Eva Destruction

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  1. There is currently no way to do this. They closest you can get is choosing a map where all three will spawn in the same room, but even then they can be pulled individually.
  2. Quote:
    Originally Posted by Lazarus_NA View Post
    Another reason why the old content needs some overhauling is because of an issue that has bothered me since issue 9: how utterly absent Arachnos is from most of the CoH content.

    Really, other than scanner missions (which you can easily avoid on the way to 50 since the old contact system still exists) where do you fight Arachnos? The PvP zones that hardly anyone uses? Faultline? The Statesman Task Force?

    Really, why is this massive group that the villain plays have to deal with constantly over in CoV so easy to skip around by the heroes in CoH? It is very possible to go the entire way from 1 to 50 in CoH and never fight Arachnos once if you know the few places where they show up and avoid them. Try doing that with Longbow over in CoV.
    Villains have to deal with them because they are in charge over there. Heroes don't have to deal with them because they are based in another country, and have few reasons to be all over Paragon City. Their presence in the scanner missions makes about as much sense as Malta calling you out redside. Their presence in Faultline actually does make sense. If they are to be included in blueside content, it should be as part of arcs that explain their presence. Most blueside arcs deal with a specific enemy group, and their effects on Paragon City. None of Arachnos's business.

    Quote:
    If anything, the pre-issue 5 content needs to be retconned to include some more Arachnos presence.
    No, it doesn't. If anything, the villain content needs to be retconned to include LESS Arachnos and Longbow presence. The Legacy Chain needs to be extended to 50, and replace Longbow in many arcs that deal with magic. Wyvern could use a level bump as well, maybe not to 50 but to 40 at least.
  3. Eva Destruction

    Blaster Balance

    I'd like a more damaging snipe, especially for sets like Assault Rifle or Electricity, that don't have a hard-hitting single-target attack. They should be capable of one-shotting minions at least. It's mostly a case of wanting my situational power to actually be situational, rather than just a set mule.

    Other than that, a Blaster in the hands of an experienced player is as much easy-mode as a Scrapper or Brute.
  4. Ok, here's what I'm working with right now. I'm level 25 atm so it's all hypothetical at this point.

    With 52% global acc and Targeting Drone I think I can get away with not putting any acc in Smoke Grenade (assuming global accuracy carries over to the power....does it?), since for some reason it doesn't take Accurate To-hit Debuff sets. The Ragnarok proc in Caltrops is there because it amuses me.

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Taraklis: Level 50 Magic Blaster
    Primary Power Set: Archery
    Secondary Power Set: Devices
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Force Mastery

    Hero Profile:
    Level 1: Aimed Shot
    • (A) Thunderstrike - Accuracy/Damage
    • (3) Thunderstrike - Damage/Endurance
    • (3) Thunderstrike - Damage/Recharge
    • (5) Thunderstrike - Accuracy/Damage/Recharge
    • (5) Thunderstrike - Accuracy/Damage/Endurance
    • (7) Thunderstrike - Damage/Endurance/Recharge
    Level 1: Web Grenade
    • (A) Trap of the Hunter - Immobilize/Accuracy
    Level 2: Fistful of Arrows
    • (A) Positron's Blast - Accuracy/Damage
    • (7) Positron's Blast - Damage/Recharge
    • (11) Positron's Blast - Damage/Range
    • (11) Positron's Blast - Accuracy/Damage/Endurance
    • (13) Positron's Blast - Chance of Damage(Energy)
    Level 4: Snap Shot
    • (A) Thunderstrike - Accuracy/Damage
    • (17) Thunderstrike - Damage/Endurance
    • (42) Thunderstrike - Accuracy/Damage/Recharge
    • (42) Thunderstrike - Accuracy/Damage/Endurance
    • (48) Thunderstrike - Damage/Endurance/Recharge
    • (50) Thunderstrike - Damage/Recharge
    Level 6: Blazing Arrow
    • (A) Thunderstrike - Accuracy/Damage
    • (13) Thunderstrike - Damage/Endurance
    • (15) Thunderstrike - Damage/Recharge
    • (15) Thunderstrike - Accuracy/Damage/Recharge
    • (23) Thunderstrike - Accuracy/Damage/Endurance
    • (23) Thunderstrike - Damage/Endurance/Recharge
    Level 8: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    • (9) Luck of the Gambler - Defense
    • (9) Luck of the Gambler - Defense/Endurance
    • (17) Blessing of the Zephyr - Knockback Reduction (4 points)
    • (21) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    Level 10: Targeting Drone
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (19) Gaussian's Synchronized Fire-Control - Chance for Build Up
    • (25) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (25) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (34) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (37) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    Level 12: Swift
    • (A) Run Speed IO
    Level 14: Super Jump
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (19) Blessing of the Zephyr - Knockback Reduction (4 points)
    Level 16: Caltrops
    • (A) Ragnarok - Chance for Knockdown
    Level 18: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (42) Numina's Convalescence - Heal
    • (43) Healing IO
    • (43) Regenerative Tissue - +Regeneration
    Level 20: Stamina
    • (A) Efficacy Adaptor - EndMod
    • (21) Efficacy Adaptor - EndMod/Recharge
    • (46) Endurance Modification IO
    Level 22: Hasten
    • (A) Recharge Reduction IO
    • (37) Recharge Reduction IO
    • (39) Recharge Reduction IO
    Level 24: Aim
    • (A) Adjusted Targeting - Recharge
    • (27) Adjusted Targeting - To Hit Buff/Recharge
    • (27) Recharge Reduction IO
    Level 26: Stunning Shot
    • (A) Stupefy - Accuracy/Recharge
    • (36) Stupefy - Endurance/Stun
    • (36) Stupefy - Accuracy/Stun/Recharge
    • (37) Stupefy - Accuracy/Endurance
    • (45) Stupefy - Stun/Range
    • (46) Stupefy - Chance of Knockback
    Level 28: Cloaking Device
    • (A) Luck of the Gambler - Recharge Speed
    • (29) Luck of the Gambler - Defense
    • (29) Luck of the Gambler - Defense/Endurance
    • (48) Gift of the Ancients - Run Speed +7.5%
    Level 30: Trip Mine
    • (A) Eradication - Damage
    • (31) Eradication - Accuracy/Recharge
    • (31) Eradication - Damage/Recharge
    • (31) Eradication - Accuracy/Damage/Recharge
    • (34) Armageddon - Accuracy/Damage/Recharge
    Level 32: Rain of Arrows
    • (A) Ragnarok - Damage
    • (33) Ragnarok - Damage/Recharge
    • (33) Ragnarok - Accuracy/Damage/Recharge
    • (33) Ragnarok - Accuracy/Recharge
    • (34) Ragnarok - Damage/Endurance
    Level 35: Smoke Grenade
    • (A) Dark Watcher's Despair - To Hit Debuff/Recharge
    • (36) Dark Watcher's Despair - To Hit Debuff
    • (46) Dark Watcher's Despair - To Hit Debuff/Endurance
    • (50) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
    Level 38: Gun Drone
    • (A) Thunderstrike - Accuracy/Damage
    • (39) Thunderstrike - Damage/Endurance
    • (39) Thunderstrike - Damage/Recharge
    • (40) Thunderstrike - Accuracy/Damage/Recharge
    • (40) Thunderstrike - Accuracy/Damage/Endurance
    • (40) Thunderstrike - Damage/Endurance/Recharge
    Level 41: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed
    • (43) Luck of the Gambler - Defense/Endurance
    • (45) Luck of the Gambler - Defense
    • (45) Red Fortune - Defense/Endurance
    Level 44: Personal Force Field
    • (A) Luck of the Gambler - Recharge Speed
    Level 47: Temp Invulnerability
    • (A) Steadfast Protection - Resistance/+Def 3%
    • (48) HamiO:Ribosome Exposure
    • (50) Resist Damage IO
    Level 49: Force of Nature
    • (A) Resist Damage IO
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Defiance
    ------------
    Set Bonus Totals:
    • 4.5% DamageBuff(Smashing)
    • 4.5% DamageBuff(Lethal)
    • 4.5% DamageBuff(Fire)
    • 4.5% DamageBuff(Cold)
    • 4.5% DamageBuff(Energy)
    • 4.5% DamageBuff(Negative)
    • 4.5% DamageBuff(Toxic)
    • 4.5% DamageBuff(Psionic)
    • 4.25% Defense(Smashing)
    • 4.25% Defense(Lethal)
    • 4.25% Defense(Fire)
    • 4.25% Defense(Cold)
    • 27.1% Defense(Energy)
    • 27.1% Defense(Negative)
    • 3% Defense(Psionic)
    • 5.5% Defense(Melee)
    • 31.4% Defense(Ranged)
    • 5.5% Defense(AoE)
    • 1.8% Max End
    • 52% Enhancement(Accuracy)
    • 3% Enhancement(Stun)
    • 57.5% Enhancement(RechargeTime)
    • 21% FlySpeed
    • 144.6 HP (12%) HitPoints
    • 21% JumpHeight
    • 21% JumpSpeed
    • Knockback (Mag -8)
    • Knockup (Mag -8)
    • 22% (0.37 End/sec) Recovery
    • 42% (2.11 HP/sec) Regeneration
    • 4.1% Resistance(Fire)
    • 4.1% Resistance(Cold)
    • 28.5% RunSpeed
  5. I'm working on an Archery/Devices blaster, and I've managed to get my ranged defense up to 43.3% or so in Mids. I can't seem to get it any higher without either performing some silly build acrobatics (translation: making a gimp or unfun build), or spending a gazillion inf on a Gladiator's armor unique.

    I have worked Smoke Grenade into the build, as a means to compensate for the less-than softcapped defense, but since my search-fu is weak, how much does the to-hit debuff scale down when fighting higher-con/higher-ranked opponents? Can I take on +2s/+3s with 43.3% defense + Smoke Grenade and still be "soft-capped" against them?
  6. Since we're on the subject, what would one do to increase one's DM/FA's alpha strike-surviving capability? I already have Tough. Invest in defense? Worth it or no? Can you get enough defense to matter if you're on a budget?
  7. It wouldn't surprise me if they eventually added one.

    As for the Black Scorpion SF, when CoV was in its early days, the Silver Mantis SF erroneously awarded the "Member of the Scorpion Clan" badge. This badge has a similar icon to the RSF badge, with a different number....could it be that there were plans for Strike Forces for all the patrons at one point? Which were scrapped because "Devs hate villains?"
  8. Under the Boss's settings, you get the option to set it to "Entire encounter needed to complete" (default) or "Only boss needed to complete." You want the boss only one.
  9. Hydra, Knives, a lot of the Praetorians....they area annoying and boring to fight because they consist of one type of minion, one type of lieutenant, one type of boss, all of which have an annoying debuff that, in and of itself isn't so bad, but when you have 10 of them stacked on you, becomes an exercise in frustration. They are Exhibit A for the "What not to Do" list of Custom group creation.

    As for overly long arcs, well, they are. Post-30 arcs hero-side can get downright ridiculous in length, especially since you are limited to having two open at a time. Many of them have missions that could be cut completely without impacting the story much, while others could be redone as a series of shorter arcs. Yes, World Wide Red would be just as long if it was three arcs instead of one. It wouldn't feel as long though.
  10. I think if you're running an AE mission on heroic the bosses will be Lieutenants, regardless of team size. The workaround is to raise your difficulty.

    Escorts are currently bugged, they don't want to leave. They want to stay and follow you.

    As for your ally, they are set to non-combat by default. Try setting him to fight defensive. If that doesn't work, you may have to go aggressive.
  11. Quote:
    Originally Posted by Lazarus_NA View Post
    Now if only they'd announce a "Don't have to see other people's 'creative' power colors" setting as well.
    Yes please. Along with the "Don't have to see the Devs' more questionable graphics choices" setting. Cold shields, I'm looking at you...although I very much wish I didn't have to.
  12. Heroside, we get defeat-alls on huge maps, looooong arcs where you're fighting the same enemies over and over again, every mission in a different zone (I have travel powers, Ouro, a base, etc. I hate staring at the loading screen.), fed-exes, hunt 60 Carnies in PI...etc.

    Villainside, we get Longbow, Arachnos, Longbow, Arachnos, the Arachnos base map, Longbow, Arachnos, contacts who are jerks and EBs in nearly every arc, most of them with a tier 9 and/or ranged mez and/or a nuke and/or massive damage, debuffs, exotic damage types, or all of the above.

    That's why I mostly do AE now. It has this awesome feature, where if you find yourself in an arc you don't like, you click two buttons and you're out. No annoying missions you don't want to do clogging up your tray until you can drop them.
  13. Quote:
    Originally Posted by LordXenite View Post


    Further more, since the Devs allowed double-XP in AE, and I16 will implement a new Difficulty Settings system and a "new" auto-SK feature will be introduced, I see these changes as a sign that the game is evolving into a faster level-grinder game where the content you blow through is meaningless anyway.


    Double XP is for two or three weekends a year. I16's new difficulty system will cause those PuGs that set themselves to Invincible(because it's the "best" xp) despite repeated deaths to set themselves to Invincible +1 (which must be even better xp than Invincible, right?) and level even slower. The only people who will actually level faster with higher difficulty settings are a fairly small subset of power-gamers. The auto-SK feature will actually cause most PLing to be slower, as you won't be able to SK someone to 45 for optimum XP (I'm sure a small subset of hardcore PLers will be able to take advantage of it. Again, they're a minority).

    Quote:
    The stories themselves, may be better, but as long as just one person can immerse in them, the team leader, and as long as people urge the team onwards into the next group of enemies, stories will play a backseat role to blowing through the levels, which to me means this isn't an MMORPG, but simply an MMO, just like all the others, and that's definitely not what I thought the Devs were trying for.
    Well then the fault isn't with the Devs, it's with the types of players who are only interested in blowing through levels. Which isn't everyone. Does anyone remember the outcry after the announcement of Patrol XP? A lot of people were complaining that they would outlevel content, and wanted patrol XP to be optional. Then they announced the "No XP" option and the outcry stopped.
  14. I'm also hoping that letting level 1s into the RWZ isn't the devs' answer to many people's request for an AE in Pocket D. We should still have one.

    I'm honestly not all that enthused about the removal of all hazard zone level restrictions. It makes sense for the old hero-side hazard zones that nobody ever uses unless a mission sends them there. Not so much for the RWZ. It's a war zone, why are we letting some newbie fresh out of the tutorial into a war zone again?

    Posi, please consider what this proposed change will do to Mothership raids. The combination of increased lag, as everyone who wants to form a co-op team flocks to the warzone, and lowbies looking for "awesome xp" wanting to join raids, auto-sking encouraging more people to bring characters that aren't 50 (and are therefore facing +5s, with fewer purpled-out, uber-IOd 50s balancing them out), and auto-exemp possibly disrupting teams when a leader DCs....

    DOOOOOOMMMM for the Mothership raids!
    (Well ok not really, I just felt like saying DOOOOMMMM)
  15. Again, apologies if this has been mentioned before, but this could really bite if the team leader DCs during a Mothership raid and the star automatically passes to a lower-level character. It would result in either a teamwipe, or the disbanding of the team, which would then have to be reformed in the middle of the lagfest.

    The more I think about it, the more reasons I can think of to make auto-exemplaring optional. The only reason I can see for not making it optional is that, in combination with the ability to have difficulty settings higher than Invincible, it would not eliminate the fast PLing.
  16. I haven't read all of this massive thread, so my apologies if this has already been brought up, but my biggest issue with auto-exemping is not so much the loss of high-level powers for a character exemped many levels lower. This happens already, because without it, the high-level character would be FAR too powerful for the low-level team. I'm guessing the reason it's considered a problem now is that exemping is expected to become more common, but anyway...

    The problem I have is the loss of that brand new power you just got. It's levelling up, and not being able to select a new power until the team leader levels too...even if you are only one level above the mission holder. I would suggest limiting auto-exemplar to people two or more levels above the mission holder, just to maintain the "yay, new power!" aspect of levelling up.
  17. Most of the characters I play are very self-reliant. In real life, I think most people suck.

    I am also highly detail-oriented, a bit of a perfectionist, and I enjoy having long-term projects to work on. In game, I enjoy Mission Architect, base design, and working on my characters' builds as I level them up.
  18. Partly it's what Bubba said: If an author whose work I have enjoyed it the past has published a new arc, I will probably play it before something that comes up in a random search. The random search feature itself has improved, as I can now avoid the Extreme/Extreme AV...or avoid AVs totally if my character isn't suited to fighting them. Many arcs that people just published and never touched again are invalid now, leaving us with arcs that have had at least some attention paid to them. The "all my friends voted for me" 5-star arcs have been downrated through either honest ratings or griefers, possibly driving a certain kind of author away from MA.

    We have some more options now to tell stories the way we want to. Every custom critter you replace with a recolored standard mob gives you room for a few flavor objectives, or a bit of dialogue that makes the story better. Every recolored standard mob you can add to your custom group can give them more variety, make them more interesting to fight, or make them better balanced. We can have consistent level ranges without resorting to tricks. Empty maps, fade-in blinkies, and chained blinkies are nice too.

    Oh and let's not forget that if an author is also an MA player (and from what I have seen many of them are) they have probably encountered many many of the things on the "what not to do" list and now know exactly why you shouldn't do it.
  19. If you set the mission enemy group to "Empty" the captive's guards might also default to this. Try manually setting the surrounding enemy group under the Captive objective.

    Also, what enemy group were you using? Some groups are borked. I15's release bugged the Family to not spawn at all in certain level ranges, I'm not sure if that got fixed, or if other enemy groups have similar bugs.
  20. Quote:
    Originally Posted by Umbral_NA View Post
    Was MoG on recharge? Because I know you didn't just ignore MoG in favor of DP + IH for taking an alpha...
    Yeah, I hit it when I stuck my head into the Brute forums. It saved my life that day.

    'Sides, I wasn't thinking of the alpha so much as all the Quills, Death Shrouds and Blazing Auras. You wouldn't deliberately set out to harm a fellow Scrapper who's just looking for a hug would you?

    *Crosses fingers that the answer is no. Combines for a wakie in case the answer is yes.*
  21. Apparently the moderators of this forum feel that homogenized milk is too high in fat, and not wishing to perpetuate the overweight gamer stereotype they have censored it, in the hopes that we will seek out healthier alternatives.

    Or, swear filter is silly.
  22. The Blaster forums are full of Archery/MMs, the Corruptor forums didn't have a "I soloed a Pylon!" thread when I needed to brag, and I tried going to the Brute forums once but they all had a full fury bar and didn't notice I conned friendly so they SMASHed me. But you guys...you're always here with an anecdote, or a funny quote, or build advice.

    You taught me about important things like soft-capped defense and the 6-second rule, and that there is no such thing as "impossible." You inspired such silliness as the all-Blaster Invincible Freakspec, wondering if a Corruptor can solo a pylon, and a pre-IOs Katana/Dark scraptank. Most importantly, you shook me out of my cowardly Blaster mentality and taught me to think like a Scrapper: If it bleeds, I can kill it, if it doesn't, I can try.

    *Hugs the...* wait....
    *Clicks Dull Pain, clicks Instant Healing*
    *NOW hugs the forum*
  23. Hmm, I think Kumo might look too much like all the other black-clad Samurai you have in the arc. Maybe give him a distinct helmet, maybe with some Roman pieces rather than using the Samurai pieces, and add some more grey and purple to his costume?

    Poison debuffs are pretty nasty, but since Kumo is the big bad, a slightly ramped up challenge level would be appropriate. He should be tougher than Scirrocco and Ghost Widow.
  24. Castle is a fire/fire Blaster I think. I don't think he's responsible for any major nerfs to Blasters (except for the general Total Focus nerf, and that was long overdue), and he did give us Defiance 2.0, normalized tier 1 and 2 activation times, and longer range on "burst" powers, so he would qualify as a patron to Blasters. Much better than Synapse, whose only contribution is to demonstrate Defiance 1.0 in the CoV promo trailer.

    Ms Liberty is probably too busy sending Longbow out to harrass the citizens of foreign nations whose leaders she doesn't like to be a patron.

    Blue Steel could be considered the patron of Scrappers, since he can solo anything.

    You are forgetting Luminary (Blaster) Aurora Borealis (Psi something, Defender or Controller) and Fusionette, patron of people who believe that knockback is a privilege, not a right.
  25. You have already established precedent for the characters' counterparts being different, with Mako and Black Scorpion. IIRC they were both Dual Blades, which doesn't really fit either Mako or Scorpion as a powerset, but makes perfect sense for a Samurai.

    Fake Recluse could have simply not drunk from the Well of Furies, and therefore not have the arms (since they're limited to medieval technology, their knowledge of the world outside Eastern North America would be pretty limited anyway, so how would he have found it?) since I think they're actually part of him and not part of the suit. Yeah, a ninjas Mastermind would work for him, keeping with the "Evil Overlord" aspect of Recluse even if you do away with the "Incarnate" aspect.