSTFs lasting 2-3 hrs for a win depending on the experience level of the team.
I've been on teams where there is barely any guidance at all except for joking and quips because everybody knew what they were doing and have done it many times before. Those are fun too clocking in around 1-1.5 hrs. The interesting thing is, once those 'inexperienced players' are familiar with the run style, the times will go down too.
Master run tf leaders don't always have the luxury of being picky when it comes to putting a team together but maybe the next best thing to do is convey to the entire team the significance of the run (people want the badge, have been trying for along time, etc etc)
and again, encourage folks to act within a team framework.
I know, I know before I get subjected to derision and accused of not actually being on pugs, I just want to say that not all pugs players are inexperienced players but rather ones whom haven't had the opportunity to group with you is all.
So tell me, does the above sound community breaking? If so, then I am grossly guilty. As I mentioned in my prior post, I hope that the devs continue to add Master of badges to the game where they deem it fit. I look forward to them. -
This is one player who doesn't hate Master of badges at all, but distinctly enjoy the 'raised stakes' of the no deaths, no temp power settings. I get that there are proponents vehemently against any master badge and can even understand the arguments brought to bare. But seriously, Silas has it right, some folks seem to be way too worked up over them.
I view the master badges as challenges and enjoy helping folks get them. I usually enjoy grouping with folks who are less experienced and sometimes thats a great way to add to your global friends list. Its also a way to find out who not to group with as well.
There is a global channel ("STF Masters") devoted for recruitment toward Master of runs on Protector which I'll add, seems to trend toward bottom third (maybe quarter) of server populations.
I'm definitely one who hopes the devs continue adding Master of badges to the game. -
Quote:Dang it. Who let the pb in?! They let anybody in these days...And it was so the defender's fault there was like 3 or 4 cysts in the vine room... not the peacebringers :P
I think its the other way around. If the defender hadn't been there, there would have been at least a dozen cysts.
Woeful:
Looking forward to a MoKahn run. I'll hit you up next time I see you online if you haven't already gotten it knocked out. -
So we had a good run last night clocking in at 2hr7min. Not too shabby, and overall the run went fairly smoothly. Only a couple of dicey moments involving a squishie getting a bit too close to an AV aoe. There might have been a little uneasiness when they didn't have the usual Imp to blame things on but it all worked out.
Congratulations to Spiketrooper and Mirage Kitten for getting master badges. (If I missed anybody else getting the badge, apologies)
Thanks to everyone for making last night's run successful.
Team pic at...
http://s537.photobucket.com/albums/f...3-May-2010.jpg
Looking forward to the next one! -
I discovered something interesting when I ran the arc with my BS/Inv scrapper. Before running the arc, I used base buffs like resist end drain, resist energy dam, etc etc and loaded up with medium to large purples.
Now I was either the unluckiest bastich because he must have siphoned at least 4 times while I was buffed. After beating up on him a few times and running out of inspirations, I ran. (Yes, I know...but bear with me...and I was on Die only 1 challenge setting heh)
The trick is to fight him by the elevators and when he gets ready to siphon, click on the vators to go down. Wait a couple of seconds and then come back up. You will find that he did not siphon you (if done at right time) and he does not follow you down. Just come back up and beat up on him and go down the vators again if need be.
On a side note, my emp/elec defender with hover was able to simply float and take him down without fleeing. The end drain from my blasts never allowed him to siphon lol.
Anyways, hope this helps. -
#1 Statesman (master run)
#2 Sewer Trial
#3 Imperious (master run)
#4 Reichsman (master run) -
I'm also experiencing this issue but I do know not everybody is. I suspect its related to system drivers or even the base computer setup (as in, not up to snuff for ultramode).
However, turning down all the graphical settings has not resolved the delay issue. Before release of i17 (was on at the time of the announced maintenance update last night/early morning) I had no issues with gaming. Sadly however, that is not the case for me at the moment. -
It was a fun event and great time. Rolling up some serious merits never hurts either. Knocking out RV AVs for badges was bonus.
Happy 6th Anniversary CoH! -
They do but I must not have used the extra strength version.
Kidding aside, the anal part of me in my early CoH career was to 'clear all' for every mission even if that was not the objective. It was the 'completist' side of the personality talking and for the most part, I ended up clearing everything for my shield tank project.
It was a fun and yes, long task to take my shield tank to 50. That project was pretty much all solo unless I needed to knock out a tf that was in my particular level range at the time. I don't think I'll be doing something like that again for awhile (or until there are more contacts or changes to existing ones).
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Angryellow
No arguments from me. I have batches of alts (anywhere from 2-4 toons) I tend to level up. Once they are done, I usually have a fresh batch with new powerset combos I like to run around.
Chase_Arcanum
Would totally agree. I appreciate all the different avenues to level now especially when you can earn xps while exemped. On a small twist of irony, the backstory of my shield tank has him materializing in Paragon through a glitch of the AE system and my shield tank's creator ended up being trapped inside AE. (yes, its sounds very Tron-like I realize). The only AE badge he has is the Early Bird one heh.
Umbral
You bring up the point of souvenirs for doing storyarcs as they are yet another measure for 'collectors' to compare each other to. In the early days, there were more of them than badges to go around. Think I'll have to take a closer look at how many souvenirs my main has heh.
And like you, I get every passive accolade bonus for all my alts. They are simply too good to ignore imo.
Samuel_Tow
I think you're spot on with simply focusing on the experience of the game. After nearly 6 years of this game with a preference to soloing at launch to current modus operandi of putting together tfs/sfs whenever possible. The social experience of the game has come into much more relevance the past few years for me. In a sense, its all about teaming for TFs and SFs.