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Hmmm, took a look at that build John, the downside is that it has less recharge than my current working build, and I am not a fan of Tier 9s in general (my first melee toon was a /regen, i5 era). The upside: Dark Consumption. Currently I'm running without it, but I don't have Grant Cover yet and I don't run Tough....once I get some of the level 50 sets that should mitigate some of my end costs (I'm 43 and still have quite a few SOs), most of my recovery boosts are already in place though, so I'll have to see...might have to go back to the drawing board.
Some interesting stuff people come up with, mainly slotting choices my literal mind just wouldn't think of. -
1: You can't set an escort to have a specific guard. Furthermore, a rogue escort will not attack anyone until he is freed, I think. I tried it with one set to aggressive, he just stands there until you free him, doesn't attack and can't be attacked, and when you free him he attacks you.
2: Unguarded escorts and allies are "freed" as soon as you enter the mission, so all their pre-freed dialogue triggers when you go in.
3: Not sure about escorts preempting other objectives, but I do believe they show up either first or last (can't remember which) in the nav bar, regardless of what order you create the objectives in. -
I have an arc where the final mission takes place on the outdoor Steel Canyon map (the one from the villain cape mission). One of the objectives is to rescue someone. Currently the someone is a captive, but I have been thinking of making him an escort because 1) he is a civilian, it really makes more sense to lead him to safety than to let him loose in a map full of bad guys who want to kill him, and 2) the mission really should be timed, and the bug that causes timed missions with captives to autofail doesn't seem to apply to escorts (I will of course have to test this further)
Now, how annoying do people find leading an escort all the way across an outdoor map? This isn't one of the ones with the bugged door that escorts can't find, but it is pretty big, with a 2/5 chance of the hostage spawning on the opposite side from the door. Many of the complaints I get on this arc are about the size of that map. Would adding an escort make it worse for people who dislike big outdoor maps? -
Ok, Mids build, take two. Swapped out Maneuvers and Tactics for Tough and Weave...I have to ditch Dark Consumption again but meh. Using Kick as a set mule lets me frankenslot Siphon Life better, I'll probably be switching it up a bit once I've had time to actually read through the Siphon Life thread...still sitting at 72.5% global recharge. Midnight Grasp is currently at 89.92% rech, Smite is at 43.43% but I don't think I can find anywhere else to stick the ToD....maybe if I pull the Def/End out of CJ (although that'll mean losing another +HP bonus and take me down to 44.9% AoE def...not sure how much difference that .1% is going to make) and pull a slot out of Tough, stick the ToD in Kick and put the Kinetic Combat in Smite, then use the last two slots to Frankenslot in some Dam, Acc and Rech?
Also, what code type should I be using on these forums? I want my post to look purty.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Darkfire Avenger: Level 50 Natural Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Shield Defense
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Darkness Mastery
Hero Profile:
------------
Level 1: Smite
(A) Touch of Death - Accuracy/Damage
(23) Touch of Death - Damage/Endurance
(23) Touch of Death - Damage/Recharge
(25) Touch of Death - Accuracy/Damage/Endurance
(25) Touch of Death - Damage/Endurance/Recharge
(27) Touch of Death - Chance of Damage(Negative)
Level 1: Deflection
(A) Luck of the Gambler - Recharge Speed
(3) Luck of the Gambler - Defense/Endurance
(3) Luck of the Gambler - Defense
(9) Luck of the Gambler - Defense/Endurance/Recharge
Level 2: Battle Agility
(A) Luck of the Gambler - Recharge Speed
(5) Luck of the Gambler - Defense
(5) Luck of the Gambler - Defense/Endurance
(7) Luck of the Gambler - Defense/Endurance/Recharge
Level 4: Shadow Maul
(A) Scirocco's Dervish - Accuracy/Damage
(13) Scirocco's Dervish - Damage/Endurance
(13) Scirocco's Dervish - Damage/Recharge
(17) Scirocco's Dervish - Accuracy/Recharge
(17) Scirocco's Dervish - Accuracy/Damage/Endurance
Level 6: Combat Jumping
(A) Luck of the Gambler - Recharge Speed
(7) Luck of the Gambler - Defense
(9) Luck of the Gambler - Defense/Endurance
(11) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
(11) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
(50) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 8: Siphon Life
(A) Hecatomb - Damage/Endurance
(27) HamiO:Nucleolus Exposure
(29) HamiO:Nucleolus Exposure
(29) Numina's Convalescence - Heal
(31) Numina's Convalescence - Heal/Recharge
(37) Numina's Convalescence - Heal/Endurance/Recharge
Level 10: Swift
(A) Run Speed IO
Level 12: Active Defense
(A) HamiO:Membrane Exposure
Level 14: Super Jump
(A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
(15) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
(15) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 16: Health
(A) Miracle - +Recovery
Level 18: Hasten
(A) Recharge Reduction IO
(19) Recharge Reduction IO
(19) Recharge Reduction IO
Level 20: Stamina
(A) Performance Shifter - EndMod
(21) Performance Shifter - EndMod/Recharge
(21) Performance Shifter - Chance for +End
(40) Endurance Modification IO
Level 22: Against All Odds
(A) Endurance Reduction IO
Level 24: Phalanx Fighting
(A) Luck of the Gambler - Recharge Speed
Level 26: Soul Drain
(A) Obliteration - Damage
(31) Obliteration - Accuracy/Recharge
(31) Obliteration - Damage/Recharge
(34) Obliteration - Accuracy/Damage/Recharge
(34) Obliteration - Accuracy/Damage/Endurance/Recharge
(37) Obliteration - Chance for Smashing Damage
Level 28: True Grit
(A) Steadfast Protection - Resistance/+Def 3%
(40) Numina's Convalescence - +Regeneration/+Recovery
(43) Numina's Convalescence - Heal
Level 30: Kick
(A) Kinetic Combat - Accuracy/Damage
(39) Kinetic Combat - Damage/Endurance
(46) Kinetic Combat - Damage/Recharge
(50) Kinetic Combat - Damage/Endurance/Recharge
Level 32: Midnight Grasp
(A) Hecatomb - Damage
(33) Hecatomb - Accuracy/Damage/Recharge
(33) Hecatomb - Damage/Recharge
(33) Hecatomb - Accuracy/Recharge
(34) Hecatomb - Chance of Damage(Negative)
Level 35: Shield Charge
(A) Obliteration - Damage
(36) Obliteration - Accuracy/Recharge
(36) Obliteration - Damage/Recharge
(36) Obliteration - Accuracy/Damage/Recharge
(37) Obliteration - Accuracy/Damage/Endurance/Recharge
(40) Obliteration - Chance for Smashing Damage
Level 38: Tough
(A) HamiO:Ribosome Exposure
(39) HamiO:Ribosome Exposure
(39) Resist Damage IO
Level 41: Weave
(A) Red Fortune - Defense/Endurance
(42) Red Fortune - Defense/Recharge
(42) Red Fortune - Endurance/Recharge
(42) Red Fortune - Defense/Endurance/Recharge
(43) Red Fortune - Defense
(43) Red Fortune - Endurance
Level 44: Petrifying Gaze
(A) Lockdown - Accuracy/Hold
(45) Lockdown - Accuracy/Recharge
(45) Lockdown - Recharge/Hold
(45) Lockdown - Endurance/Recharge/Hold
(46) Lockdown - Accuracy/Endurance/Recharge/Hold
(46) Lockdown - Chance for +2 Mag Hold
Level 47: Dark Blast
(A) Apocalypse - Damage
(48) Apocalypse - Damage/Recharge
(48) Apocalypse - Accuracy/Damage/Recharge
(48) Apocalypse - Accuracy/Recharge
(50) Apocalypse - Chance of Damage(Negative)
Level 49: Grant Cover
(A) Luck of the Gambler - Recharge Speed
------------
Level 1: Brawl
(A) Empty
Level 1: Sprint
(A) Empty
Level 2: Rest
(A) Empty
Level 1: Critical Hit
------------
Set Bonus Totals:
17.5% DamageBuff(Smashing)
17.5% DamageBuff(Lethal)
17.5% DamageBuff(Fire)
17.5% DamageBuff(Cold)
17.5% DamageBuff(Energy)
17.5% DamageBuff(Negative)
17.5% DamageBuff(Toxic)
17.5% DamageBuff(Psionic)
12.4% Defense(Smashing)
12.4% Defense(Lethal)
8.94% Defense(Fire)
8.94% Defense(Cold)
9.25% Defense(Energy)
9.25% Defense(Negative)
3% Defense(Psionic)
16.1% Defense(Melee)
15.5% Defense(Ranged)
14.9% Defense(AoE)
60% Enhancement(Accuracy)
72.5% Enhancement(RechargeTime)
2.5% Enhancement(Held)
5% FlySpeed
175.7 HP (13.1%) HitPoints
5% JumpHeight
5% JumpSpeed
Knockback (Mag -8)
Knockup (Mag -8)
MezResist(Held) 4.95%
MezResist(Immobilize) 7.7%
MezResist(Stun) 4.4%
4% (0.07 End/sec) Recovery
80% (4.47 HP/sec) Regeneration
3.78% Resistance(Fire)
3.78% Resistance(Cold)
3.13% Resistance(Negative)
5% RunSpeed
| Copy & Paste this data into Mids' Hero Designer to view the build |
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|-------------------------------------------------------------------| -
Sweet. You guys are awesome. Looks like I wasn't too far off...
Here's what I came up with last night, softcapped to everything and with 72.5% global recharge. I'm going to pretend the Gladiator's Armor unique doesn't exist, since it's in game just to tease me....and I managed to NOT take Body Mastery, which I just don't like. Crossing my fingers that I'll have enough recovery to manage the end costs.
Thoughts? Comments? Flying monkeys?
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Darkfire Avenger: Level 50 Natural Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Shield Defense
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Darkness Mastery
Hero Profile:
------------
Level 1: Smite
(A) Touch of Death - Accuracy/Damage
(23) Touch of Death - Damage/Endurance
(23) Touch of Death - Damage/Recharge
(25) Touch of Death - Accuracy/Damage/Endurance
(25) Touch of Death - Damage/Endurance/Recharge
(27) Touch of Death - Chance of Damage(Negative)
Level 1: Deflection
(A) Luck of the Gambler - Recharge Speed
(3) Luck of the Gambler - Defense/Endurance
(3) Luck of the Gambler - Defense
(9) Luck of the Gambler - Defense/Endurance/Recharge
Level 2: Battle Agility
(A) Luck of the Gambler - Recharge Speed
(5) Luck of the Gambler - Defense
(5) Luck of the Gambler - Defense/Endurance
(7) Luck of the Gambler - Defense/Endurance/Recharge
Level 4: Shadow Maul
(A) Scirocco's Dervish - Accuracy/Damage
(13) Scirocco's Dervish - Damage/Endurance
(13) Scirocco's Dervish - Damage/Recharge
(17) Scirocco's Dervish - Accuracy/Recharge
(17) Scirocco's Dervish - Accuracy/Damage/Endurance
Level 6: Combat Jumping
(A) Luck of the Gambler - Recharge Speed
(7) Luck of the Gambler - Defense
(9) Luck of the Gambler - Defense/Endurance
(11) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
(11) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
(50) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 8: Siphon Life
(A) Kinetic Combat - Accuracy/Damage
(27) Kinetic Combat - Damage/Endurance
(29) Kinetic Combat - Damage/Recharge
(29) Kinetic Combat - Damage/Endurance/Recharge
(31) Touch of the Nictus - Accuracy/Healing
(37) Touch of the Nictus - Healing
Level 10: Swift
(A) Run Speed IO
Level 12: Active Defense
(A) HamiO:Membrane Exposure
Level 14: Super Jump
(A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
(15) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
(15) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 16: Health
(A) Miracle - +Recovery
Level 18: Hasten
(A) Recharge Reduction IO
(19) Recharge Reduction IO
(19) Recharge Reduction IO
Level 20: Stamina
(A) Performance Shifter - EndMod
(21) Performance Shifter - EndMod/Recharge
(21) Performance Shifter - Chance for +End
(40) Endurance Modification IO
Level 22: Against All Odds
(A) Endurance Reduction IO
Level 24: Phalanx Fighting
(A) Luck of the Gambler - Recharge Speed
Level 26: Soul Drain
(A) Obliteration - Damage
(31) Obliteration - Accuracy/Recharge
(31) Obliteration - Damage/Recharge
(34) Obliteration - Accuracy/Damage/Recharge
(34) Obliteration - Accuracy/Damage/Endurance/Recharge
(37) Obliteration - Chance for Smashing Damage
Level 28: True Grit
(A) Steadfast Protection - Resistance/+Def 3%
(40) Numina's Convalescence - +Regeneration/+Recovery
(43) Numina's Convalescence - Heal
Level 30: Grant Cover
(A) Luck of the Gambler - Recharge Speed
Level 32: Midnight Grasp
(A) Hecatomb - Damage
(33) Hecatomb - Accuracy/Damage/Recharge
(33) Hecatomb - Damage/Recharge
(33) Hecatomb - Accuracy/Recharge
(34) Hecatomb - Chance of Damage(Negative)
Level 35: Shield Charge
(A) Obliteration - Damage
(36) Obliteration - Accuracy/Recharge
(36) Obliteration - Damage/Recharge
(36) Obliteration - Accuracy/Damage/Recharge
(37) Obliteration - Accuracy/Damage/Endurance/Recharge
(40) Obliteration - Chance for Smashing Damage
Level 38: Maneuvers
(A) Red Fortune - Defense/Endurance
(39) Red Fortune - Defense/Recharge
(39) Red Fortune - Endurance/Recharge
(39) Red Fortune - Defense
(46) Red Fortune - Defense/Endurance/Recharge
(50) Red Fortune - Endurance
Level 41: Tactics
(A) Gaussian's Synchronized Fire-Control - To Hit Buff
(42) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
(42) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
(42) Gaussian's Synchronized Fire-Control - Recharge/Endurance
(43) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
(43) Gaussian's Synchronized Fire-Control - Chance for Build Up
Level 44: Petrifying Gaze
(A) Lockdown - Accuracy/Hold
(45) Lockdown - Accuracy/Recharge
(45) Lockdown - Recharge/Hold
(45) Lockdown - Endurance/Recharge/Hold
(46) Lockdown - Accuracy/Endurance/Recharge/Hold
(46) Lockdown - Chance for +2 Mag Hold
Level 47: Dark Blast
(A) Apocalypse - Damage
(48) Apocalypse - Damage/Recharge
(48) Apocalypse - Accuracy/Damage/Recharge
(48) Apocalypse - Accuracy/Recharge
(50) Apocalypse - Chance of Damage(Negative)
Level 49: Dark Consumption
(A) Accuracy IO
------------
Set Bonus Totals:
20% DamageBuff(Smashing)
20% DamageBuff(Lethal)
20% DamageBuff(Fire)
20% DamageBuff(Cold)
20% DamageBuff(Energy)
20% DamageBuff(Negative)
20% DamageBuff(Toxic)
20% DamageBuff(Psionic)
13.6% Defense(Smashing)
13.6% Defense(Lethal)
10.2% Defense(Fire)
10.2% Defense(Cold)
10.5% Defense(Energy)
10.5% Defense(Negative)
3% Defense(Psionic)
18.6% Defense(Melee)
18% Defense(Ranged)
17.4% Defense(AoE)
60% Enhancement(Accuracy)
72.5% Enhancement(RechargeTime)
2.5% Enhancement(Held)
10% FlySpeed
200.8 HP (15%) HitPoints
10% JumpHeight
10% JumpSpeed
Knockback (Mag -8)
Knockup (Mag -8)
MezResist(Held) 4.95%
MezResist(Immobilize) 7.7%
MezResist(Stun) 4.4%
6.5% (0.11 End/sec) Recovery
68% (3.8 HP/sec) Regeneration
3.78% Resistance(Fire)
3.78% Resistance(Cold)
3.13% Resistance(Negative)
10% RunSpeed -
I made a DM/SD Scrapper before I knew it was awesome, but now that I do know, I wanna be awesome too. I have 3 level 50 Scrappers and have never soloed an AV...none of them can even take on a pylon *hangs head in shame* This could be the one though...
I know there are guides out there, but I'd rather try my hand at doing my own build rather than copying other people's. I need some help though.
1st question: Can I keep Shield Charge and still be capable of putting out enough single-target DPS to take down hard targets like pylons and AVs? Please? Can I? I would like the character to maintain some general utility, since I don't feel like spending billions of inf twice. Yet.
2nd question: Shadow Maul: Right out? I'm thinking Midnight Grasp, Smite, and Siphon Life would be my big attacks, with Shadow Punch loaded with procs as filler?
3rd question: Just how much global recharge will I need?
4th question: Siphon Life: Slot for damage, slot for heal, or try to frankenslot for both and get my set bonuses elsewhere?
5th question: Can I softcap with Maneuvers and Tactics, or do I have to get the fighting pool and *shudder* Focused Accuracy?
6th question: Where do I find room to slot purples? I'm having trouble finding room to slot all the sets I need for softcapping.... -
I do agree that the ticket system isn't ideal. The random nature of the ticket drops means you can get ripped off if the RNG isn't in your favor, especially if you're running legitimate missions and not farms. And if the RNG does end up going in your favor, you can easily reach the ticket cap on a lot of smaller maps, especially with the random boss spawns on some difficulty settings.
A flat rate for ticket drops would benefit people who don't farm, while it would probably have little effect on the farmers. -
Bubba, that sig is an awesome idea.
All the "there is too much negativity in this forum" people should take note.
The arc is already on my "Arcs to play once I hit 45" list; I have yet to give a PW arc less than 4 stars. -
I'm guessing that if you have a well-built team without useless lowbies and people auto-skd to where the purple patch is making them useless, +4 bosses are the only thing worth fighting. This is just a guess, since I don't AE farm, but I have been on teams that annihilate an Invincible spawn in less time than it takes to run to the next one, and I have fought +4s and +3s in the RWZ, and found that even solo, +3s go down pretty fast.
Of course, everybody thinks that the "best way" for team that is built to handle it is the best way for everyone. It's like those people who insist on stealthing a task force when no one has stealth, because "it's faster." In both cases, it isn't. -
In anticipation of the merge, I tracked down my European counterpart. An epic sword fight ensued, during which we somehow ended up on the roof. Naturally, I won.
THERE CAN BE ONLY ONE!!! -
Aaaaaand, after this double xp weekend, Eva Destruction is officially Popular! Whoo! Only 1 billion inf to go!
I Ouro'd myself to 29 and ran around Dark Astoria. Zombies no likey Flamethrower. And now I never want to see another Banished Pantheon again. -
Crey used to only exist at levels 30-45. I7 introduced level 45+ Crey, which are all tanks. The Power Tanks got downgraded to Lieutenants, and the Cryos and Voltaics got downgraded to minions. The bosses are Paragon Protector Elites, which don't MoG but they do nuke. The all-tank mobs are annoying, tedious, and annoying.
The only way around it is to create some customs and mix them in (the suit guys are pretty easy to make, their costumes are fairly generic, so your customs will blend in nicely) or set the max level of your arc to 45. -
"Nasty reviewers" 1-starring arcs are an anomaly. Most people's standards just aren't that high; how many time have you seen the phrase "three stars is paper mission quality"? People randomly 1-starring arcs to push them off the first few pages though....people can give the "maybe your arc isn't that good" speech all they want, you will never convince me that there aren't a bunch of vindictive jerks out there seeking to ruin someone's day.
So we end up with the majority of 5-starred arcs being either invalid, or having very few votes, having been 5-starred by the author's friends and sitting down on the tenth page or so, where the griefers can't be bothered to look. Down in the 5-star ghetto we have misspelled titles, thinly disguised farms, "extreme minions, extreme lieutenants, extreme bosses," "stop darkity dark lord of darkness from destroying the world," and all kinds of other such drivel.
Thank you guys, for brightening my day. Thank you for giving me even more incentive to disregard 5-star arcs entirely, and stick to the 4-star "ghetto." And to everyone who is currently sitting at 5 stars, I probably won't be playing your arc, until some griefer knocks you down to 4 stars. -
Sometimes a custom group you've just created doesn't want to show up when you pull up the list of custom groups when creating objectives. If you just made the group, try clicking "create custom group," open up your group, and re-save it.
If your "custom" group is made up of standard enemies, edited or not, you can't use them for objectives. You have to use the enemy from the standard group, and re-edit them.
Annoying? Yes. -
[ QUOTE ]
[ QUOTE ]
Guess this is another bug with timed missions. When Clamor mowed down Kid Valk, the mission failed. Hoping they fix this soon.
[/ QUOTE ]
Ugh, I think that IS a bug. That didn't used to happen. I'm going to leave it as is for now (I think removing the timer would cause the mission to make less sense) and hope it gets fixed.
[/ QUOTE ]
Yep, bug. Allies who die on timed missions cause it to fail. In an admittedly quick and unscientific test it didn't happen with an ally who was not a required objective though, so that might be a possible workaround. -
Yeah, you might want to back them up if you're afraid your computer will crash on you.
The files themselves are tiny. Arcs are limited to just over 100 kb. -
[ QUOTE ]
[ QUOTE ]
An "elseworlds" arc is something different entirely, I only consider an arc "elseworlds" if it has nothing to do with the CoH universe at all. Any arc that mentions anything from CoH canon, no matter how much the author deliberately mangles it, is a "canon" arc in my mind, and the author needs to do the research.
[/ QUOTE ]
Actually an elseworld is a divergence from the existing history of the given universe, an alternate world. As such, it should have a reference point w/in canon. Afterwords it can veer away a little or a lot.
[/ QUOTE ]
I said that's MY definition of "elseworld." By my definition, "Teen Phalanx" is not an "elseworld" arc, as it is firmly based in CoH canon. It's what I'd consider a "non-canon canon arc," if that makes any sense. "Elseworld" to my mind is an arc set in a D&D fantasy world, feudal Japan, the planet Omicron Persei VIII, or wherever.
[ QUOTE ]
The other side demands consistency w/ current canon, if any canon elements are referenced at all.
[/ QUOTE ]
I want consistency unless you have a good reason not to be consistent. "Did not do the research" is not a good reason. "It's funnier" or "canon contradicts itself/is unclear/doesn't explain it at all" or "the in-game explanation is given to your character by people who don't know what they're talking about/are deliberately misleading you" are good reasons, among others.
[ QUOTE ]
Please forgive me Eva. I don't mean to pick on you in any way. It's just that from other posts of yours, you seem to take things too literally sometimes.
[/ QUOTE ]
THERE IS NO FORGIVENESS!!! I must now vocally put you on /ignore and continue to argue with you anyway! -
Are you sure the mission isn't auto-exemping you?
And are you still getting inf and tickets?
What enemies are in the mission? -
A new one, thanks to FoundBoy and the player who let him know about it:
Timed missions will fail if a required ally dies after being rescued.
It looks like non-required allies can die all they want. -
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The strangest objection from reviews I've read is to stories that don't follow canon lore. Those reviewers seem to forget that AE is presented as a virtual world w/in a a virtual world. All the missions are supposedly training, which supplies Posi's (weak) in-game rationale for letting heroes run a villain created system.
I couldn't care less about any discrepencies from canon, esp. since canon stories are not uniformly high quality. The more a story veers away from dev canon, the more elseworlds it becomes. An imaginative alternate story can be more fun than slavish conformity to existing canon.
As an example, try running PW's Teen Phalanx arc. You will be entertained.
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There is a difference between an arc that deliberately goes outside of canon and an arc that is supposedly set within canon but the author did not do the research. "Teen Phalanx" works because the author DID do the research, then extrapolated from it. The story is clearly not set within current canon, but it does respect it.
An "elseworlds" arc is something different entirely, I only consider an arc "elseworlds" if it has nothing to do with the CoH universe at all. Any arc that mentions anything from CoH canon, no matter how much the author deliberately mangles it, is a "canon" arc in my mind, and the author needs to do the research. -
I played an arc that had Fusionette and Faultline as captives, using the unconscious animation...in a sewer. They both spawned completely underwater.
The same arc had me entering a deliberately lame AE mission (the arc was about the AE system) called "clear the bugs" or something like that, full of Arachnoids going around saying "I'm a bug lol." For some reason that cracked me up. It wasn't a comedy arc either. -
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1. Custom Content: I will only give a maximum of two stars for any cannon related MA Arc
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I want cannons in MA. All we get are the turrets, and they're part of the maps.
And the problem with arcs that contain custom groups, is that 1) you have to work really hard to make them interesting, due to the ridiculous amount of space custom critters take up, and 2) it seems like 90% of them (the ones that aren't farms anyway) "may contain" Extreme Elite Bosses or Extreme Archvillains. Now that we can hand-pick custom critters' powers, using the "extreme" setting on anything other than an ally's defense set is just the author being lazy and/or equating "player killer" or "annoying" with "challenge."
Oh and 3) now that we can set the levels of the missions, if your custom critter arc is set for levels 1-54 it is a big glaring sign that your custom group will be poorly balanced. No custom group is appropriate for levels 1-54. -
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MA offed the 'Thief' and replace it with 'Rogue' and also makes people on WoW think that Rouge is an actual class.
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In fact, MA is wholly responsible for Rouge Angle of Satin and all variations thereof. Also all the assisains, xXxwhateverxXxs, and T H I S.
At night, when you are asleep, MA sneaks into people's houses and removes the shift keys from their keyboards. Sometimes it sticks down the Caps Lock instead. -
Add some helpless schoolgirl captives, that'll get 'em to show up!
I have seen Hydra spawns that include tentacles in an office, but it may have been an office-to-sewer transition map. So those might also work. Unfortunately you can't select them for a custom group, to get around the standard Hydra spawning pattern.
Animations won't stop a critter from spawning, as far as I know. If the critter can't do the animation the spawn is supposed to do it will still spawn, it just won't do the animation. -
On a related note, MA will now sing the Doom Song.