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ZemX

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Everything posted by ZemX

  1. I can't tell if you're being serious. I might be proud of a clever name I managed to secure or a well-written bio. I might be proud of the build, if I'm a min/maxer. But I can't imagine why I'd care about the calendar date of the toon's creation. No, it's not their "birthday". In fact that's one answer: Roleplayers likely do not give half a shit about the creation date. It is definitely not their birthday. Imagine the shame famous roleplayer @Snarky must have felt when people didn't see "First appearance: Issue:Error! (1463-10-31)" on his toon's bio? I am not half the roleplayer he is, and I still don't care when my toon was created. Then again, I didn't really care whether that was displayed or not so... why am I even here? Can we talk about Fold Space instead?
  2. In my experience it is extremely rare in game for someone to be a big enough douche-nozzle to be kicked from a team. Most of the time it does happen, it's because someone went AFK in the mission and we completed it, then had to kick them to select the next mission. Even then their space is customarily reserved for a short time to see if they come back. As for this lone-wolfing business, it happens more often than that but rarely results in kicking. Most of the time, I'll just be silently judging you for it. To me it's more of a small breach in etiquette than a kicking offense. You'll be removed from my Christmas-card list for doing it. And I'll make fun of you to other people at parties.
  3. Yeah, like I said a lot of this is so dependent on the content you typically run and with who. I find in most mid-level pick-up teams that I use Taunt a ton for grabbing stray aggro without having to leave "the pocket". My opener is usually Rad Infection or Ground Zero since they have the widest reach in the "piss everything around me off before the controller does with his blasted AoE immob" dept. But it's just really common to have stuff going on away from the main pack I have around me and it's nice to be able to reliably reach out and say "you there... get over here!" without having to go smack it in the mouth personally. But yeah, all that only matters if the fights are lasting long enough for it to happen and/or the rest of the team actually needs the services of a tanker. If I spent more of my time in 45+ teams, I'd probably think about dropping Taunt too. Have to confess here that I pick Lores based on theme. I am vaguely aware they offer subtle differences but mainly, the only thing I care about getting from them is damage and because I spend as little time as possible in 45+ teams, I don't fret a lot over those other differences. I'd say I most often go with BP or Longbow just because I love seeing the big guys.
  4. If you're happy with your group clearing speed, then I can't say it's a bad call. But just in general, AoE is a big advantage on Tankers due to the increased areas and target caps. Fault is good. But both is better. If I really had to choose between, them, I'd probably go with Tremor though as it's going to hit more targets more easily and it recharges a bit faster, making it that much more likely have full coverage on FF:rech procs along with the other two powers. Like a lot of things, it depends on what content you run most often. Since I mostly team and do so on teams where tanking actually helps, my goal is usually reaching the most targets the most often, to keep all that aggro. So I don't skip any AoEs. If you're mostly soloing, bosses and other tough enemies will be limiting your clear speed more than AoE will. As for the rest, you have plenty of recharge and it's easy to cap recharge debuff resistance on Rad Armor. I always go with Musc and Reactive. Barrier seems most often called for in Hard Modes and just in general seems to provide the most immediate relief to teammates in trouble. I don't think too hard on the others. I'll say that not having high defense or the means to protect any that you get from other sources, I often just ignore it. Which means I get hit a lot. Which means debuffs are a problem. As good as other Epics are, I always find myself leaning on Energy for Focused Accuracy so I don't get toHit floored by all the enemies that debuff, toHit... and they do seem rather common. Laser Eyes and Torrent aren't the best, but not terrible either if you want to add some ranged and more AoE. Laser Eyes are even a decent ranged Taunt given the tanker AoE gauntlet taunt and the fact LBE is autohit now. Just lacks the range debuff of the Taunt power itself. But you said you skipped Taunt anyway, so perhaps team tanking isn't really a goal for you.
  5. "Adversely impacting" can be a fine line. The team is going to successfully complete the mission. But I've been on plenty of mid-level teams where a Scrapper, Stalker, Brute, or Blaster runs off to solo and found myself with the rest of the team whittling down some highly resistant boss thinking, "Gosh you know what we could have used right here....?" Yeah, if it's nukeball time, go nuts. Though if it's me, I'd still rather duo or trio than go off solo on a team. But on any "normal", i.e. not endgame, team... my personal etiquette is if you join the team, play with the team. Unless there's some specific goal to speed or stealth or hunt. Stick around. OP asked for opinions and that's mine.
  6. Or those comments are coming from people who join teams that AREN'T rolling nuke balls all the time. This is one of the big reasons my favorite teams are leveling mission teams in the 20-40 range. The lack of Incarnates and level shifts makes a huge difference. You get something closer to the original intent of the game where teams actually can work together to defeat enemies instead of just being eight demi-gods face-rolling around soloing a map. I don't really because I keep hearing it's for the challenge and.... that doesn't add up. It has to be more than that because the same or greater challenge can be had solo. Which means the people doing this lone wolfing either want an audience for their greatness or they just want to benefit from the increased XP that a team gives them, which is somewhat ironic considering a few of the comments up-thread about not wanting to "carry" weaker teammates. I suppose it's also possible they think splitting away is better for the whole team, but that's very debatable. It would be a more interesting discussion to have than the one we've been having at least.
  7. This has got to be one of the most tiresome repeated complaints on these forums. Just stop. Nobody is doing this. Nobody actually believes that they, some random player, have the authority to tell you, another random player, literally how they must play. If they say "you should go solo" they are just being concise and it IS just an opinion. They do not need a fucking legal disclaimer stating that everything in their post is solely the opinion of the person writing it and that they don't have the actual literal authority to MAKE you go solo. Stop being absurd (see... I just did it myself! That's an opinion! Please feel free to continue being absurd!) The OP asked for opinions and they are getting opinions. The only authority anyone has in game is the leader's star. I can tell you not to lone wolf on MY team. And then I can enforce that opinion if you ignore it. And you can do the same on your own teams. That's the extent of it.
  8. It doesn't matter what you think the purpose of your AT is. If you're on a team that has agreed not to stealth objectives, you don't do it. If you never join such teams with your Stalker, great. It's never going to be a problem for you. Presumably, the person who was complaining about this was talking about kill-most or kill-all teams, not speed runs. Wouldn't make sense to complain about someone speeding on a speed run.
  9. Part of the fun in PuGs, for me at least, is trying to adjust to each new team I'm on. I tend to play a lot of Tankers so while I am mainly focused on controlling enemy aggro, I've got one eye on the team status. If someone is low health, there's a problem. Time to adjust. If things are fine however, my goal is keeping things rolling, so I absolutely will leave fights early to go piss off the next group before Stoney McStoneycages the Controller can get there with his 30ft radius immobilize, or what I like to refer to as, "His suicide button". Some stuff does annoy me though in the stragglers dept. Paragon Protectors who have punched their "you can't kill me" buttons. For the love of all that is unholy folks... LEAVE THEM! Half the team standing around whiffing isn't helping. Same goes for Freak rezzers. If it's not a Super Stunner, its rez is on a short delay. But not so short I'm willing to stare at the ground to be sure nobody is standing up again. I'm gone. If someone gets up, do not say in team chat, "Tank rezzed!" Just let him follow you. Drag him past me if he's on you. If we're up to an elevator or something, I'll wait. Otherwise, bring em along to the next party.
  10. Who chained you to the floor? If "most of the team" leaves, then leave with them. You're not the maid. If it's a defeat-all and the DPS squirrels are leaving stuff behind, say so. If that has no effect then the team will get to deal with it five floors down when the little blue button fails to pop up. Then you can tell them you told them so (this is where I'd add "you assholes" for flavoring) and then teleport your own ass out of that team.
  11. Just about every PuG controller/dom I've ever met does worse when they glue enemies to the floor while they're spread all over the damn place. Hell, Fold Space is one of the few things that can "fix" that problem if used properly. And it's massively useful in Praetorian maps where the devs saw fit to spread the mobs all over the place almost to the point you can't identify where one spawn ends and the other begins and THEN they gave them exclusively long range attacks so they've no incentive to gather up on a Tank. I'll take the occasional "poofgone" given the upsides. If someone really does yank a whole mob away from me, they can have it. I'll go get the next one ready.
  12. It doesn't really. Yes, it appears to jump the timer back upward when the FF proc expires, but it does not really jump all the way back up to where it would have been had the FF proc never fired. If that were the case, the proc would be almost entirely useless.
  13. Not true. Think of Hasten's recharge timer like an hourglass with sand running through it. And you've got a control knob that can widen or narrow the "waist" in the middle of the hourglass. FF:rech is like twisting that knob to widen that waist, at a random moment, and leaving it that way for 5 seconds, then putting it back where it was. That sand does not run back up the hourglass. While it was open wider, more sand ran through it. That's all. You are, for a short five seconds, speeding up that clock so that it runs down faster. There is now less sand in the top of the hourglass than there would have been if you hadn't turned that knob briefly. But I see where you're coming from. In game what you might see if you've changed your recharge timers to show numbers on each power, is that when FF:rech pops, that number changes suddenly to a lower number. Then when FF:rech drops, it might even appear to go up to a higher number. But here's what is happening: The recharge timers just show how much time is left to recharge that timer based on your total recharge buffs right now. There's no way for the timer to know that two seconds from now a +100% recharge buff will hit and last for 5 seconds. When it does happen, the game recalculates assuming that +100% buff is going to last forever. Key point here is that yes, the timer appears to jump back upwards, but it is not going back up to where it would have been at this moment, if the FF:rech had not fired off. It's still a lower timer value than it would have been without the proc firing 5 seconds ago. To put it another way, if you kept counting down in your head for those 5 seconds, you'd find that more than 5 seconds had been removed from the clock because the FF:rech fired. Mid's is the same way. If you check the little yellow bubble that says the proc is active, it adds +100% recharge and calculates all recharge times as if you had that +100% for the entire time the power was recharging. If you look at the window that shows totals for "misc buffs" you'll see you have an absurdly high global recharge rate. If you want to look at your real recharge rate, you have to uncheck all the proc bubbles for powers where you have FF:rech slotted. Mid's can't tell you how much benefit FF:Rech actually provides because it depends on too many variables.: How often will you activate that power during Hasten's effect? How many enemies will you hit with it each time so we can calculate how many procs to expect? What if one proc overlaps with itself, cancelling out some of its 5 second duration. This is why I said the math was a bit maddening before. What Mid's could do is ask you how many times per minute you expect all your FF:rech procs to fire and then calculate the effective constant rech boost just like I mentioned in previous posts. It still wouldn't be exact, but it would be more useful. This is why I say treat it like it's a rather decent but much smaller +recharge. Like 10% or 15% maybe. And then forget that it's even in there. Stop watching your buff bar like a hawk to see when it's icon is popping up there (I am guilty of this myself btw). Hasten's recharge will vary exactly by how successfully it procs, but it's not important WHEN it procs. It matters how many times and, like you said, whether it procs 3 times or 4 while Hasten is recharging has little practical effect except occasionally noticing a few seconds more gap in Hasten's uptime. There's nothing wrong with that. You still got the benefit of Hasten's boosted recharge for the last two minutes.
  14. Yes. 100% chance and stacks with existing effect. Have a look here for the RechargeTime effect on the right side of the page. https://cod.uberguy.net./html/power.html?power=pool.fighting.cross_punch FF:rech is a small burst of speed whereas LotG:rech is a constant speed increase. But what we know is the total amount of constant speed improvement we need to make Hasten recharge in 120s thus making it "perma". So converting FF:rech's small speed bursts into the equivalent long-term constant speed boost lets us add it together with all other sources of +recharge to arrive at the required amount of recharge you need. But it's tricky. Think of your base 100% recharge speed then assume you get one FF:recharge every minute. It lasts for 5 seconds. So now, instead of a constant 100% recharge over that minute you now have 5 seconds of 200% recharge followed by 55 seconds of normal 100% recharge. (5x200 + 55x100) / 60 gives us the weighted average of 108.33. In other words, that one proc was the same as a +8.3% constant recharge boost would be over the same one minute time period. So 1ppm for FF:Recharge is slightly better than a single LotG:+rech IO. But you can almost certainly do better than one FF:Rech per minute, even in one power and especially in an AoE. The proc doesn't stack, ever, but it replaces itself if it occurs while already in effect refreshing the duration. So that makes it tricky again to precisely calculate its overall effect. But you don't really need to be that precise. So thinking of a single FF:rech as being close to a single LotG:Rech is probably underestimating its effects by quite a bit. The key really is trying to determine how many times in the two minutes Hasten is up and running, do you get those 5 second bursts of speed from FF:rech. Then yoiu can calculate how much those FF:Rech procs are "worth" compared to all the other recharge you need to make Hasten perma. Hopefully that made more sense. It's not all that straightforward, I'm afraid.
  15. Without delving too deep into maddening math, the short answer you can find with a little searching for perma-hasten is that you need +275% recharge to make Hasten permanent. 70% of that can come from Hasten itself IF it is perma, so let's just assume that and work from there. You now need +205%. If you slot roughly 100% recharge enhancement in Hasten, then this number drops to 105%. That's the amount you need to add to your build with global recharge via set bonuses, Incarnates, buffs, whatever. Force Feedback is an odd duck to account for though because of its unreliable nature. But I recall seeing someone once claim that you can use, as a rule of thumb, the notion that a single FF:Recharge IO is often about equivalent to a single LotG:+recharge IO. In other words, about 7.5% global recharge, give or take. That's assuming you regularly use in an attack chain, whatever power you have the FF:rech IO (or IOs) slotted in. So tally each FF:rech and multiply by 7.5%. Same for each LotG:+rech. Then all your set bonuses. As for Cross Punch, yes, it's +10% for 6 seconds. While it CAN self-stack, you have to ask yourself how much you're really going to be using it. Are you even going to be able to use it once per 6 seconds? Then count it as a +10% global recharge. Once per 12 seconds? Figure just 5% then towards your perma-hasten goal. This is rough, but it will get you close enough to take it for a spin and see how you are doing.
  16. I know this. Try getting a team to do it though. On a team, effectively, every single one of them will rez. It is the rare exception where you can knock one away and nobody runs over to feed some of their life to it.
  17. I think I'd agree. LTs should not upgrade to bosses they should just transform into another full health LT wolf. It's enough to have to kill them twice, I'd say. Bossses can turn into bosses, if that's a thing. I also wouldn't be sad if the rezzers (and that includes Super Stunners over there in the Freakshow too) got hit with a "chance of" nerf bat. Even if it's just 50% chance that would be a lot less annoying than every single one rezzing every single time.
  18. I don't solo a lot. Does it really throw boss werewolves at you when they transform, even if you don't have solo bosses = true in your notoriety setting?
  19. And the lead was level 20? Because I've never seen this one go this bad unless it involved starting at under 20 on a SF that always bases enemy level at 20. Still had to have something to do with level. All-melee just isn't THAT bad unless a lot of them were under level and sidekicked (ahem.. sorry.. lackeyed) up.
  20. Contaminate is, all around, not something you should pay much attention to because of its somewhat unpredictable (or at least difficult to follow) nature. It feels kind of like an argument I was having recently in /help about Scourge. Someone was deeply concerned they couldn't "make" a Corruptor work because they were annoyed by the unpredictability of Scourge. Instead of trying to make the most of Contaminate (or Scourge on a Corruptor) just forget about it. Let it, statistically, do its thing and it will provide some benefit. Slot Siphon as an attack and treat it like a low-tier attack that just sometimes has a little bonus of healing you tacked on. I wouldn't slot it or use it primarily as a heal. Just put it in your rotation and it will sometimes heal you.
  21. Synapse, Manticore, and Citadel are all zone-hopping kill-all adventures. Synapse even has creaky old patrols in it and perhaps the worst phoned-in copy-paste missions in the whole game and yet, for double merits and/or TFC badge progress, people will do it. So rewards DO work. Not just saying that. Also, important to note, the goal is not for everyone in the game to drop what they are doing and go run mission arcs. If boosting rewards a little encourages even a few radio teams to diversify, then it was worth it. This is about making unused content a bit more attractive. Not changing the whole world. Granted, I've no idea how tedious this might be. It might involve hand-editing hundreds of mission reward tables or something, in which case... tough sell. But if not, then it might be worth doing. Or maybe it can be scripted. ¯\_(ツ)_/¯
  22. This. Mostly if I know what the enemies are doing, everybody else should be fine, but I keep half an eye on those health bars if the fight gets messy (double pull, spread spawn, knockback artists plying their trade, etc.) Generally, I prefer to keep an eye on enemies more than I do on my own team, which is probably why I've never played a buff/heal support or an MM, My ideal PuG toon if I'm in a mood to just do my own thing though is a Stalker. Nobody expects anything of a Stalker. I am not protecting anyone. I'm not buffing or healing anyone. No one even notices that bosses are dying faster. *placates* "I was never here!" *poof*
  23. Almost nobody cares if you are merely "sub-optimal" with build choices. It's when someone's powers start affecting others negatively that people get called "rude". And you don't need a bunch of offline community research for that. You can see that happening right in front of you and learn.... or refuse to.
  24. So after 18 pages of discussion we've arrived at.... the exact thing that happened to the OP as the solution? Well done everyone!
  25. I think just switching Group Fly to opt-in instead of opt-out is the simplest solution unless there's some technical reason that couldn't work on a new toon. Nothing wrong with the Null solution we have other than people either not knowing about it or forgetting about it after character creation. And it's probably a situation where 99.99% of people want it disabled or would want it if they knew about it.
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