blueruckus

Super-Powered
  • Posts

    699
  • Joined

  1. Ouro is alignment based so there's no way you could be in the 'wrong ouro'. Bummer to hear about your situation. My main is a Vigilante so I hope this is not some bug specific to a certain alignment.

    I'm assuming you've submitted a bug report? Maybe try teaming with someone who's looking to do the arc and see if you can somehow receive it that way?
  2. Quote:
    Originally Posted by Captain-Electric View Post
    *Pushes button, trap door opens beneath Blueruckus.*
    Nooo!! Why do the forums hate meeeee!??!?
  3. Soooo.... anyone need an SG?
  4. I've always thought this would be a cool idea. In fact, I'd prefer if the ambushes occurred during missions. C'mon, this game is already pretty easy as it is and VEATs are so strong as it is. I don't think an ambush every now and then is going be a big deal.
  5. blueruckus

    A Crab Build

    Quote:
    Originally Posted by plainguy View Post
    I can see the pets are at perma, but they are not that great that would make it a must to have them out all the time.
    This is not true, at all.

    Having all 3 pets out with double assault/double maneuvers running is a VERY VERY good thing. Many people complain that crabs have weak single target damage so they can't do much against EBs or AVs, but then many times skip out on the pets. Hmm...

    Even when not fighting hard targets, having 6 pets out with 20% def and 20% res greatly reduces the amount of incoming damage you'll be seeing. I've seen my spiderlings tie up bosses many times. We tried fighting Chimera without pets just for giggles and it went so slow. Finally we got bored, pulled out the pets, and Chimera began to cry.

    Also, if you're teaming with other VEATs running double assault/maneuvers the pets have just become even more ridiculous. My friend and I both run leadership stacked gun crabs w/pets and we duo'd the entire Maria Jenkins AV arc with little problem.
  6. At the most recent Meet and Greet the announcement was that "I19 would release Nov 16 <long pause> ish." There was also mention that if it was unable to come out "16-ish" that they wouldn't want to release until after Thanksgiving due to holiday time off and such.

    Everyone is patiently waiting to see what will happen today but as of now, nothing official.
  7. Uh oh, this question again. In the past, this question has led to many back and forth arguments with very minimal resolution. In the end, you will leave this thread with the diplomatic answer of "both are good so try them both out."

    .
    .
    .
    The answer is crab.
  8. Sam, the I19 content is on the Beta server not the Test server. There's a section on the forums that goes in to how to access this. Look at the Development section of the forums and you'll find as sticky.

    That aside, wow, hundreds if deaths? That sounds crazy. I'm really looking forward to trying this out with my all VEAT sg. Nothing has really given us much of a challenge so I'm excited for this.
  9. Well I'm sorry if I offended some of you by discussing the TF without playing it. It's not released on live and I don't plan on playing it until it is live. However, my question was based off of information that is known to be fact from the now Open Beta thread.

    Yes, I realize that enemies are at 54 in the new TFs and that without the Alpha slotted you're modified to be at -4 which is essentially -8 to those enemies. I also realize that with the Alpha slotted you do not receive the handicap. Being at -8 to an enemy makes you extremely ineffective and essentially a liability (I am very familiar with the purple patch value modifiers). None of this is speculation on my part, but rather information that has already been discussed in other forum posts.

    I am in no way making any wild accusations or crazy speculations in my original post. My main question was whether or not these new TFs were genuinely more challenging than existing content or is the challenge just in the fact that you are neutered if you don't have the Alpha slotted.

    Once again, I AM not trying to insinuate any negative feelings but rather trying to get feedback from those who have already played and tested the TFs.

    I have received a few positive responses and am very appreciative of their informative nature.
  10. Quote:
    Originally Posted by Nethergoat View Post
    okay, so I can just skip rest-thanks!
    What's the point of this? Really? Helpful people like Leandro were able to provide constructive input to my questions yet you decide to post this type of sarcastic reply for no apparent reason.

    It took more effort to respond in that manner then to just think 'That guy's an idiot. Next.' and ignore the post.
  11. Crab spider. From all my years of playing this game I've concluded that pound-for-pound he's the best build for *ME* in this game.
  12. Cool. Thanks, Zyphoid. It's reassuring to hear that. Looking forward to it.
  13. I don't understand why you're being so negative about this post. I was asking a question to those who have played the content and not making an 'OMG DOOOM!' post.

    Edit: Oh, nevermind, from looking at your previous posts I see why now.
  14. Disclaimer: I have not played any of the I19 content, but have only read about it through the forum discussions.

    From my understanding, if you do not have the Alpha Slot slotted on the new "Incarnate TFs" you will be fighting at -4 levels. Is this essentially the main challenge behind the TF?

    I guess it may be my fault for speculating, but when the devs spoke about the Alpha Slot being HIGHLY recommended I assumed that it was because the Alpha Slot/becoming an incarnate will grant you increased godly powers to allow you to handle the new challenges of these TFs.

    Really though, it SOUNDS like the main purpose of becoming an Incarnate for these TFs is just to avoid a ridiculous handicap as opposed to truly becoming a god.

    Is this really the case? Are the actual TFs any much harder than the current content? I was hoping this was the case but now it just seems like the whole "Alpha Slot recommended" hype is kinda just a big gimmick.

    Thoughts?
  15. Tough is a power pool ability available to all characters at level 14. Temp Invuln is a power available to one powerset and to only certain ATs at as an APP in their 40s.

    Why would you expect them to be equal?
  16. For now I'm thinking Cardiac Core Paragon - 45% end redux, 20% range, 20% res

    My Crab runs 5 leadership toggles, Fortitude, Tough, and will either run Hover or CJ in I19. I also have perma-hasten so I spam through attacks quickly. I can manage fine with endurance right now but every now and then i need to eat some blues. The added range to cones and other ranged attacks will be very nice. Also the 20% res will mesh nicely with Fortitude, Tough, and the Crab Armor so there really isn't anything wasted on the Cardiac Alpha.

    Muscular seems tempting too because of the +30% damage bypassing ED. The only bummer with Muscular is that the rest of the buffs provided seem a bit wasteful. I like to minimize waste on my build as much as possible.

    What's nice though is that it seems like with the Alpha Slot you'll be able to swap out your enhancement so there's nothing wasted with at least trying out the other options.
  17. 200 is a bit on the high side for something like this. Normally they go for about 50-150.
  18. Costume Codes usually go for a decent amount. This isn't anything new. Considering that these are normally only given out at conventions and VERY rarely through any other methods, they are very rare.

    Also, a big chunk of the people who play this game are adults with jobs, several with expendable income obviously.
  19. I wouldn't be surprised if some of these new TFs have level 55 AVs/GMs which is why they stress that the Alpha Slot is important. I'm GUESSING that the level shift is the importance of the alpha slot that they are referring to. Fighting a 55 at 50 would probably be significantly more difficult than fighting a 54.
  20. Quote:
    Originally Posted by Golden Girl View Post
    You get them as drops from high level enemies - that's probably just as fast as farming merits to buy them
    Yeah, I understand. I've got about 1250 merits sitting in the bank waiting for something to do and I was hoping I would just be able to bang out the Alpha Slot stuff with them. Guess they'll just continue to sit there.
  21. I've been saving my reward merits in hopes of being able to use them to buy my way to incarnate abilities. Doesn't look it's going to be the case. Looks like I'm gonna have to farm TFs even more now to 'prove myself'.
  22. Well, I suppose that makes sense then.

    It also makes a lot of sense that no one would really wanna mess with a VEAT in the first place.
  23. I was just wondering about this recently myself. I was on a CoH break when VEATs came out so I am not sure if a reason was ever provided as to why VEATs don't have these random enemies like Khelds do.

    It would be cool, as some stated, if there were groups of Arachnos ambush squads that attacked VEATs at random intervals. I can't imagine Arachnos would be 'okay' with one of their own going AWOL and not take any action on these defectors.
  24. blueruckus

    Soldier to 24

    Ohhh, right, since you're doing pre-Crab/Bane then yeah, ignore the mention of Fortification. (really though, going Crab should be obvious but that's a whole 'nother can of worms we won't open right now).

    Wide Area Web Grenade is pretty nice too as mentioned. The only bummer is that it only has a 10' radius which really isn't all that big. Many people love this power though so it would be worth trying it out because having an immob is nice.
  25. blueruckus

    Soldier to 24

    1 - SINGLE SHOT
    1 - WOLF ARMOR
    2 - BURST
    4 - COMBAT: DEFENSIVE (SLOT A LEVEL 10 KISMET UNIQUE AT 7, IF POSSIBLE)
    6 - ASSAULT
    8 - HEAVY BURST
    10- TT: MANEUVERS
    12- VENOM GRENADE
    14- SWIFT/HURDLE
    16- TT: ASSAULT
    18- HEALTH
    20- STAMINA
    22- TT: LEADERSHIP
    24- FORTIFICATION

    Slot heavy on end reducers to make your life easy early on. The two assaults will be providing you (and your team) a significant amount of damage at these low levels. TT:M is a no-brainer. You will mainly be leading with Venom Grenade followed by Heavy Burst then Single Shot/Burst to pick off anything else. Getting to 24 with this build shouldn't give you many problems.

    The 22 and 24 spot you can play around with. If you're doing alright in terms of hit rolls, then swap out TT:L for Mental Training. Eventually, you'll want to take TT:L though.