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Depending on if Commandoes went right over the trip mines and they still didn't go off.....and quicksand wasn't really slowing them either like I'm pretty sure I saw.....that'd be one hell of a stupid design if ground-based stuff doesn't affect them? (Edit: Just to clarify, this is far fetched but not out of the realm of possible. Earthquake does affect them however, so whatever the game mechanic behind powers such as quicksand/trip mine compared to EQ could be an issue? After another run or two, I'll have no questions regardless, but it's just fun having something to discuss again
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Radius on Trip mines is decent and pretty sure it's uniform through the various ATs. The pathways aren't that big* and pretty sure planted near the middle, the radius should cover the entire width (*going off 1 run and foggy memory). -
Quote:Did not see the same effect as the Commandos went through at least one patch of quicksand (on the first failed run where too many escaped). *shrug*Slows will work on the Lts, i used Lingering Radiation on the Lts and they slowed to a crawl.
troof
Have not been a control-support on a run yet, but only reporting what I do see. -
I already had to re-do this thread because of you.
No one wants another. I'd rather like to see how unwieldly this one can continue to be.
Quote:And just go from there on what the plans are for Tuesday/Wednesday that way you are a little more free what to plan.
And it's not like this forum gets a ton of traffic / discussion going on anyway. The privatization of the playing class has really hurt the community -
Very doubtful with wormhole, and they will definintely not be stunned; as far as I have read/seen, they are completely immune to all "effects" bar "damage".
Any and all control powers will completely nullify the minions from going anywhere. And you damn hethen, bonfire has always been useful as a control power; just not as a "damage" or "throw in the middle of a group before your team gets to them" attack power. -
Any amount of control/slow/etc will absolutely lock down all the minions as they spawn at the doors. You really only need 1 troller/Dom for the doors; the minions will whittle away without issue. It is very important each team has at least 1 control (AoE preferred) taking care of these spawn doors.
The commandoes are the threats, and the ones heading TO YOU are the ones you absolutely have to take out immediately. Have whatever damage focus on them as they spawn doing whatever damage they can *without* chasing them, have 1 or 2 pure damage dealers patrolling the two pathways at your teams staging area, focusing on the ones coming TO THEM and doing whatever damage they can do to the ones running FROM THEM. Other damage people need to spread out along those pathways. Taunt does nothing as well and you can't herd; kill kill kill.
As long as the damage people aren't trying to chase down every single Commando to and fro, you should have plenty of overlap of protection where they will not escape. This is by far the easiest part of BAF, as long as you maintain the kill sectors. -
Quote:No extra badges. A team completed them all the other night, including the fuel lines -after- the mission was done (those are damn hard to see). No idea what they are used for if we had done them first howeverI did the TF for the first time and was wondering what happens if you complete all the optional tasks in it?
No idea if there is an advantage to completing any of the optional tasks; we did them just to do it.
Ghoul bombs didn't appear to have a very high accuracy; I'm assuming they are AoE attacks, and while my scrapper has basically no AoE defense and there wasn't a ton of buffs on the team I was on that I'm aware of, I don't recall actually getting hit by them/many as they exploded.
The new redside TF -pales- in comparison to Sutter -
The other thing that annoyed me about Kal was Numina and the Soul catcher power; a) I didn't know I had a temp power and was supposed to use it on her. Very well could have been in all the text, but as I said, a lot of text on a group effort just isn't good. I don't want to read a bunch of stuff and have people sitting around (and vice versa if someone else is reading)
and b) IT DID NOT MATTER. It didn't do, or keep us from doing, anything by not having the power used. Posi went down fast; he wasn't even as tough as he is in the various red 40+ arc he shows up in.
I did enjoy the cutscene part showing the team for once. I should have screen capped that
tl;dr - Will set up for next Tuesday as a sign up for BAF and Lambda and see how it goes. Wednesday will be TFs or more iTrials
In other news, I'm conflicted with the purpose of this thread now due to the iTrials. Especially with next week being a Sissy P weekly (). Wednesdays seem far less active as a server as a whole, at least going by Global chatter. So thinking that, for the next few weeks, I plan on using Tuesdays to try to get the two Trials going. Success or failure, getting both done shouldn't be an issue. And Wednesdays will be a misc day; TFs of the week if they don't suck (non 50), TFs of randomness, or another go at iTrials if enough interest/people.
Going into the iTrials with as many people already set up makes it go a lot smoother. Having done both a whopping 1 time each now, I don't feel all that overwhelmed with "leading" but will gladly differ to someone far more wanting. "Failing" is not a big deal, and once more people get the new slots going, these will be as smooth as any other TF/raid out there. I believe better balanced teams is just as important as the league (god I hate that word) leader informing everyone of what's what. The iTrials really don't require a lot of hand-holding (just like the other raids we have here), just people paying attention and group effort working together within the various timing aspects of the Trials. -
If it were a story arc that I could run on my own, as a "personal experience" with the character, the story is more important. I also don't generally re-do those very often anymore.
As a group effort to take on some "big bad" that is somehow linked to some encompassing (and important part) of the game world, I'm more interested in visuals, a good at-a-glance summary of what the TF is about, and actually doing stuff that seems important. And for something that is geared to be run "often", it has way too many wordz that are easily lost on getting something done.
Kal seems like it would be a great story arc to run in Ozone and actually read at my pace. Not so much as a TF. -
Quote:It's not thoughI'm trying to get used to the new team UI, I'm glad they left the option to go back to the original if you want.
It is closer to how it was, but it's actually uglier / harder to see. Scaling is all screwed up on the team window (attached or not attached) and the default chat tab.
Don't like running at a higher resolution. Kind of annoying. -
Was going to run all 3 treespecs, but it was mentioned that you can do just the 3rd treespec three times and pick the badge each time? Would rather run it at 50 for the drops and generally get more interest for it.
I haven't picked a respec/badge in many many years, so wasn't aware if this is accurate. -
Sutter : A
Kal : D? C at best. And the unlock mission does not share and seems unnecessary. It has one or two "neat" aspects, but it does not feel like a new TF that they've been producing lately. You can get a Notice out of it (and I assume that's repeatable and not on a timer?) but other than that, I can't see that one being run much.
Thanks for the teams. I imagine both of those will be rushed and used for big, quick XP "soon".
Will be attempting to get in on some Trials tonight if interested. -
sigh. Did not see this while on Test...we'll see how annoying this turns out.
Quote:Edit: I did a quick radio mission to see if I could happen upon the tip drop....and I did. It was also the only tip that dropped. *shrug* I saved the mission so we can run through it before doing the TF.A special Tip Mission now drops for villains and rogues in the Rogue Isles greater than level 20 revealing Mortimer Kal’s weakness. Completing this mission will allow you to start Mortimer Kal’s Strike Force with a team of at least 4 villains between levels 20 and 40. -
Offtopic, but this thread had me thinking : Anyone done a line graph (probably called something else) of who all use to work on this game / forum, what they did, where they went / replaced by, and what they use to be called?
7 years of "official" people and who knows how many before that. It's been a strange journey.....and I'm only a fan. -
Chuckers is funny
4/5 - Tuesday - 830 PM EST - New TFs (Blue then Red)
Blue
1 Me- Scrapper
2 Penny
3 JohnP
4 Patient (why are you so scared of redside????? Quoted response: "I'm a giant pansy!")
5 Shamster
6 Tycho
7 Mental
8 Chuckers
Red-side (I assume around 930?)
1 Me - Scrapper
2 Penny
3 JohnP
4 Shamster
5 Tycho
6 Mental
7 Chuckers
8 -
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Penny, you are horrible at tricking people. This is already doomed
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Supposedly I20 hitting "this week". Generally happens on a Tuesday. If this magically happens, I'm going to want to do the new TFs and trials for badges. I've stayed away from both while on Test, so it'll be all new and shiny to me. The TFs are a one-and-done type of thing, so I'll be shooting for those on Tuesday, and seeing what shakes loose on Wednesday for one or both trials for whoever is interested.
4/5 - Tuesday - 830 PM EST - New TFs (Blue then Red)
If I20 does not land, I'll be doing:
4/5 - Tuesday/Wednesday - 830 PM EST - Multiple ITFs -
My modest proposal to conserve and reserve as much XP as possible to extend the life for this wonderful game: nix all the Euro accounts.
In these lean times, we need to be willing to make the hard choices for the greatest amount of return. -
You would think saving the info prior to doing an extended maintenance would be a smart thing........
Let's see if I get to keep my MoLRSF badge on my scrapper then :S -
Also, the newest mids does account for all the alphas and you can easily switch between any of them to see how it affects any power you want.
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Quote:QFT
The level shift is far more important.
The thing with MM and damage, for me, is because I'm still bitterly disappointed in Mercs compared to my other 4 or 5 MMs. I'm really torn on the alphas for the other MMs I have because they literally don't need anything else. -
Do you have endurance problems? Cardiac (2nd tier and up) will completely negate endurance problems with minimal Stamina slotting IMO.
Want more recharge and don't have a lot of global recharge? Spiritual (oops @ Radial) will give pretty significant boosts to high-recharge items, even if you don't have any recharge slotted in them.
Accuracy and Damage I'm not real fond of. There are so many other options and boosts for both that I've not seen a ton of reason to use them. Maybe if I get around to my MMs, I'll dip into the damage one. I've only used Accuracy/Defense for my Cold Defender, but he'd probably do just as well with any of them.
That's my take. -
Ya know, if I had known you wanted that one just because of the badge, I think I could tackled it before or after a Manti run as well. After all, I am all about the people.
But nooooo, you had trick Mental into some fake "business dinner", kidnap Turkey right as we start, and force me to invite Patient.....throwing off any hope of a quick start to the night. And then we *barely* were able to finish Manticore after 2.5 hours; I tossed Patient into Hopkins' big maw while I deftly danced left and right as the only form of aggro management trhough the whole ordeal. And only after having to walk each person through their own powers to use, we were able to bring down the menace that is Crey's greatest asset. This whole ordeal was your fault for ditching me for your own selfish reasons
And the mish mash for the STF was pretty decent after; LR was a bit rough with a couple of SK'd up people and I don't recall any real buff going cept for my Widow. But she's level shifted now, so it's all good.
<3^3 new computer -
Context is key.
Anytime you want to enroll into higher learning, you let me know.