DreamWeaver

Renowned
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  1. [ QUOTE ]
    [ QUOTE ]


    (3) Glad you trust me, cause I don't trust myself

    [/ QUOTE ]u sound like my not-so-missus that we talk of so much in RL

    [/ QUOTE ]

    Remind me to wash my mouth out. Looking forward to meeting new peeps...
  2. /petcom_all SeekAndBatSmash

    There's definitely one thing missing though. I really don't feel it's a proper villainous base without a decent sized patch of molten hot magma. (If not for KBing visiting raiders into, then just for doing toast over in the morning.)
  3. Plight:
    (1) was aware Advisor and the Computer were specials, so built new slimline control room and shifted them across without destroying them - then deleted old one and got the prestige back.

    (2) We only have one teleporter - other one was a typo, now edited

    (3) Glad you trust me, cause I don't trust myself
  4. Cooo... *signs up for Ghost Widow fan club letter, secret decoder ring and destructive psychic power pencilcase*
  5. Before anyone screams...

    Have moved a couple of rooms around in the base so we can fit the required eight in without expanding the plot - and should now have enough room for two IoP chambers. First one installed.

    So we now have:

    - 8x Rooms need one more
    - 1x Teleporter Room check
    - 1x Raid Teleporter check, though it's bloody huge
    - 1x Vault (for IoP Base) check
    - 1x Item of Power Base not sure we need this
    - 6x Dimensional Anchors to be installed
    - 1x Mission Computer check

    Thank you for your attention. Let the /em batsmashing begin...

    DW/Flux
    x
  6. Am getting thoroughly addicted to my MM and eager to get my ultimate Pet (seen the giant robots? *drool*)

    It *does* get trickier between 18 and 26 - because although you get more pets, they're less effective killing machines individually and need a bit more love, attention, and pampering with the finest Acc enhancements money can buy.

    You also start getting:
    - the start of mission ambushes (which means you've got to get your pets up immediately and buff them in-combat).
    - the choice between having great powers and the END to use them (ye olde Stamina question rears its ugly head again)
    - Scrapyarders (arrrrrrrrrrrrrrrrrrrrrggghhhhh)

    ...but it really is worth carrying on. Every AT has a few levels that suck, and after 26 MMs become hideously powerful again
  7. [ QUOTE ]

    [ QUOTE ]
    2. Is there any proposed date of release for post level 40 support, although I'm only level 24, I would like to have something waiting for me when i eventually reach 40+.

    [/ QUOTE ]It's Issue 1/7, which should be released in 1-2 months.

    [/ QUOTE ]

    I've heard various different rumours relating to post-40 content for CoV:

    - Post-40 adventures on the island of Grandville
    - Corolax Hybrids as an Epic Archetype (like Kheldians)
    - Evil dimension-hopping missions
    - A new top-level PvP zone set in an alternate reality (Recluse's Victory)

    Can anyone confirm, deny, "officially deny" or "soooooon" for these?
  8. Epic Power Pools are unlocked once you hit Level 41. They're specific to each AT and the great thing about them is they help "round out" a character - giving you some of the things you'd been missing up to now.

    For example, Tankers and Scrappers can pick some ranged attacks, Defenders and Blasters can pick up damage resistance and uber-melee attacks, etc.

    As with other power pools, you need one from the first two powers before you can pick up the third power, and any two other powers before you can pick up the fourth.

    Although they come in various flavours that resemble other power types, you don't have to stick to ones that fit your build up to now - for example, a Fire/Fire tank could cheerfully pick up Ice powers or a Psi defender can pick up Elec powers.

    One tiny catch for CoV fans - the current content and levels stop at 40, so no epic powers for you until there's content to support post-40 people
  9. The man from Zaprobo he say...

    [ QUOTE ]
    - 8x Rooms
    - 1x Teleporter Room (for Raid Teleporter)
    - 1x Vault (for IoP Base)
    - 1x Item of Power Base
    - 6x Dimensional Anchors
    - 1x Mission Computer
    - 1x Raid Teleporter

    Then you can fire up the Trial.

    [/ QUOTE ]

    [SFX: sound of Dreamer keeling over in a dead faint with a searing pain in the purse area]
  10. Point of order, big blue:

    We need a decent-size strongroom before we go do the Cathedral of Pain trial (otherwise we could wind up completing the trial and nowhere to put the IoPs...)
  11. [ QUOTE ]
    Assassin's Impale includes everything I can/have assassinate(d). These include a gate! and... 'shifty eyes' even a filing cabinet :P.

    [/ QUOTE ]

    Good job!
    I hear they're very dangerous if they're only wounded.
  12. DreamWeaver

    Good Duos?

    I've had most fun teaming with other MMs to totally throttle the opposition... but often on later levels you won't have time to set up, so a Fire, Ice or Rad Corruptor would probably be best.
  13. Think it's random. tried the base reclamator and got sent somewhere completely different both times...
  14. [ QUOTE ]
    dreamer, well thats a bit poo isnt it, hmmm. is it tech tpers or tech med reclaimators that are bugged?

    [/ QUOTE ]

    AFAIK, neither are, but Arcane teleport pads are screwy (won't place according to several posters on this here board).
  15. DreamWeaver

    HMTL: Editors?

    Funny, someone said I was cheap :P

    Try CoffeeCup Free from Download.com (search for HTML Editor) or keep an eye on PC mag cover discs for freebies of one kind or another.
  16. He's even blue in the photo :P
  17. Slight addendum:

    For some reason, Tech items will happily run on Arcane power and Control - pretty much like iMacs will run on witchcraft.

    People with base edit rights can switch forges to workbenches and back at will so simply hand off all your tech salvage to one of us.

    BTW, if we want teleporters, the Arcane ones are currently bugged so we need to buy Tech anyway
  18. DreamWeaver

    Teleporters

    On the other hand, tech equipment seems to run perfectly well on magic power and control. (Hence why we have iMacs.)

    Just buy tech teleporters until the arcane ones are ready.
  19. Ouch.

    Mind you, that should come down to 3 or so when slotted with SO Rechargers. Given that the average instanced mission lasts 20 minutes, you could have the 3 key droids (Assault and ProtBots) up and charged in plenty of time for the big finale.

    Now if only there was a /slash command to make a pet use a specific power on cue...so that your Assault bot would always open up with Swarm Missiles and Prot Bots would heal on command.
  20. DreamWeaver

    Traps Or FF

    Like the army of longbow guarding the Zig that just got dusted by my beautiful shiny bots... when I broke back in?
    Lemme at'em.

    I'm not sure who I like more FTW out of Ninjas and Bots. Bots do lots of visually interesting stuff, have good range, and because of their forcefield secondaries are great in a team role.

    However, brave they aren't, and frequently have to be shoved in the direction of any enemy that needs melee attention using Go To. Hence your MM needs to be on his/her toes and loaded with Respites in case they decide to stand off and blast.

    Ninjas aren't nearly as much fun to look at but will repeatedly throw themselves in front of oncoming trucks in order to save you from getting splashed. They're also great at tying up opposition in melee for blasters to work on, and when the Jounin remember to Hide and get critical hits they can be pretty devastating.

    Need to try out Necromancy next, I think...
  21. Odd question... anyone got a spare bit of web space that could host a basic EuroOOTCS site?

    Come up with a nifty logo and front page while bored at work...
  22. Ok, I'll have a quick *drooool* over those as well

    Mind you, stacking two upgrades per bot on launch is going to take a hella long time.

    Just had a horrible thought. Anyone seen Malta sappers in CoV yet and what would they do to my poor pets?
  23. My three cents worth:

    I've got an Archery/Trick Arrow defender who I love to bits, so nothing against the set as such.

    As for the usefulness for Robotics MMs, I think it's a matter of taste, but there are three outstanding points:

    (a) the other sets have more of a balanced mix of team/pet buffs and heals and enemy debuffs, which increases pet survivability. TA is notable amongst MM sets in that it doesn't have any kind of pet buffs at all (and FF makes up for its lack of heals through higher DEF and RES buffs).

    (b) all of the powers have to be used in combat time where END becomes a concern and you're trying to control pets at the same time. Whereas FF and Traps mostly use "fire and forget" buffs/pets with one-time END costs, that can be readied before combat and let you work more on pet control.

    (c) firing off the arrows will probably draw any resulting aggro back to you. Whereas with Traps, you get far less aggro and still get some of the best effects:
    - slow (Caltrops)
    - acid -DEF/-RES debuff (Acid Mortar - ten grenades for the cost of one Acid arrow, plus a wonderful aggro magnet pet to take the heat off you)
    - poison gas (Poison Trap)
    - perception/-ACC debuff (Seeker Drones - with Disorient chance)

    TBH, the only thing that TA would have over Traps or Dark Miasma for me is the ranged element, but that's negated by the sheer versatility of those sets.

    Just my 3 cents... opinions?
  24. You get Upgrade at 32, and yes it stacks with Equip.

    Can't wait for it, since Upgrade gets you:

    Drones: Full Auto Laser

    ProtBots: Photon Grenade (Moderate AoE, Disorient) and Seeker Drones (Minor damage, -Acc, -Perception, Disorient)

    Assault: Swarm Missiles ( *drooool* )
  25. DreamWeaver

    Traps Or FF

    To complement Zap's thoughts...

    I've played both Poison (in Beta) and Traps (now) up to 20, and these are my thoughts:.

    For Poison: all of them are useful, though I found Neurotoxic Breath is a bit too much of an aggro magnet. Slot Alkaloid for healing.

    Traps: DEFINITELY get FF Generator and Acid Mortar, which you will love to bits. Triage Beacon doesn't really come into its own till you get SOs and will not save you from debt low down - I'd say skip it initially and buy it at 20 or 22. Caltrops aren't essential but fun if you've got a spare slot. Still unsure about the value of Poison Trap but may come back to it.

    Incidentally, I did take the Robot AoE as it's got a nice Disorient component, but it's a bit of an END hog for the damage you get.

    Don't bother with the Ninja cone arrows - the damage doesn't justify either the END or the Aggro.