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Gerswin

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Everything posted by Gerswin

  1. I make defenders almost exclusively for "hard" content. With just a few outliers, +0 content goes faster with blasters or even corruptors. Practically, what this means for me is that I load up on force multipliers, personal survivability, and enough single target DPS that I am not a liability when taking down very hard targets like TVHW Tyrant or the AVs in a shorthanded multibox BAF run. I tend to skip single target holds, un-proc-able low DPS AOEs, and anything with really long animations. I have made defenders designed to speed solo and to slog through +4x8 missions, but I don't really enjoy it and I find there are other ATs that are more suited for that style of play. I have somewhere between 35-40 fully built defenders in my rotation, so I try to pick the type that is best for the challenge. I generally try not to pick a toon that is not suited for the type of mission. In some cases, the whole team or league stands in one place. In those cases, dark, storm, traps etc. can really excel. If the team gathers between objectives, nature, can really shine. If the whole run is just chaos with many groups doing different things, sets like cold and thermal with long lasting fast recharging buffs can be the most effective. If I only had a handful of defenders I might try for a more generalist approach, but I have so many options I can always select a specialized tool.
  2. I have several hundred alts, so I only need a handful of swiss army knives. I build most of my toons to do a specific task very well. I have some tunes that are aoe monsters at low level and others that can solo a AV's at +4. I even build for specific task forces and trials. I typically start with something more versatile and then iteratively reslot and respec until I get something exactly where I want it. I have found that I prefer having more utility as opposed to optimized DPS, and that defensive slotting is overrated outside of a handful of in-game situation that I can see coming a mile away.
  3. All problems would be solved with a "package slider" that displays an additional inch for each 200 billion invested in it.
  4. The arcs would be random or selected by devs. Some red, some blue, some gold. Just like the WST but for story arcs- 1 completion bonus per week per toon.
  5. I have said this before in other places, but it really fits here as well. I think that the best way to get people interested in goldside content is to incentivize it. Every week there should be an ouroboros arc that gives 4x merit completion and maybe 2 prisms as reward kinda like the WST. This would undoubtedly bring traffic to the obscure goldside story arcs, and bring some population to the very cool goldside zones.
  6. Just start inviting players that have completed kindergarten to your SG. My first grade son understands it just fine.
  7. I agree that it should only be stats for the character viewing. I really wanted something like this because it would allow the devs to crowdsource some data mining. Personally, I am very interested in comparing the damage mitigation afforded by soft control like slows and knockdown. As far as badges/rewards I had in mind things like "Defeat 90% of mobs in Aeon TF" for the "Very thorough" badge or something like that. Alternately, I would love a third party type app that can read and organize combat logs into a database where stats similar to the ones above could be calculated. I don't have the time or technical skills to put something like that together by myself, but I have a pretty good idea how it could work.
  8. I'm not sure if there is any code for this, but I think it would be very useful for personal use. Upon TF or trial completion, in addition to the time spent and player defeats, there would be a link to "Advanced stats" Here, the following stats would be reported: -Total damage delivered -average accuracy (total hits/rolls) -% of team damage -HP healed -total damage taken -total incoming damage -# of insps used -total (team) mobs defeated -total (individual) mobs defeated If this code could be used, then some bonus rewards/badges could be linked to player achievements. I just love the idea of creating a "baseball card" that shows off what different types of teams and builds and playstyles are able to do.
  9. Putting together an iTrial team is time intensive and tedious, especially since the leader who spends 30 minutes forming gets the exact same rewards as the person who joins 5 seconds before queue. Put a box on the rewards screen upon trial completion that allows players to donate something small (Astral merit, 5 reward merits, etc) to the leader to thank them for their time.
  10. I have done a few 4* ITFs, but mostly I stick to 2* with PUGs. The 4* difficulty is based on the effective use of incarnate powers. It doesn't matter (that much) what specific powersets are present as long as the team coordinates the use of incarnate powers. This means using incan to reposition corpses, barrier radial to rez, and lore pets on hard targets. When solo, many squishies like clarion, but on a team it is mostly overkill. A mix of interface procs (their stacking is limited) is also noticable. Judgement nukes are useful, but they need to be coordinated and the secondary effects can be used to good effect. Many (my small sample size suggests most) PUG players are incarnated for max speed solo play, and that is not optimum for hardmode. Now that people have so many 'useless' emp merits stashed, it is probably time to explore more T4 options. I think having all of the T4 destiny options is a must in order to adjust for teammates that only have 1. I did a 2* the other day where 5/8 players were doing hardmode for the first time, including the leader. It was a bit messy at first, but we made some adjustments on the 2nd mish (mostly the tank switching destiny to incan and convincing the dark def not to lead with ion judgement on new spawns). It was not a speedrun, but we finished in 45 minutes or so with the only deaths coming from Rommy's nuke and players that didn't break LOS promptly. I recommend doing 1* or 2* with random PUGs, and then raising the diff with the same group once the adjustments are made. Once players know what the challenges are and prepare for them, it is really not that much more difficult than the existing incarnate trials, you just need to stay focused longer. I think the hardmode content is the best thing that the homecoming team has produced, and I generally like just about everything new they have introduced.
  11. Gerswin

    Poor guy

    Inf is so easy to get right now that 2 million is a rounding error. An efficient team running 4* Aeon will make 300 million+ in prisms per hour. That is 5 mil/minute., 2 million every 24 seconds.
  12. Not sure how much work this would be, but it would be nice if we could suppress all sounds except glowies, or ideally separately control glowie volume. Some powers and missions have such loud ambient effects that glowies can never be heard. There are some missions (like the next to last chapter 6 DA mission) where invisible glowies can spawn in areas with loud ambient effects. Finding these glowies, even when Ihave a really good idea of where they are, can be a real chore. In addition, some of the glowies in the first mission of the new Cim arc can be very hard to see and hear depending on graphics settings.
  13. Second mish of ITF. The new door locations.
  14. Mission tp and team transporter deposit me under the map on 2nd mish. Has happened a dozen times.
  15. Oh yeah???
  16. 100 billion for the "Huge" crotch bulge belt costume option would have an enormous inf sink potential.
  17. Wow I wish I could sell you transcendents for a billion a pop. I compulsively hoard mine and never use them to craft incarnate stuff. I multibox farm tinpex and DA arcs for that. Most of my 120+ toons have 400 or more emps stored, and my emp farming toons have a large multiple of that.
  18. I have always been enamored with the idea of using one's own body as a weapon. If a toon can have super strength, they can also have super corrosive biological fluids, and there is nothing less believable about evolving superpowered sneezes than evolving the ability to project energy blasts. Here is the basic framework for the bio blast set I have imagined. I know the existing animations might not exist, making implementation problematic, but I am more than willing to upload a high res video of myself performing the animations if that would expedite the artistic process. Tier 1. Snot Rocket: light ranged damage (toxic) , short recharge. By covering one nostril with a finger and forcing a superhuman volume of air out your nose, you project a glob of toxic mucus to damage your foe. Tier 2. Hock a Loogie: moderate ranged damage (toxic), moderate recharge. Pretty self explanatory. A heavier method of assaulting with toxic mucus. Tier 3. Projectile Vomit. 50' cone, moderate damage (fire), -RES, moderate recharge. you spew a cone of boiling hot puke at your foes, damaging them and lowering their resistance to further damage Tier 4. Fling Poo. Ranged targeted AOE. Moderate single target damage (smashing), splash damage (toxic) 10% chance for mag 3 stun. You chuck a big handful of the original bio grenade. Tier 5. Silent but deadly. PBAOE sleep (16 targets max). You assault your foes with a offensively toxic cloud of bowel gas. Tier 6. Drink booze. Self +DAM, +tohit. By throwing some of the devil's brew into your digestive system you significantly add to the deadliness of your biological attacks Tier 7. Urine Snipe. ranged extreme damage (lethal) recharge moderate. You slice your enemy with a high pressure blast of biologically processed morning coffee. Tier 8. Dad sneeze. PBAOE stun minor damage (smashing), recharge long. You stun your foes, shattering their eardrums with the earsplitting sound of the dad sneeze. (16 targets max) Tier 9. Bowel Explosion PBAOE extreme damage. -DAM, -res, -def, -tohit, foe stun, foe hold, 50% chance for mag 4 confuse. No description can do justice to this power, the ultimate tier 9. I understand that the playerbase of some MMORPGs are not suited for content of this nature, but Homecoming players are too mature to giggle at poop jokes, and would be able to solemnly enjoy the natural functions of the superhuman body.
  19. Badge hunting is now and will always be the least respected form of epeen.
  20. When you finish a story arc the mish holder gets a large xp bonus. Any chance the other players did not have the same story arc open?
  21. Gerswin

    Mace/Regen

    I don't have a mace/regeneration but mace/shield is fantastic and may fit your theme.
  22. Get rid of them. It puts the team leader in a tough spot if someone goes afk or freezes in short TF. No one wants to choose between pissing off their friend or 6 PUG members that could become friends.Just waiting a few minutes and giving 5 minute warnings and stuff has caused several TFs to fall apart for me lately. Another option would be the ability to force completion somehow, but it would probably easier, coding wise, to just make the contact available when the mission completes and not wait for all to exit. There are only a handful of TFs that have this problem.
  23. Make sure you don't have an interruptible power on auto. That happens to me if I accidentally put snipe on auto sometimes.
  24. Most chemicals with an amine functional group are pronounced with an -een or -in sound at the end, such as glycine, amphetamine, epinephrine imipramine, and cytosine. Given that superadine has no primary, secondary, or tertiary amine groups, I think it is very likely that it rhymes with fine.
  25. To clarify, I have about 15K emp merits which could be converted to 150K reward merits. The rest of the merits are already reward merits. Most of them were earned through multiboxing tfs/story arcs with my kids/nephews.
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