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Bumguffy
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Everything posted by Bumguffy
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I was just thinking that this might be the case however I'm now not sure if to go with the advertised time of 23:30 GMT = 19:30 ET or with what you suggest. I think we stand a better chance of getting more folk (from your side of the pond) if it's 7:30pm rather than 6:30pm (although CrowcusPocus may have an opinion). I'm pretty sure I can be on at the earlier time so as to catch this error in my planning and can talk rubbish or something else while waiting for everyone...
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Give a thumbs-up below if you're planning to make it this Thursday 23:30 (GMT) or reply with an 'I'll be late' or other such appropriate message. I've detailed below the lower power picks for 'easy' reference - hoping that we'll get to 18 and test if choking cloud does what we hope. The attack chain 'heal' element may need promoting 🙂 If there are any team slots free (without prior 'late' notice) I'll put a call out in game for non-forum reading players to roll a Rad/Fire on the night. Indeed if there is anyone reading this who might fancy this defender superteam, let me know and we'll see if we can squeeze you in. It doesn't matter what level you are, as stated before it's going to be pretty impossible to all level evenly. Most of us are low teens after the first session. Cheers, Guff. 1 - Radiant Aura and your choice of Flares or Fire Blast 2 - Accelerate Metabolism 4 - Fire Ball 6 - Maneuvers 8 - Super Jump 10 - Rain of Fire 12 - Radiation Infection, Enervating Field, Lingering Radiation, Mutation or Injection 14 - Tactics 16 - Radiation Infection, Enervating Field, Lingering Radiation, Mutation or Injection 18 - Choking Cloud 20 - Radiation Infection, Enervating Field, Lingering Radiation, Mutation or Injection 22 - Assault 24 - Radiation Infection, Enervating Field, Lingering Radiation, Mutation or Injection 26 - Radiation Infection, Enervating Field, Lingering Radiation, Mutation or Injection 28 - Blaze
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It was LOTS of fun - we started as 7 ran around doing 'new' missions in Atlas Park before a brief stint n the hollows before finishing on Posi 1. What went right; Giving the star to @Techno - he's the perfect mix of old and new skool as well as a steller 'organising machine'. Saving everyone from my dire typing skills by using discord (again ALL @Techno!) The build (up to now) seems to behave as hoped (i.e. only slotting really NEEDED is AM - I think the level 10 IOs made it so we didn't have to spend lots of time wondering where to put slots or if it was worth putting anything in them - personally I didn't apart from AM and Maneuvers) The team was chilled and laid back - again we are all grateful for @Techno taking the first (and second) deaths so the rest of us could relax and NOT BE THAT GUY! Learning that an AoE heal is a valid entry in an attack chain 😉 (RoF, Fire ball, HEAL!!!!) What went wrong; 1.5 team wipes on the last Posi 1 mission was all my fault - everyone was kind enough to forgive my stupidity for running in like an idiot with the words of Prince's 'Purple Rain' in my head distracting me from a more co-ordinated attack 😮 Starting Posi 1 after @Bionic_Flea went for food - this is my biggest regret and will definately hope to learn from it, sorry dude, that was poor form! AM gathering was OK bordering on so-so - this is something I think we'll improve on, we REALLY noticed the difference when it was down. While it was perma we flew (6 members plus seems to be the magic number for this). As for SG nothing has been organised yet but I could look into asking the SOV coalition if I can invite the team to utilise their bases - maybe if this is still a 'goer' after the next meet-up. I'm thinking same time next week 16th March - shout if this doesn't work for you or you'd like to go sooner. Happy if folk want to level outside this, most of us finished at level 13/14 last night. I'll tidy up my enhancements before next time. On the basis that it's going to be very unlikely to have all 8 of us manage to make every 'session' I'd suggest that there maybe space for a couple more folk to roll a Rad/Fire and join in. Finally a big thank you to everyone who turned up last night - hope you enjoyed it as much as I did. Guff.
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Clearly this team 'today' just had to be!
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Updated team news: @Guffy @Techno 'GobbledyGook' @FireChief @Lady Grams (if not a card-carrying member of the KB club) @CrowcusPocus (if not a card-carrying member of the KB club) 'Bionic_Flea' DoomGuide2005 Potential interest from: 'Kito' (if we can find another/better time to meet up). IF everyone turns up (which for the best will in the world I doubt) then I'll not need to advertise further. We'll start at level 1 or 2 underneath the left heal of Atlas TODAY at (23:30 GMT) on Excelsior. First picks are; 1 - Rad Aura - and a blast of your choice 2 - AM 4 - Fireball 6 - Maneuvers 8 - Travel power (SJ for me) 10 - Rain of Fire Shout when we get together tonight if you have some burning desire to any particular content. Laters, Guff.
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Yeah, sorry about the timing of this 'global' effort - if we get more interest than a full team's worth then the schedule will likely be pretty flexible/ad-hoc. Whereas it would be nice to all level at the same pace however I'm under no illusion that this will happen for a myriad of reasons. I won't be worried if folk want to out-level me/others because they are having fun. I'm definitely down for changing the way the team is built depending on our experience. Daydreaming about this stuff while I'm at work this morning I'm thinking; Levels 1 - 4 Muck about in Atlas maybe a mission or two maybe streetsweeping... Levels 5 - 7 The fireball madness starts in the sewers Level 7 = Run out of the sewers (quickest way might be to ride the faceplant express to hospital) BECAUSE....from this point on we'll have 5 or 6 Level 10 +rech IOs in AM and we'll be perma AM (eight times over)* Level 7 - 10 = Trying to get used to the speed boost and recharge of above AMs (maybe back in the sewer - maybe a DFB TF, again still in the sewer - either way we're gonna need a shower) Level 10 - 18 = Learning to spread out the Rain of Fire to avoid mobs 'getting away' Level 19 + = Trying to make CC work by diving into melee - after this we'll need to work out what our best strategy is and how the build(s) can achieve it. The only 'purposeful/deliberate' slotting I'm thinking is for AM (at level 7) and maybe some +Def in Man (if it feels like we need it). Not sure that 'teaming time' should be used for slotting?? I'm really looking forward to this later - hope you can join the madness at some point. Guff *(I've already got enough L10 +Rech IOs for the whole team)
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It is not an issue - I made mine and did the tutorial already which is why I suggested that we meet in AP at either level 1 or 2.
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Those were just my original ideas that I thought best to scrap before simplifying an already over complicated original post. An old skool sewer run sounds like a great idea - maybe post level 4 (Fireball)? Might take an age to 'flares' large mobs down there.
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Sorry about the duff timing for you - it's not great for me but wanted to give US time zones the best change of making this thing work. Maybe you could use this format to have a go with one of your own - indeed there maybe other opportunities for a varied time schedule with this group but we won't know until we've started what the future will hold. Either way good luck.
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lol - we could do this all night - by the looks of the timing of your post you are 5 hours behind so (for you) the time tomorrow will be 18:30. In answer to your question however I 'm at 21:26 here now.
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Well - if you think you'll be available to relive some (dis)organised mayhem let me know - I plan to advertise in-game before we start for the last of the slots either tonight or an hour or two before we start.
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Looks good, might be nice to respec into a solid build once we get down a few levels. For starters I'm hoping that the bunch of level 10 +Recharge IOs I've emailed myself (enough for the whole team) will mean that we won't need to stop for extended periods. The plan is to slot 5 or 6 of these in AM at level 7 then only really apply dropped enhancements 'as we go' - this way we can get on having fun with very little slotting stops needed - that's the hope anyway. Reality may well dictate a different approach. Hope to see you there.
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So far it looks that there is confirmed interest from: @Guffy @Techno 'GobbledyGook' @FireChief @Lady Grams (if not a card-carrying member of the KB club) Potential interest from: 'Kito' And if I can ply him with enough coffee to stay awake: @CrowcusPocus (do starbucks deliver where you are?) We'll start at level 1 or 2 (I may have already rolled 'FireyGuff' and took him through the tutorial - why have I done the tutorial so many times? not a good sign) underneath the left heal of Atlas this Thursday afternoon/evening or early morning Friday depending on time zone (23:30 GMT). Excelsior server. First picks are; 1 - Rad Aura - and a blast of your choice 2 - AM 4 - Fireball 6 - Maneuvers 8 - Travel power (SJ for me) 10 - Rain of Fire I'll try and drum up some in-game interest over the next couple of evenings if there's not enough here to fill a team. I'm not precious about 'how we play', maybe an initial streetsweep followed by missions/TFs? All ideas for fun can be discussed 'on the night'. I wasn't planning to run at double xp outside the stuff you get for 'not playing' however if speed of levelling is important to the majority I'm easy. It's possible that anything less than 5 in this team could quickly become super-dull instead of super-team so may not start with less than this (obviously hoping for a full 8). Look forward to seeing you there, and have a glass ready to raise for the team's first comedy alpha faceplant - almost certainly going to be me. I'll update this thread if others confirm their participation. Cheers, Guff
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I think EST is currently 5 hours behind GMT so in your money that's 18:30. I picked fire as secondary because it has early AoE power picks and a little extra damage over time. Other secondary sets largely fall into two camps; 1) Those that have nice extra de-buff effects - which if we need de-buffs outside of the Rad primary then I think we're doing it wrong. 2) Those that Knockback - If you love KB then this team is likely not for you. I plan to 'pull less' and 'wade in more' - taking the mobs where they stand (for the most part). Hope this doesn't put you off? On the off chance that there is more interest than team spots I'll prioritise those who roll a Rad/Fire over those who roll a Rad/something else. Those that roll KB heavy secondaries will be encouraged to reconsider. My original thoughts for this team considered having a theme - 'Snow Fight and the 7 Dwarfs' (the bearded kind) which were all Rad Primaries and two each of the following secondaries; Fire Elec Rad Water But different sets matured at vastly different times and so decided to keep it simple and go with a 'single' build. Plus the theme really didn't fit - someone should use it if they wanted to roll some sort of huge Snowperson with a mix of LotR style followers. Failing that you could go full on Disney....I digress - as usual. Cheers, Guff.
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So I’ve left this to percolate for a week and it’s possible that this may have been a road most travelled however will attempt to stage this Rad/Fire defender team this Thursday evening 23:30 (GMT) on Excelsior underneath the left heel of Atlas. I’ll likely be on earlier than this to potentially drum up some enthusiasm for more players, however if you plan to be there let me know here and I’ll save you a spot – despite the fact that I think I may be the only one. Otherwise you can find me on the global handle of @Guffy in-game. Cheers, Guff.
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Holy S**TBAGS! Falsey!!!!! - these posts have made my day! Older (tick), Slower (tick) - you missed the ability to faceplant at any opportunity (tick tick tick). You are the reason for this Rad obsession! You were probably instrumental in countless other nuclear disasters globally too!
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Thanks for the fix dude - don't like typing long posts direct onto forums (just in case they screw up/go down seven eighths of the way through). I copied it from word and was too stupid to realise that the format wouldn't auto-change to something legible. It was probably a daft/well trod path anyway and not worth the time it took to read my incoherent ramblings. Thanks again.
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Well I'll be! How are the cold climbs of Canada treating you - still there? Not too familiar with OFMG - if not transposed it's a little sinister/inappropriate. I'm not playing loads - probably because I haven't found other old idiots like me from Defiant to talk utter rubbish with in my newly created account. But yes it's really me. @Guffy on Excelsior but everything seems possible these days. Be good to catch up in game some time! *whispers seductively* 8 Rad Fires - you know you want to...
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*wave* - don't recognise your forum name - but yes I'm one in the same; UV FTW indeed! First thing I did when I found this game again was roll a Fire/Rad trolley. Think I was a little disappointed, with very limited playtime, that I could get to 50 in just over 4 weeks (no PLing or farming). Back on live I remember playing for longer than that and still not getting a travel power (level 14 in old money). I very defiantly miss the challenge of good team tactics and synergy, I think I read it best somewhere else on these forums, someone said something along the lines of "Teaming in this game now is 8 characters soloing together." (mis)quoted for truth. I've been playing on Excelsior (for no other reason than it looked busy when I first started) despite being in the UK but feel free to tap me up @Guffy if you have the need to talk rubbish or re-live past triumphs like speed-running Statesman's TF - wish I still had my build for my invul tank - I might actually reroll him. Anyway to appease the forum Nazis I'll attempt the bring this back OT - if you're interested in some bonkers Rad/Fire superteaming let me know.
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For the lazy and entitled 😉 Fed up with endurance issues in the early game? Can't be arsed to slot every power 'to the max' pre-IOs? Want to feel like ‘old skool’ teaming tactics? Really don't want to beg for 'AE farmz plox' straight out of outbreak? Well if you answered yes/maybe to these questions (even one would be a start) then maybe the following super-team is for you! Maybe you hear super-team and think of glorified farming or running at ridiculous difficulty far too soon? Maybe you hate forum posts that start with too many questions before getting to the damn point? If you have the patience for pretty poor team leadership and multitasking skills? Then maybe, just maybe, reading this very pointless preamble could be worth your while. Indeed the fact that you have read this far without throwing your mouse/phone at the wall means you might just be the hero this world needs but doesn't deserve! Since reconnecting with this game just over a month ago (after many many years away) I've wanted to enjoy once more the barmy lunacy of 8 characters with 8 (almost) identical builds. Having done it with Fire/Rad Controllers 'back in the day' I thought it might be nice to have a go with Rad/Fire Defenders? For me the selling points are; 8 lots of Accelerate Metabolism, 8 lots of Maneuvers and 8 Fire Balls - all by level 6! When we hit perma-8xAM which will likely only require dumping recharge DO/SOs we find along the way, our stats will be pretty nice with very little else that will 'need' slotting. Out of the box, 8 lots of AM+Man+Ass+Tact, on a defender, will give us: 400% Damage (iirc: the cap is 400% despite us being at 450%) +240% Recovery +240% Recharge +240% Run/fly Speed 28% Defense to all (slotted with 3 even level SOs in Maneuvers that should be 43.68%) 98% +ToHit buff more than I can be bothered to count resistance to most status effects Here's the build (deliberately not done in Mids to emphasize the general lack of slotting required and 'choices') [Included is a 'brief' reasoning for the power]: Level 1 - Radiant Aura and your choice of Flares or Fire Blast [Throughout this build the usual jewels of the Radiation Emission set, debuffs, are taken a little later with the potential of not being needed nearly as much. As such this non-targeted-team-heal (RA) taken early should, for a well clustered team, make up for the lack of +Res] Level 2 - Accelerate Metabolism [For pretty expensive 50 builds you can get this (and hasten) permanent, we will have this multi-buff perma really early (after a few +recharge enhancements slotted) - this makes AM the most important power in this team, and we get it at the bargain price of level 2] Level 4 - Fire Ball [It's a big ball of fire - nuff said] Level 6 - Maneuvers [The defender in me wanted to swap this with the level 4 power pick (Fire Ball) but I think we need to learn to do the 'hard time' up until this level learning to a) Gather for staggered AMs b) Stick tightly together as a team AND c) Not take ourselves too seriously when the fireball agro makes for a promising entry into 'Most entertaining death of the week' award] Level 8 - Super Jump [I'm not worried if you want to take another travel power - in fairness a travel power isn't likely needed this early but, as stated in more detail later, this team isn't about 100% efficiency AT ALL TIMES - I'm just not that highly strung] Level 10 - Rain of Fire [It's fire falling from the sky - yes even indoors - best to not overthink it. More agro equals further potential award ceremonies for comedy faceplants.] Level 12 - Dealers choice! Pick what you fancy from Radiation Infection, Enervating Field, Lingering Radiation, Mutation and Injection (from Medicine pool) [By level 26 we'll each have all five of these powers - in an ideal world we'd stagger and pick a good mix between us but I'm really not that draconian] Level 14 - Ladies Choice! (don't ask why I called it that - sometimes I don't even know what I'm saying) Choose from Tactics and Assault [Another 'we will have both' soon enough. Although coordinating this pick might be wiser than Dealers Choice] Level 16 - Dealers choice#2! [See level 12 and stop expecting me to spend ages copying and pasting the same rubbish] Level 18 - Choking Cloud [This power will do one of two things 1) Move us into melee and so we can do the indoor fire rain dance with the bad guys OR 2) Be a total damp squib and require a swift (and embarrassing) respec - I'm hoping for the former] Level 20 - Dealers choice#3! [Do I really need to point you at level 12 details again? I won't do it again...] Level 22 - Ladies Choice#2! [It's like Dealers choice but this time you'll need to refer to the level 14 power explanation, I know what you're thinking…”Guff, you've over complicated this!”] Level 24 - Dealers Choice#4! [You were warned!] Level 26 - Dealers Choice#5! [Don't make me come back there! It really isn’t a choice is it.] Level 28 - Blaze [Because AV's deserve it] As you will have noticed I probably need a lie down, the plan for the last 8 power picks currently stands as; 30 - Combat Jumping* 32 - Boxing 35 - Oppressive Gloom 38 - Inferno 41 - Dark Embrace 44 - Soul Drain 47 - Tough 49 - Acrobatics* (*) Travel power dependant. This however may have just been a good idea on paper but dull to play or the very best idea although ‘misunderstood’ and 'before it's time'. Either way folk will have walked away vowing to never again join a team with any 'Guff' related character...and who could blame you. If we do get this far then another bonkers discussion can ensue for these remaining powers. Disclaimer: The application of this team idea is not about getting to 50 as efficiently as possible, it's also not about making 'the best possible team for all occasions'. Quite simply it's about having fun with (hopefully) a very uncomplicated character to play in a team of like-minded ‘lazy’ players. We'll have just one targeted buff (Injection) which we may never find is necessary, everything else is fire off at/near a bad guy, fire off into a crowd of good guys or the first 5 minutes of every session 'toggling up'. I've deliberately only put this (for now) on the Defenders Forum as I'd like to see if it has any traction before the 'Where and When'. Also being my first post on these forums I need to see if my sensibility can cope with the 'YOU MUST HAVE A SONIC DEFENDER TO UBERZ YOUR TEAM DUMBASS!' or 'Dr.Aeon called, he wants his stoopid idea back!' before I consider making a second. Lie down earned - you may need one too. Cheers, Guff.
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CTRL-A to make your eyes bleed.
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Fed up with endurance issues in the early game? Can't be arsed to slot every power 'to the max' pre-IOs? Want to feel like ‘old skool’ teaming tactics? Really don't want to beg for 'AE farmz plox' straight out of outbreak? Well if you answered yes/maybe to these questions (even one would be a start) then maybe the following super-team is for you! Maybe you hear super-team and think of glorified farming or running at ridiculous difficulty far too soon? Maybe you hate forum posts that start with too many questions before getting to the damn point? If you have the patience for pretty poor team leadership and multitasking skills? Then maybe, just maybe, reading this very pointless preamble could be worth your while. Indeed the fact that you have read this far without throwing your mouse/phone at the wall means you might just be the hero this world needs but doesn't deserve! Since reconnecting with this game just over a month ago (after many many years away) I've wanted to enjoy once more the barmy lunacy of 8 characters with 8 (almost) identical builds. Having done it with Fire/Rad Controllers 'back in the day' I thought it might be nice to have a go with Rad/Fire Defenders? For me the selling points are; 8 lots of Accelerate Metabolism, 8 lots of Maneuvers and 8 Fire Balls - all by level 6! When we hit perma-8xAM which will likely only require dumping recharge DO/SOs we find along the way, our stats will be pretty nice with very little else that will 'need' slotting. Out of the box, 8 lots of AM+Man+Ass+Tact, on a defender, will give us: 400% Damage (iirc: the cap is 400% despite us being at 450%) +240% Recovery +240% Recharge +240% Run/fly Speed 28% Defense to all (slotted with 3 even level SOs in Maneuvers that should be 43.68%) 98% +ToHit buff more than I can be bothered to count resistance to most status effects Here's the build (deliberately not done in Mids to emphasize the general lack of slotting required and 'choices') [Included is a 'brief' reasoning for the power]: Level 1 - Radiant Aura and your choice of Flares or Fire Blast [Throughout this build the usual jewels of the Radiation Emission set, debuffs, are taken a little later with the potential of not being needed nearly as much. As such this non-targeted-team-heal (RA) taken early should, for a well clustered team, make up for the lack of +Res] Level 2 - Accelerate Metabolism [For pretty expensive 50 builds you can get this (and hasten) permanent, we will have this multi-buff perma really early (after a few +recharge enhancements slotted) - this makes AM the most important power in this team, and we get it at the bargain price of level 2] Level 4 - Fire Ball [It's a big ball of fire - nuff said] Level 6 - Maneuvers [The defender in me wanted to swap this with the level 4 power pick (Fire Ball) but I think we need to learn to do the 'hard time' up until this level learning to a) Gather for staggered AMs b) Stick tightly together as a team AND c) Not take ourselves too seriously when the fireball agro makes for a promising entry into 'Most entertaining death of the week' award] Level 8 - Super Jump [I'm not worried if you want to take another travel power - in fairness a travel power isn't likely needed this early but, as stated in more detail later, this team isn't about 100% efficiency AT ALL TIMES - I'm just not that highly strung] Level 10 - Rain of Fire [It's fire falling from the sky - yes even indoors - best to not overthink it. More agro equals further potential award ceremonies for comedy faceplants.] Level 12 - Dealers choice! Pick what you fancy from Radiation Infection, Enervating Field, Lingering Radiation, Mutation and Injection (from Medicine pool) [By level 26 we'll each have all five of these powers - in an ideal world we'd stagger and pick a good mix between us but I'm really not that draconian] Level 14 - Ladies Choice! (don't ask why I called it that - sometimes I don't even know what I'm saying) Choose from Tactics and Assault [Another 'we will have both' soon enough. Although coordinating this pick might be wiser than Dealers Choice] Level 16 - Dealers choice#2! [See level 12 and stop expecting me to spend ages copying and pasting the same rubbish] Level 18 - Choking Cloud [This power will do one of two things 1) Move us into melee and so we can do the indoor fire rain dance with the bad guys OR 2) Be a total damp squib and require a swift (and embarrassing) respec - I'm hoping for the former] Level 20 - Dealers choice#3! [Do I really need to point you at level 12 details again? I won't do it again...] Level 22 - Ladies Choice#2! [It's like Dealers choice but this time you'll need to refer to the level 14 power explanation, I know what you're thinking…”Guff, you've over complicated this!”] Level 24 - Dealers Choice#4! [You were warned!] Level 26 - Dealers Choice#5! [Don't make me come back there! It really isn’t a choice is it.] Level 28 - Blaze [Because AV's deserve it] As you will have noticed I probably need a lie down, the plan for the last 8 power picks currently stands as; 30 - Combat Jumping* 32 - Boxing 35 - Oppressive Gloom 38 - Inferno 41 - Dark Embrace 44 - Soul Drain 47 - Tough 49 - Acrobatics* (*) Travel power dependant. This however may have just been a good idea on paper but dull to play or the very best idea although ‘misunderstood’ and 'before it's time'. Either way folk will have walked away vowing to never again join a team with any 'Guff' related character...and who could blame you. If we do get this far then another bonkers discussion can ensue for these remaining powers. Disclaimer: The application of this team idea is not about getting to 50 as efficiently as possible, it's also not about making 'the best possible team for all occasions'. Quite simply it's about having fun with (hopefully) a very uncomplicated character to play in a team of like-minded ‘lazy’ players. We'll have just one targeted buff (Injection) which we may never find is necessary, everything else is fire off at/near a bad guy, fire off into a crowd of good guys or the first 5 minutes of every session 'toggling up'. I've deliberately only put this (for now) on the Defenders Forum as I'd like to see if it has any traction before the 'Where and When'. Also being my first post on these forums I need to see if my sensibility can cope with the 'YOU MUST HAVE A SONIC DEFENDER TO UBERZ YOUR TEAM DUMBASS!' or 'Dr.Aeon called, he wants his stoopid idea back!' before I consider making a second. Lie down earned - you may need one too. Cheers, Guff.