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KaizenSoze

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Everything posted by KaizenSoze

  1. I am tired of always feeling like I have to include Hasten. What hasten-less builds do you have that you enjoy and play regularly?
  2. Yep, been on teams like that and those are just fine with me. If you're clearing all the mobs, except a few strays all good. This is the opposite of the that, not clearing, but scattering and causing issues for the rest of the team. And I would not have not said anything if it happen once and awhile. This exact thing happened again and again.
  3. I do have a tank and I do play in a way that protects and groups mobs. But I don't want to play my tank all the time. I have alt-ist like everyone else. Also, sticking with the tank doesn't work when the path is narrow. Not everyone has stealth and because the tank is aggroed capped. Mobs are running around.
  4. I was a bit nicer, like we have a bunch of strays back here. Let's slow down a bit. No response. We needed them for the final fight. Didn't want to ruin the whole TF.
  5. This was happened on two ITF and three Market Crashes in a row over the last two weeks. The tank/brute is obviously fully built and handle the aggro, so that's not an issue. The player will jump two or three groups head, they might taunt the first group, but then they hit the aggro cap and mobs scatter. Or the instead of pausing for two seconds to wait for multiple freak rezes. They jump two groups ahead again. So, the rest of the team is stuck with fully rezzed freak tanks and usually the lower levels are trying to clean them up very slowly. At point in the first MC mission we had five freak tanks running around and the tank was halfway across the map aggroing three more groups. They are pretty much ignoring the group and soloing the TF. If they would group up the mobs nicely, things would go faster, because AOE would be more effective. It's very selfish play and makes thing slower for the whole team.
  6. Is this a PvP suggestion? Because, I would not want this change in PvE. Yes, for the better. Re-toggling everything at level 50 was really annoying to non-mez protected ATs.
  7. It was changed, not sure from what to what. I still think it should be shorter, because it blocks your ability to use Frozen Aura.
  8. Freezing Touch: https://cod.uberguy.net./html/power.html?power=blaster_support.ice_manipulation.freezing_touch&at=blaster Freezing Touch has to be one of the longest dots in the game. It takes 10.1 seconds to complete the damage portion. To put it another way, the dot takes slightly longer than the base recharge of the power! In the end, you waste most of the damage, because the mob is killed by other attacks in the current game. Even solo. Also, it interferes with Frozen Aura, the dot renders the sleep portion useless. https://cod.uberguy.net./html/power.html?power=blaster_support.ice_manipulation.frozen_aura&at=blaster Simple request, keep the damage the same, but shorten the dot length. If that means, adding recharge or end cost. I think that would be a good trade off.
  9. I take mental blast to punch through mob t9s that have a psi hole. Or pulling in really tough content, think AE 801s. Arcane bolt is for dropping runners or things just out as range as Bopper said. Single target rotation Follow up->Slash->Lunge->Strike or Eviscerate depends if the mobs are packed together for the cone I use everything at some point or another. Widows have the lovely issue of having too many options that are good.
  10. That depends a lot on the speed of the attacks. Single target attacks like Widow claws or other ATs are very quick recharging. So, I end up with 3-4 single target attacks in rotation. Then check my AOEs if needed. Some attacks always need to be in rotation as soon as they recharge, like Follow up.
  11. Nobody know how are when procs will be changed. 5:31 is still a very good time!
  12. It's in the trapdoor thread page 2 or 3 I think.
  13. I have noticed an increase in new or returning players. Yeah! So, if any of the new or returning players are having issues organizing TF teams. Here are a few suggestions. These are not requirements. Merely suggestions for composing your recruiting text: State if the TF is being run speed or kill most If you don't state this you run the risk of players running ahead and completing the mission while the rest of the group is still on the first few groups. Speed means skip everything but mission completion objectives These are usually run at low difficulty like 0 Often not newbie friendly, because experienced players blaze through with speed and stealth. Leaving other players, usually the newbies, confused and overwhelmed. Kill mosts Kill everything between you and the mission completion objectives Not a kill all Usually, run at +1 or more difficult for most experience You can add what difficulty you're running at if you want Slower pace, good for leveling, can take much longer, sometimes much longer, then speedy. Task force name State the minimal level required. If the TF requires level 20 or higher. Then I say level 20+. LFM = Looking for more As you add players I change the LFM from LFXM. X being the number of open spaces left on the team It adds a bit of urgency. Oh, the team is filling up I better ask for spot Add these pieces together Example: Kill most. Yin TF. Level 20+ required. LF6M.
  14. I forgot about the Awakened, because there is really only one high level arc that has them. Nasty, nasty, I love em.
  15. I have a love/hate with Arachnos. They are tough and can wreck you, but it's always a good fight solo. Same thing with Carnival of Shadows. I don't hate, but find very boring. Cimerora Romans, they are just tedious to fight. High defense, lots of -defense, tons of mez protection, not a lot of variety. Fighting them solo is a slog. How about you Fenris?
  16. A note about leveling. I have running these tests on the beta server, so the character is fully built out. On live, I am now level 35 with maxed SOs only. You will need to run in efficient mode a lot. It's an end hog of a combo. Also, recharge is an issue and you might want to take both Stone Fist and Stone Mallet until your final respec. Still fun to level. At least you have a way due to bio to compensate for the end usage.
  17. I have tested every build in this thread. The ones I built are not having endurance issues, between DNA siphon and epic. Some of the others I have to watch the bar between DNA siphons. Any end drain like Mu and I would be required to hit ageless. With enough recovery I can use Ageless Core just for recharge or Partial for DDR. Or Barrier. One note about Focused Accuracy, I hate missing. I am a bit obsessional about it. The power allows me to hit through CoT, Arachnos, and Carines most of the time. Even when heavily debuffed. Tactics does not provide toHit resistance. Second note, I am not really very good at Trapdoors. I'm always noticeably slower than others. If I am getting a nice 7-7:30. Someone else could probably get well under that.
  18. I have testing against 4x8 Arachnos and Carnies. So, yeah, it's great for trucking through stuff. You might have to pop insp if you pull too many at once, but it works.
  19. Current build, it's a hybrid of the previous builds posted. I found that their was a noticeable damage decline as shown in trapdoor times.
  20. That is a very impressive build. I'll try that out of the beta server tomorrow.
  21. I was messing around with different Scrapper primaries and realized that Stone melee has a lot of damage mitigation. Which might pair nicely with bio armor, which I have been wanting to try out, but found too squishy with other primaries. I couldn't find a stone/bio build on this forum. So, I pieced one together from a couple of others. Works pretty well. 7 min trapdoor with no heavy procing. Can defeat 4x8 Carnies and Arachnos. You need lots of recharge, stone attacks are slow, very endurance heavy. But you can stun and KD everything around you almost continuously with those nice crunchy single target attacks. Critical strikes fires a lot in Seismic Smash. Open to slotting suggestions. Build:
  22. I have made my fair share of post about what I think are wrong with particular powersets. To compensate for that I would like to have a discussion about powersets that are just fine, not in need of any major adjustments. For example: Fire blast Ice blast Water blast Time manipulation
  23. I have a suspicion that it's debuffs and patches. Stack too many debuffs or damage/debuff patches and him might run. Also, I have noticed mobs running when they miss too many times. It's all subjective observation. I make a point of immobilizing him at the cost of my DPS, so that the team can wail on him.
  24. I still believe the primary issue is advertising. Except for an small percentage of hardcore players, everyone else will get bored and take a break. This is true for all games. We just need more people in general, drastic changes to the game mechanics won't necessary help and might just alienate the existing population. CoX is good for playing intensely for a month or two, taking a break, then playing game. The game doesn't really pass you by if you take a month off. It's easy enough to pick up again, once you have gotten over the initial learning curve. That is a strength, not a weakness. Of course, I play all the time, but I am a nut.
  25. For no other reason that the new difficultly modes are restricted to 8 players instead of 16+. It makes a huge difference when you have 16+ players worth of buffs. Also, the new diff mode mobs are equipped with nasty debuffs. I have seen -90% resists, massive -recovery, and -regen on my SR tank on relentless runs. iTrials mobs need an update.
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