Winterminal

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  1. Quote:
    Originally Posted by ebon3 View Post
    Well I'm calling complete ******** on that one. I've played the same nrg/nrg blapper through every iteration of the AT from the original suicide bomber to the current frankenfury and lack of mez/hold resistance only became an issue in the later game. With the advent of crafted enhancements in conjunction with accolades the mez/hold issue is mitigated a good bit and if its really a problem, a solo player can always fall back on carrying around some break frees and/or lucks just in case.
    He was mocking another user based on their comments in a different thread in the Archetypes and Powers Discussion forum. In essence, he was sarcastically saying what the aforementioned user would probably say in this thread if he saw it. It was sarcasm, though admittedly easily mistakable since there was nothing to denote it as such except for the jab following that paragraph.
  2. Quote:
    Originally Posted by Arcanaville View Post
    Too long to quote, just scroll up the page a bit or click the arrow next to the name.
    She's done it again. Everything she said makes total sense, and is true. Though, with that said, I like the suggestions given by StratoNexus as more feasible ways to boost Blasters without simply adding "moar dmg!"
  3. Any buff/debuff set will shine the most when wielded by a Defender. If your one end goal is trial grind, then I would go with a Defender. I recommend comboing with Sonic Attack, as the -RES from both the primary and secondary stack wonderfully.
  4. Wow! That's really some impressive stuff. I LOVE the entrance, magnificent.

    I sometimes wish I had more time on my hands to devote to awesome base editing

    I also now have a great desire to hit up a club this weekend...
  5. Quote:
    Originally Posted by Dechs Kaison View Post
    Ice/Ice/Ice Blasters: The original Dominator.
    Truth FTW.

    And yes, I suppose I should have just used the Dominator analogy
  6. Quote:
    Originally Posted by BrandX View Post
    Now see, that could be your problem!

    You're playing a ST oriented Primary with a Control Heavy Secondary, and one of those controls is a SLEEP!

    You just picked one of those combos.

    No different than me picking DB/WP Scrapper, and watching /ELM, SH/, FA/ or whatever have you combos of Tankers putting my scrapper to shame when it comes to taking out enemies.
    Technically, he is playing a Control Heavy Primary with a ST oriented Secondary, but that's just semantics I agree with everything else you said.

    Shubbie, if you want your Ice/Ice to measure up to your TA/Archery in terms of "awesome," you need to use and abuse Freeze Ray and Bitter Freeze Ray (you are a blaster that can hold a Boss faster than some controllers!), use Shiver and Ice Patch around corners, and then pick up Cold Mastery in the 40s and slot up Flash Freeze. Do all that, and I can all-but-guarantee your blaster will feel like a damage-maxed Controller, rather than "useless."
  7. Quote:
    Originally Posted by Mogwai View Post
    Is it just the way with blasters on higher levels, or is there something completely wrong about my playing? What used to work perfectly now hardly works against lieutenants. Am I to shun use of Blaze and the EM blapper attacks completely in favour of sniping everything from afar with boost range and flare+fire blast spam and hope they can't fly too?
    There's nothing wrong with your playing. Due to the lack of mitigation in both Fire Blast and Energy Manipulation, all you could do before now is hit 'em hard and fast. I also think that both Recycle and TrainRobber are correct in saying that your two examples are particularly tough groups of enemies with a varied bag of tricks.

    For Carnie bosses (by which I'm assuming you mean Dark Ring Leaders and Master Illusionists) you have to take them out first. Dark Ring Leaders don't have a whole lot of protection other than their high hit points, so inspirations will be your best friend against those attacks. Master Illusionists have that terribly annoying phase effect (noticeable by when they go semi-transparent), and they summon all those pets. My advice: Take out any minions with them first, as they are just annoyances. Hit the MI whenever the phase is down, and when it is up, only focus your attacks on the Phantasm pet, as it will stick around even after the MI is dead. The pet Illusionists are untouchable and disappear quickly, you cannot hit the Decoy Phantasm, and the Dark Servant pet has a short duration.

    For Paragon Protectors, there's two tricks to defeating them. First, as before, inspirations are your friend, and will save your butt from those hard hitting attacks since you are without mitigation for the moment. Second, when they activate Moment of Glory (that "deflection shield" you were talking about that made all of your attacks miss), activate Aim. The extremely high To Hit bonus you get from that power is usually enough to make Moment of Glory useless to them. It is a wonderful feeling making their "god-mode" power worthless

    As was stated before, I would use your Ancillary Power Pool to get yourself some mitigation. If you want to stay thematic, the Fire pool will give you both Bonfire and Char, not to mention Rise of the Phoenix to put you right back in the action even if you die. But if you don't have a particular concept in mind, I highly recommend Cold Mastery. Flash Freeze is practically the solo artist's best friend, as you can freeze all minions and LTs. for a long time (once slotted), then just take them out one by one. Frozen Armor adds some impressive defensive numbers (by blaster defensive standards), and Hibernate one of the best panic buttons in the game.

    Another blaster-necessity that you may have been able to do without up until now, due to your power set choices: Pulling. Blazing Bolt can sometimes help thin out a mob, by pulling one or two enemies to you, before attacking the whole thing. I know, as a fire blaster you just want go in there and turn them into cinders with AoE attacks, but this tactic may be useful to you in the next 10 levels.

    That's all I have for now. Let us know if things still aren't working out!
  8. I decided that I will use my primary bill to optimize performance, with generic IOs and/or IO sets, to ensure that I live up to team expectations. That way, I can use the second build to play around with SOs and concept as I see fit, without ever having to worry about performance.

    Thank you all for the input!
  9. Quote:
    Originally Posted by Shubbie View Post
    It doesnt really matter what secondary you put on a corruptor or defender

    Any team is better off adding a defender or corruptor over a blaster.
    Only a Sith deals in absolutes...

    Honestly, I'm with Grey Pilgrim on this one. With the design of the many ATs in this game, superfluousness is essentially based on opinion alone. If you think Blasters are under-performing as an archetype, then play an AT you think will be more contributory. If the former is true and you have an actual idea about how to improve the AT, the Suggestions/Ideas forum is over there.
  10. Indeed, I have GSFC in Focused Accuracy for the chance to proc every 10 seconds.

    It should be noted that I intend on slotting my Alpha power with at least the Cardiac Radial Boost (33% End redux, 20% Dmg Res), if not one of the higher tier powers from that side of the tree. Combine that with the fact that I already have 3 slots in Stamina and 2 in Physical Perfection for End Mod., and my endurance problems will probably be non-existent. (Hell, that may even be overkill.) Not sure if that makes a difference in anyone's feedback, but I just thought I would point it out.
  11. Quote:
    Originally Posted by Electric-Knight View Post
    I've never actually taken the enhancements into role-playing, but I've just always stuck to Standard IOs and not gone any farther with the invention system.
    I've never taken enhancements into account for a character's concept either, mainly because it has been so irrelevant to the character's concept that it didn't matter. But on this particular character, I had an idea in my head that it might look very cool to see his powers slotted with the same chemicals/radiation that probably gave him his powers to begin with (Xenon, Gamma, Barion, etc.)

    Quote:
    Originally Posted by Electric-Knight View Post
    I have, however, felt that my SD/SS Tank (Amazing Ape) was a bit more squishy than I'd like.
    He has no Tough nor Weave and no Res Enhancements in Deflection. And only uses level 50 standard IOs.
    I'm not entirely sure yet, how gimped that makes him. I've had some times where I simply can't tank an AV for the team and that made me feel like I should look into giving a greater build a looksee.

    But... as a Blaster at heart, it may be a bit of my own playstyle adjustment and lack of familiarity.
    It's like I'm looking in a mirror...

    For conceptual reasons, I took some non-traditional powers and slotted them up (i.e. Focused Accuracy, using it for GSFC set with the +Build Up), while ignoring some other more tank-traditional powers (Tough, Weave, Combat Jumping), and that might have something to do with my current frustration I think I am going to have to find a happy medium between staying true to my concept, and making sure I am a valuable asset to a team.

    Considering I have yet to do much experimentation with dual builds, this is probably my opportunity.
  12. Quote:
    Originally Posted by PleaseRecycle View Post
    I see people tank with SOs, or generic IOs I guess, all the time. However, why do inventions have to break your theme? Their names are so abstract that they don't really indicate much of anything, other than informing the player of which set she's looking at. Surely your crushing impact could be attributed to your tanker's development of some new chemical treatment just as easily as someone else could decide that it's obviously because of a powerful spell they've cast.
    I agree with you. In truth, it isn't a huge deal, and my explanation may have been long-winded and misleading. In essence, I was/am just asking if any of the experienced tanker players here, who may have played both SO and IO builds, had noticed a significant difference in their performance depending on what they had slotted.

    I can definitely work IO sets into my character's concept, that's no problem. However, if there is not a noticeable discrepancy, I would just as soon buy up a bunch of SOs and consider his build "complete" than use up more inf. and time searching the market and such for the IOs and the necessary salvage.
  13. Hi all.

    I recently achieved my first level 50 tanker, a Science origin SS/Shield. I am pretty psyched given that I normally gravitate toward ranged characters and this was the first melee character I wanted to see through to the end. I attribute this to the fact that I love the back story I came up with for him: In short, he underwent some of the same Crey experiments as Synapse, which left him with increased strength and endurance. The problem I have now run into is slotting-related.

    He is the first of my characters on whom a SO build would conceptually fit. Given the origin of his powers, slotting them with enhancements named "Xenon Exposure" and "Gamma Particle Irradiation" works remarkably well, and despite the fact that enhancements are something that only I would see, I would love to outfit his build in such a way that stayed true to his back story.

    On the other hand, though this game is still apparently balanced around characters with exclusively SO builds, they are hardly commonplace, and the standard for Tanker survivability has been set in IO builds. I don't want to bring along a tanker that cannot function as per common standards due to the fact that I chose to slot enhancements according to concept.

    TL;DR version: Will making my build mostly SO (as opposed to IO sets) gimp my tanker to the point where he will become a poor teammate due to not fulfilling an expectation as well as other tanks?
  14. Solution 1:
    To respond to your Batman reference: Yes, I would agree that Batman is perhaps capable of matching Incarnate abilities, but that is due to his gadget strategy, or in other words what he brings with him to a particular fight. To emulate this, why not craft all of the passive Incarnate powers (i.e. 1 from each Alpha tree and 1 from each Interface tree). Then, you can slot a certain ability prior to jumping into a mission or particular mob. For example: slotting a Musculature Alpha and Reactive Interface might be akin to Batman bringing one of his battle suits to a fight.

    Solution 2:
    Slot the Alpha and/or Interface that works best for your character's concept. For example, on my Archery/Devices blaster, I find the idea of "waiting for my arrows and gadgets to recharge" to be ridiculous; I should be able to fire off blazing arrows and smoke grenades as frequently as I want. So, when he gets to 50, he will be slotting the Spiritual Alpha to accommodate that. Or as another example: My SS/Shield Tanker is supposed to be scientifically engineered as a super soldier, with very high endurance, so he has taken the Cardiac Alpha Tree to better emulate his tireless nature.

    Unfortunately for some, the Devs have designed the Incarnate progression path a certain way, and have tied it to the lore in a certain way. The best you can do is ignore the lore and write your own power justification as best you can. Sure, this is the idea forum and you are welcome to pitch as many as you like, but in the mean time, I say use what ya got.
  15. *sigh* All I wanted was to watch Marauder get clobbered by a bunch of characters dressed like farmers...

    Shadow_Kitty is right. It is like trying to present an argument in a court room without an impartial judge and/or jury to say who is correct.

    ...And yes, I did just attempt to reiterate a point about analogies with an analogy.
  16. Quote:
    Originally Posted by StratoNexus View Post
    Quote:
    Originally Posted by Winterminal View Post
    If more people get on-board, I'm going to organize an event: A night of farming iTrials where everyone in the league must dress the part.
    But if people gather around and play cards for 3 or 4 hours its called fun. If they play a sport for 3 hours its called fun. Some people like to play games repeatedly for hours and have been doing it for thousands of years.

    Alright everyone, lets farm Pinochle!
    I see my post may have been read more cynically than intended. The idea I meant to convey was more along the lines of, "Wouldn't it be amusing to watch a bunch of characters in farmer-like clothing take down the Lambda Sector?" as opposed to, "Let's mock the repetitive design of the Incarnate trials by all dressing up as farmers!!"

    That being said, in response to your post: Electric_Knight summed it up rather well. To make your analogy work, it would be like repeatedly playing the same hands in a poker game, except only the amount of the bets will vary. Similarly in sports, it would be as if you were playing the same person/team in basketball, and they execute the same plays repeatedly, except whether or not they score on certain plays will vary. Neither scenario is realistic: poker is a game of chance and the cards are randomized after each round, and the opposing basketball team would eventually change up their tactics/plays once they realized that you had them figured out.

    In essence, you have inadvertently given us a possible way to make the trials a little less repetitive: randomize their events. Maybe one time we have to defeat Siege first, then Nightstar, then stop the prisoner escape, then the second time the prisoners are escaping first. Maybe those Acid and Pacification Grenades don't always spawn in the same places on the map. Maybe all of the third reactor's temp powers are in one bunker, but it is randomized for every attempt. Honestly, I am just brainstorming here, but that seems like a legitimate way to make the Trials a little more spontaneous without offering too much new stuff to test (since the events of each trial would be the same, it would just be mixed up a little bit).

    Standard Code Rant obviously applies.
  17. I have to come at this from two separate vantage points: How I felt as a new player joining up just prior to the launch of Issue 10, and how I might feel if I was joining up as a new player today.

    "Back in my day..."
    • Capes- I actually did not notice the lack of cape options at character creation until I got into the game and saw so many people with a cape. I was disappointed to learn that I would not be able to get a cape until level 20, but after running the mission and learning the in-game justification, I understood. The same goes for auras, but those were less of an issue for me. Capes are more genre-defining in my eyes.
    • Travel Powers- This was a big one for me. More than anything else, I wanted to log in and take to the skies, and I was devastated to learn that I would have to jog everywhere for the first 14 levels. The Raptor Pack I got at level 6 was a nice satiation though.
    • People- Pinnacle was quieter then than it is now, but I was still approached by several people offering me spots on teams and/or Super Groups. In fact I remain good friends with the two people that sort of "took me under their wings" throughout my early playing days, and were extremely helpful in explaining the finer points of enhancements, respecs, and many other in-game mechanics, the complexity of which can get taken for granted once you know how they work.

    Nowadays...
    • Capes- This would still bug me. But with the current speed at which a character can burn through levels 1-20, I feel that by the time I realized when I would have access to a cape, the goal would not seem that far off.
    • Travel Powers- Same deal as the former, I would still be annoyed that I couldn't zone in and take off. Though again, the lower levels fly by nowadays, and with Hover's speed now being tolerable, along with jet packs available from many other avenues, I may not notice it as much.
    • People- This is where it would vary. With the end game still being so new, I do not see many 50s hanging around the lower level zones, willing to help out new people who may be confused. True enough, Issue 21 is bringing a slew of good reasons for vets to role new toons and team with new people (including, but not limited to: the new tutorial, ATs going to opposite factions at level 1, lots of new power proliferation and new power sets). However, it is also bringing a new Incarnate trial, new badge opportunities with First Ward, and possibly more for upper-level characters. Nevermind the fact that a new player will log in and have limited means of communication, but simply not seeing any obvious veteran player characters, waiting to offer some help, might be a turn off. But unfortunately, this is solely on us (the players). And I'm not condemning anyone, I am guilty of it myself, but once this launches, making your self available to help new players may be beneficial to the overall game's population.
  18. Quote:
    Originally Posted by MrCaptainMan View Post
    I'm on my way to the tailor as I type!

    Eco
    If more people get on-board, I'm going to organize an event: A night of farming iTrials where everyone in the league must dress the part.
  19. Quote:
    Originally Posted by Gaspard View Post
    Also what does /e catchbreath do?
    It pales in comparison to collapse or swoon. The character puts his/her hands on their knees, looking at the ground, panting. If I could figure out how to get a decent screen shot off my Macbook, I would post an image of it, as well as some other cool stuff. Really nice stuff from those who have already posted though!
  20. Quote:
    Originally Posted by Dante View Post
    I always thought the appropriate dress for itrials was a pair of dungarees, a straw hat and a pitchfork.
    I see what ya did there

    Methinks I need to make an ironic costume if/when I run another trial.
  21. To the artist who designed the Pocket D windows, I give mad props for bringing the Something Awful meme to the game.

    To you Guy Perfect, despite your clever and well-done post, I give curses of the most hideous kind for the nightmares you have undoubtedly bestowed on my sleep tonight.
  22. The farms are the most played arcs, therefore get the spots in the Hall of Fame. Not to mention, as has been stated, as the new end-game is basically limited (at least currently) to "farming" the same three missions, the Devs' attitudes towards farming for rewards has obviously changed.

    I have to agree with most of the points here, in order below:
    • The Mission Architect system is currently not the big selling point nor the newest thing, and therefore uninteresting to newer/resubscribing players.
    • If the Mission Architect is not garnering money with player interest, they will not put any more financial resources towards its upkeep and maintenance.
    • The Mission Architect becomes little more than a side-project, something that had a lot of potential but is ignored due to a negative and/or less-than-desired response.

    It is called Shiny Penny Syndrome: you see a penny and pick it up, but as soon you have it, you see another shinier penny further down the road, and you go pick that one up while just pocketing the other. Repeat, while replacing the pennies with in-game systems, and you get the idea.

    It is in my sig for a reason...
  23. This topic has come full-circle about three times now, and since it seems to be doing so again, I'd just like to point those who haven't read it back to my first post in this thread (many have quoted it already, so I am assuming I kept things clear and diplomatic).

    For those who like the trials and/or want to run the trials, whether it is for the cosmetic pieces, the powers, or both, none of this really matters.

    The crux of the matter is the inclusion of non-Incarnate-based costume items and emotes as rewards for Incarnate content. And by the adjective "non-Incarnate-based" I am referring to the items that either have no obvious thematic ties to Incarnate content and/or have not been outwardly defended as having been designed exclusively for Incarnates (i.e. the Ascension Armor).

    For any further explanation, just check the post in the link above.
  24. Quote:
    Originally Posted by Vanden View Post
    In incarnate trials, you fight 54s, but it's fine because eventually you can get 3 shifts in them so they end up being only +1.

    Outside of trials, we can only get one shift. With enemies being 54, they would be really hard. Having them be only 53 would make it still hard, but not quite so much.
    If by "really hard" you mean "taking a long time to kill" then yes, the 54 enemies would be "really hard." Upon i20 launch, the most level shift anyone had was +1, and everything was "really hard." Now, with all the incarnate abilities and level shifts on the Trials, we are a lawn mower and the IDF is grass. Having things be "really hard" on a system that enables us to use our Incarnate abilities in multiple other places might not be such a bad thing.

    Quote:
    Originally Posted by Vanden View Post
    If this got implemented, I'd want to see the Apex and Tin mage TFs be considered perma-Incarnate moded, in regards to the level 54 enemies in it, by the way.
    I cannot sign off on this. We have to remember, not everyone is going to want to fully kit-out their Incarnates with every power nor with T4s everywhere, and we should not be excluding any players from much, especially with CoH Freedom on the way and Incarnate content being exclusively for VIP customers.
  25. Winterminal

    Yes yes yes!!

    Quote:
    Originally Posted by ClawsandEffect View Post
    Just because that's all they told us about on the first day they mentioned it, doesn't mean that is ALL that is being done.

    As far as I'm aware, Blaster Dark Blast hasn't even hit beta yet, and I highly doubt the devs are going to tell us exactly how the set is going to be set up before it's even beta tested.

    For example: Since I was in Going Rogue closed beta, I happen to know that Electric Control originally had a combination stun/damage aura that was later deemed to be too powerful and removed. Can you imagine the outcry if they had said to the players as a whole "Electric Control will definitely have a stun/damage aura" prior to having decided that it was too powerful to be left in the set, and then the set went live without the power they promised would be there?

    That's why the devs NEVER tell us that something is 100% sure to happen with a power set when they first announce it. I am quite sure Dark Blast for Blasters will be tweaked several times before it goes live, so I'm not taking what they've told us about it so far as gospel truth.
    Quoted for truth.

    I'm very glad to see that we will be getting a ST hold blast in the set, and that Torrent will not be its own power. Outside of that and the powers that they have told us will be in Dark Manipulation (Smite, Shadow Maul, Midnight Grasp, and Dark Pit) I am not making any assumptions nor getting my hopes up for anything until it hits test.