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KaizenSoze

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Everything posted by KaizenSoze

  1. I have heard a couple of instances of ITF hard modes going badly because very few players had tactics. The high mob defense in ITF hard mode is causing a lot of missing. I even had a 2 star where people were suffering, even though I had tactics.
  2. So, I am one of those weirdos who almost always takes leadership:tactics on all builds regardless of AT. Because I absolutely hate two things, missing and getting blinded. I even have a Psi melee/Ninja Scrapper which I love which has tactics and focused accuracy. This means I hit through pretty much any debuff, 2-3 death mages on you, no problem, Carnies debuffed you, no problem. She is going to hit unless the mob is MOG'ed or invulnerable. Ninjitsu has an endurance heal power which allows me to handle the end drain. I take Barrier instead of Ageless because of that. Having said all that. I didn't know that a lot of folks didn't take tactics at least. ITF hard mode has really brought this out.
  3. That is a nice trick using league to deal with alignment issues. I'll have to remember that.
  4. VEAT have high accuracy due having their own version of VEAT:tactics and set pieces. Specially, the Night Widow took build up to make darn sure Fold Space would land. Ball lighting and Electric fences are proc'ed out for damage. My Night Widow didn't need more set bonus, she needed more AOE damage. Banes have venom and VEAT:tactics which provides -defense and accuracy. Fold space rare misses, unless of course they are +3 bosses, which are pretty much immune to teleportation.
  5. As Nemu mentioned above any well played toon is useful. For hardmore, just bring a toon you are good at playing. These days I don't make specific toons for specific TFs. It might make a different build on the same toon. But I like the challenge of adapting a toon to a specific environment.
  6. Yes, this often happens on mission 3 of the ITF. The tanks get aggro capped, strays start chasing the squishies. A simple trick is to run/jump to the other side of the tanks, which forces the mobs to run right by the tanks. This often gets the mobs off me.
  7. I run a lot of PUGs. Please, keep in mind that team leads might be getting a swarm of IMs, which are rapidly scrolling up the screen. Things get missed, people skipped over, etc... There are a few courtesies I would like players to extend to team leaders. Notice, I said courtesies, not requirements. First, please take 5 seconds and type out a simple invite request like "Any room?", "I would like to join", "Do you have room?", etc... For instance, when I am asking for an invite. I always say, "Good day. Any room?" Currently, I am getting more any "inv", "ready", and my favorite to today "X". That's it, just "X". Second, if you're going to alt, then give the alt name. Sometimes all I get it "swapping", then nothing. Please, if you're swapping, at least give a partial name of the alt. Third, same with LFG, take 5 seconds and type out that you're going to LFG to the zone. I will always save a spot in that case. Fourth, if the team is nearly full. Please, make your way to the zone. I often have to say, "We'll start when everyone zones." Because someone is still out of zone when the team is full, because they are refreshing the exp buffs, training, or crafting. At least say what you are doing.
  8. At least, but number of runs lead. Yin is my clear favorite, not too punishing if you have a weak team. Fun to run at high difficultly. Definitely, my favorite to run as a kill most.
  9. I also have seen the same random issue with Khan. That particular mission has consistent with three different characters. Hopefully, it will provide a clue to solving the issue generally.
  10. I tested it again. No amount of jumping inside or outside to inside will trigger the exit. Comparing this to the Hydra Dimension map. All you have to do is walk into the box and you exit. No jumping required.
  11. I was working towards my Portal Jockey accolade and ran the mission "Take down Nightstar" for the Shrouded badge. The mission exit cube does not work. You can stand in for 10 or more seconds and you won't exit. Happens on multiple character. Not sure if the other versions of this mission have the same issue. My guess is it's a map issue.
  12. Haha. I have one of the most popular TA/DP builds in the defender forum. Haha.
  13. I take both sleeps, Lullaby and Poison Gas Arrow People forget about the -20% damage on Lullaby. Stack with PSA -40% -damage and you solo just about anything.
  14. I tested Symphony/Trick Arrow heavily on beta and I have 50+ toon. Just saying this so, you know I am not talking from theory. Enfeebling Lullaby and Chords of Despair: I absolutely do not want these changed into a melee range powers. One of the best things about Symphony is that it is entirely ranged. Range provides a great deal of safely for squishy ATs like Controllers and Dominators. The pet behavior is unique, but it has all the issue of pets in COH alas. AI is dumb and will always be iffy. A default attack would be nice, if nothing is queued.
  15. I think we are in that honeymoon stage of ITF Hardmode. Everyone wants their badges and loot, and wants it now, as fast as possible. Once it gets old, in a month or so. Folks will relax, the devs will tweak some things. No, need to give up teaming on a toon you love.
  16. What is your fire defense? You must have 45% fire defense and 90% fire resists to survive in fire farms if you aggro multiple group under the page 4 changes. There are discussions about this in general.
  17. I would like to see the build and the pets stats showing the team buffage.
  18. There is a lot of cool stuff in the ripples, but that was probably an additional 30 mins. Also, we just did the glowies in the open maps. Probably saved 20 mins plus. I think a full kill most ASF would take 2:30. I did do a kill most MLTF, with a little skipping on the open maps. Took 1:15ish, been awhile.
  19. I'll check everyone once in awhile to see how many I have, but I don't focus on them. For me always, the combat is the best part of the game.
  20. Since, it's the WST and I was tired of speed Aeons. I organized a 4x8 kill most zero stars, except we sped the ripples, Aeon SF. Took about 15 mins to recruit. I think we had all 50+ players. Completion time was 1:36. It was fun, nice to work through the SF. Instead of speeding or grinding out a hard mode run. Even in hard mode there is a lot of mob skipping. I didn't track carefully, but it was great, inf, and drops. Still plenty of deaths, much more than you get on an ITF with all 50+s. We were being aggressive, multiple spawn pulls, which added to the death count. I was hoping for an alternative to kill most ITFs, but the time length is a issue. I hate to see all that good dev work to underutilized, because folks either speed or the small percentage that grind out the hard mode. Maybe add some extra experience, drop rate... something to entice players to run the SF outside the extremes.
  21. Pre-emptive is good. I use Gravitic for the recovery/recharge/movement debuff. Mobs have no end and move very slowly. 🙂
  22. You were right. I had missed adding two attacks to the minions. I fixed that on live. Now they give 6408 exp. Lts and bosses were already correct. That slider is very confusing.
  23. Live only. Possible I missed an power on the minions to give full exp. I'll check in a bit.
  24. You can try mine, 50968, or just search for decoys. This is an active meteor fire farm. They should give full exp, if you're having issues standing in the middle. Then trigger the decoys and hang out on the edges. The mobs will come in smaller bunches. I think some folks might be afk farming, by standing on the edge, but I have not tried it. With very aggressive active farming, constant insp combining and attacking, each map can be completed in 2:30 to 2:45.
  25. I have an inkling to make a defender badger. I have thought about this before, but thought of all the soloing at low levels, causes me to give you on the idea. What do you think is a good low level soloer? I was thinking Radiation/*.
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