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Quote:I'm curious and don't plan on asking your reasoning nor arguing your opinion...Most good players/leaders don't care what you bring to the party, though they may suggest 1 volunteer to swap chars, if the team makeup looks particularly vulnerable/low-damage. Almost always a 1 character swap can solve any team tactical issue, and most of the time even that is not necessary.
Bottom line, have fun.
...but what do you and other people consider a "low damage" team? -
Would not be as overpowered as Corruptors, Controller nor Defenders. I don't know exactly where you draw the line saying "this is how you become overpowered".
There's a point on a character, even one with 2 buff/debuff sets, where you want to stop using your animation time for Buffs/Debuffs and start shooting stuff. I think that point is reached a lot more quickly than the general consensus of people do. On an all Corr/Con/Def team players can adjust how much if their animation time is used for each. A Buff/Buff toon doesn't have that option. There's no ability to adjust their time between buffing and blasting to suit the situation.
Someone mentioned "buff/buff could probably farm well" or something similar. Did I misunderstand or misread that? How exactly would a buff/buff character kill anything? -
The numbers I recorded generally represented the ability to level a teammate quickly. I generally let anything go and let players load whatever mission they wanted against any foe they wanted. I did not focus on items nor try to calculate how one could play to make the most money. My #s were not entirely accurate on the subject of leveling teammates because Boss, Minions and Lts give different Inf values. However, it was clear that those 3 common farmers were very close and clear that the Cor + Brute pair was some margin more effective.
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Yeah
Fortunately, even if the accurate information cannot be found the general notion of how "Inf reward" and "Experience reward" increase as you rise in level may be sufficient information for other topics. -
Quote:I've done the LRSF. I know the map you are talking about. That map should be just fine. The enemies are generally in packs one after the other and there aren't too many "which way should I/we go?" questions that pop up.Have you done the LRSF? The last map on my arc is the Warburg Malta base which has a door in the warehouse, so its an outdoor and indoor map.
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I got through 4 arcs the other day. I'm going to change up my scoring system. I'm going to score the arcs I can definitely work with and are stuff I can run with a team using my playstyle preferences. Arcs that do not fit the bill I will simply label as "Needs Revision". The revision could be one of many things. Basically, "Needs Revision" means I can't use it regularly as an arc to play with a random group of people and Fallout them and have a boat load of fun. When you think the revisions are done, let me know, and I'll consider it resubmitted, re-eligible for whatever prizes, and put on the slate for testing. Of course, the revisions I want may not be where you think the arc should go nor where the arc should go for the general population.
May Need Revision - Imperial Task Force 2 aka Romulus Rematch #385400
Quote:Lots of lowbies on the team. A purpled Shield Scrapper. Start with 6
Small enemy packs. Easy. No surprises. AV ambush is cool but was still pretty simple. Obviously, Romans are great but the hostage packs are relatively small compared to +2/x8 spawns. This mission was actually less epic and eventful than the first mission on the actual ITF. In the actual one there are several places where a team will easily aggro lots of packs and then hordes of ambushers and a huge fight atop the hill. This one had lots of small fights and then just an AV
We got hit with "talk to team leader" bug between missions. To be retested. I don't know about this bug. I was the team leader, I started the team. Someone mentioned it pops up when Imperious is the contact.
No arc was listed under that #. I copy/pasted the name and got a bunch of results. I didn't want to figure out which I was supposed to do. I copy/paste the # into the search and run the one that pops up.
Needs Revision - Pentarchy of Punishment #388164
Quote:7 People. One afk to start. Lots of lowbies. Purpled Shield Scrapper.
Arachnos. Not eventful for most of first mission. Got the REALLY big room. The arachnos room that's a big square that is massively vertical: huge way down to the bottom with green liquid and ramps in odd directions rising really high with platforms around. AV is fun with ambush. Could be cooler.
Mission 2
Big outdoor and just says "Defeat AV". A lot of the Crey seemed to try to run away: lots of their AI is set to Ranged by default. I don't want to run around fighting Crey. We beat up 2 packs then we send out scouts for AV. We find AV. He's a running AV with Immob protection. Big not funChasing him across packs we didn't fight was semi-entertaining but rather annoying. We eventually get immob to stick on him by stacking it. Ambush was semi-entertaining. Did not like big outdoor mission with just 1 AV who's a runner.
Mission 3
Lots of Caltrops. Lots of Force Fielders. Some mez. We couldn't really walk around in all the caltrops. That wasn't fun. It was an ocean of Caltrops on us. We stopped after a few packs. We defeated them. There were 5 of us on +2/x8. It was simply slow and annoying. I really don't like a large portion of the enemies throwing caltrops. The FFs were not a problem but sure looked scary. I didn't see a lot of Deflected on my end and the team seemed to have no issue hitting enemies.
Quote:The creator of this mission is the purpled scrapper from before andwe were teamed. We enter a mission, unique cave map in shadows. Don't like the map. The enemies spawned Phantom Army and had hurricane. Both very not fun powers. They had lots of mez and rezzed with RotP stunning large amounts of us. Those are not fun attributes. -
My old testing used Herostats to compare #s. Fire/Kin Controllers, various SS/X Brutes and Fire/Psy Dominators were all roughly close. A Fire/Kin Corruptor + an SS/Brute working together were significantly more efficient than two of any of the first set going in two different directions.
To give the general idea (these #s are not accurate):
100,000 Inf per minute = Fire/Kins, SS/X Brutes or Fire/Psys fighting their ideal enemy under ideal conditions, repeatable and sustainable.
200,000 Inf per minute = Two of any of those working separately and in different directions would combine to gain 200,00 Inf per minute (really, you'd have to adjust for teamsize etc. but I did all that in my testing).
300,000 Inf per minute = Brute + Kin working together... adjusted for teamsize etc.
I did not test any other duo combinations or other toons working together. I would be willing to help people use herostats to gather new and accurate data in a standardized format to compare various strategies. -
I did some calculations based on some possibly incorrect numbers. How about some fact checking...
Code:There may have been some changes to required amount for various levels. However, the key thing I am looking at is the % values. A general idea of where the % values changed would also be nice. Am I understanding it correctly when I say "after level 40 each level requires about an 11.3% larger gain in experience to achieve the next level"?Level XP For Next *** XP % Increase 2 106 106 0 3 337 443 68.55% 4 582 1,025 42.10% 5 800 1,825 27.25% 6 1,237 3,062 35.33% 7 1,575 4,637 21.46% 8 1,950 6,587 19.23% 9 2,680 9,267 27.24% 10 3,125 12,392 14.24% 11 3,600 15,992 13.19% 12 4,995 20,987 27.93% 13 6,405 27,392 22.01% 14 7,400 34,792 13.45% 15 9,093 43,885 18.62% 16 11,184 55,069 18.70% 17 13,000 68,069 13.97% 18 15,950 84,019 18.50% 19 19,200 103,219 16.93% 20 23,400 126,619 17.95% 21 28,000 154,619 16.43% 22 36,000 190,619 22.22% 23 45,000 235,619 20.00% 24 56,000 291,619 19.64% 25 69,300 360,919 19.19% 26 85,200 446,119 18.66% 27 108,000 554,119 21.11% 28 135,000 689,119 20.00% 29 166,650 855,769 18.99% 30 203,400 1,059,169 18.07% 31 254,000 1,313,169 19.92% 32 314,600 1,627,769 19.26% 33 386,400 2,014,169 18.58% 34 470,600 2,484,769 17.89% 35 571,200 3,055,969 17.61% 36 701,500 3,757,469 18.57% 37 854,700 4,612,169 17.92% 38 1,036,600 5,648,769 17.55% 39 1,250,200 6,898,969 17.09% 40 1,502,550 8,401,519 16.79% 41 1,692,900 10,094,419 11.24% 42 1,907,550 12,001,969 11.25% 43 2,150,550 14,152,519 11.30% 44 2,421,900 16,574,419 11.20% 45 2,729,700 19,304,119 11.28% 46 3,078,000 22,382,119 11.32% 47 3,470,850 25,852,969 11.32% 48 3,912,300 29,765,269 11.28% 49 4,410,450 34,175,719 11.29% 50 4,973,400 39,149,119 11.32%
Then I took the data about XP per kill below the table and did this...
Code:Level XP/M M/L XP/L L/L XP/B B/L 3 10 34 33 10 100 3 4 10 58 33 18 110 5 5 11 73 36 22 110 7 6 12 103 40 31 120 10 7 14 113 46 34 140 11 8 15 130 50 39 150 13 9 16 168 53 51 160 17 10 17 184 56 56 170 18 11 20 180 66 55 200 18 12 25 200 83 60 250 20 13 30 214 100 64 300 21 14 37 200 123 60 370 20 15 43 211 143 64 430 21 16 44 254 146 77 440 25 17 46 283 153 85 460 28 18 47 339 156 102 470 34 19 48 400 160 120 480 40 20 50 468 166 141 500 47 21 51 549 170 165 510 55 22 52 692 173 208 520 69 23 60 750 200 225 600 75 24 69 812 230 243 690 81 25 96 722 320 217 960 72 26 110 775 356 239 1100 77 27 127 850 423 255 1270 85 28 146 925 486 278 1460 92 29 169 986 563 296 1690 99 30 210 969 700 291 2100 97 31 240 1058 800 318 2400 106 32 274 1148 913 345 2740 115 33 312 1238 1040 372 3120 124 34 353 1333 1176 400 3530 133 35 429 1331 1430 399 4290 133 36 484 1449 1613 435 4840 145 37 546 1565 1820 470 5460 157 38 658 1575 2193 473 6580 158 39 792 1579 2376 526 7128 175 40 892 1684 2527 595 7582 198 41 943 1795 2514 673 7544 224 42 1063 1794 2657 718 7972 239 43 1198 1795 2795 769 8386 256 44 1351 1793 2927 827 8782 276 45 1524 1791 3048 896 9144 299 46 1719 1791 3438 895 10314 298 47 1938 1791 3876 895 11628 298 48 2185 1791 4370 895 13111 298 49 2464 1790 4929 895 14784 298 50 2866 1735 5732 868 17196 289
XP/M XP/L XP/L = Experience gained per Minion, Lieutenant, Boss.
M/L L/L B/L = Number of enemy rank defeated to achieve next level. For example: defeating 33 minions at level 3 would let you achieve level 4 assuming yada yada, ceteris paribus, etc. etc.
I went into AE and whooped up a custom any with standard powers and defeated them on a few levels. Minion #s first, then LT #s.
Level 41
731 Experience.
511 Influence
1948 Experience
2,337 Influence
Level 26
83 Experience
59 Influence
275 Experience
330 Influence
Level 12
46 Experience
8 Infamy
150 Experience
90 Infamy
Where and what are the faults in the data? Where and what are the faults in my formulas/understanding? -
I'm looking to find the information for how Inf from defeating enemies is rewarded. I have found the information for how enemy defeat rewards are handled for Experience. Here's the Paragon Wiki experience calculation information.
I followed that link to the original source and downloaded the PDF. Here's what the PDF says about Inf.
"REGARDING INFLUENCE: for enemies YOUR level, you get 70% of the XP value for minions, 120% for lieutenants, and 200% for bosses. -thanks to airionis/TopDoc for confirming this calculation."
Is this information accurate? How does that scale with enemies of different levels? -
I've been in the process of writing up a fancy Melee/Buff Archetype suggestion etc
Look for it soon
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Quote:Actually, no it could be implemented in a manner that would not hurt those people the most.Yes it could, but not without significant uproar and disapproval. Not to mention it would hurt the people that are complaining the most - the have nots.
Every change has people complaining. Many for illogical reasons that are based on misconceptions, poor understanding and plain old idiocy. That type of complaining isn't always relevant. Complaining on this topic would be such complaining. -
Quote:The amount of Inf being generated could be reduced.There really isn't a fix for the increased generation of influence that has lead to higher prices. Market 'fixes' aren't likely to work as intended and would result ina true black market and a pissed off player base. The only reasonable thing to try and do is look at getting merit costs adjusted to help increase supply and decrease the time needed for less devoted players to earn enough merits to get desired items.
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I use a lot of keybinds/keymapping that differ from the defaults. Many of my characters experience a very small amount of their keybinds reverting to the default. The characters that experience this often experience different keybinds that revert. Here are some examples.
1) I bind my mouse-button 4 to execute the power in my Alternate-Tray #2 powerslot #10. I often place Ninja run in the upper right of my tray (alt#2 power #10) and use my thumb mouse button (mouse #4) to turn Ninja Run on and off. After a regular period of playing the key (mouse #4) reverts to the default (nothing).
I have my binds file saved on my computer. I reload my binds file when this occurs. After a period of time the key reverts again. I reload the file, the key works. After a time... reverts.
On some of my characters, the mouse-4 button maintains it's role as Ninja Run turner-on button and it is bound in the same manner.
2) I use the control key to execute powers on Alt Tray #1 and Alt to execute powers on Alt Tray #2. This Alt and Control is reverse from the default. On one of my characters the control keys revert.
For example I may have the power "Recall Friend" in Alt Tray #1 power #4. Pressing Control-4 Recalls a friend. The power in Alt-Tray #2 power #4 is Train Thugs. Alt-4 trains thugs. After a period of time I press Control-4 and it says "Invalid Target". I see on my tray Train Thugs is trying to execute. I press alt-4, Train thugs tries to execute.
I have not made an accurate list of which powers change on which of my toons. I am not sure about the regularity of these changes. I do know that I have a binds file saved of all my binds. I do know that when I load my binds they all work. I do know that after a period of time sometimes they don't work.
As you might imagine, this makes me feel like I am going insane. Until the past few minutes this only occurred to minor buttons like my Ninja Run bind. Now, as I start trying to play more of my toons, I am experiencing it on more important binds.
Is anyone else experiencing such things? Is this a known issue? Should I try to isolate which keys this occurs on and on which toons and what regularity?
*EDIT* Writing the ones down as I find them...
I used to have the "E" kind bound to ( powexecname "Sprint" ) on Captain Compliment on my main account Virtue. My keybind file has the "E" key bound to Main Tray, Powerslot #10. I often place Sprint there. I have Sprint in the 9th Slot and "Prestige Power Quick" in the 10th slot. I want "E" to execute the power in the 10th slot (Quick) and not Sprint. After a period of time, "E" reverts to Sprint. I have reloaded my keybind file countless times on this character and it continues to revert after a period of time. Annoying, but not earth shattering. My reason for wanting this is one of the Sprints has a Stealth IO and one does not. I want my character to be fully visible as often as possible and want to turn on the appropriate Sprint type power at the right time.
The Control/Alt example listed 2nd occurs on Nemesis Clone on an alternate account. That account used to have Control/Alt bound to the default. I have been trying to change it to the reverse that I normally use. -
There are slash commands to combine or delete inspirations. You can make these into macros/binds.
Inspirations are combined from left to right then bottom to top. No matter how old the inspirations are nor which inspiration you click on, always left->right, bottom->top. -
1) 1-50 Freedom, death = delete, all pug, no advice/leading teams, non-melee toon
2) Duo Master RSF
3) Fire/X Corruptor Purpled of every secondary.
4) Get the Day Job accolade with [Revive Ally] on my Brute. I've been trying for 6 months or so and I still don't have it. I suck at Day Jobs.
5) Find some crazy AE Arcs I like for my crazy own purposes
6) Restart a Death = Delete SG. -
When you post an item for sale 5% of the price is immediately taken from you in fees. This fee is often called the "List" fee.
5% of 47,000,000 is 2,350,000. That 2.3M is roughly how much Inf your character is holding.
*EDIT* To be more specific, the list fee is taken into account when the market takes the 10% Sale fee. So if you list an item for 45,000,000M you'd pay 2.25M in fees. If that item sells for 100,000,000 (100M) there is 10% or 10M in total market fees. You've already paid 2.25M, so the game takes away another 7.75M. -
Quote:I cut the post down hoping that more people will read this response of mine. They were all valid concerns and thoughts. I think my response should give lots of authors a better idea of exactly what I'm looking for and exactly how I play. Perhaps I should fraps a run.I appreciate you taking the time to play through my arc #15819 The Mantisman Task Force. Obviously we have very different ideas on fun, and I didn't fit what you were looking for. Regardless, you've given me some ideas to consider and I haven't changed the arc in over a year since it won another competition so perhaps it is time to look into some refining. ...
The most important things to my definition of fun are pace and epic encounters. Someone the other day said he liked my "3 second rule" in City of heroes. I believe that's a rule where when someone says ready you count to 3, if people aren't attacking already then you attack. Please correct me if I got that wrong. I don't follow the 3 second rule. I don't ask ready nor say ready. I simply attack. I enter the door and I attack the bad guys. There is no pause, there is no hesitation, and there is no check for teammates. Everyone on my team is told that we are going to play aggressively and everyone quickly follows the pace... or sometimes get ahead of me. We maintain this lightning pace throughout the mission non-stop. We want this pace. This pace is crucial.
The pace we like to play may have mitigated a lot of the dangers the enemies in the first original version of the Mantisman Task Force provided. Often enemies are in a tight groups and my whole team piles into the center. We aggro the entire pack instantly. The enemy aoe debuffs and attacks hit a good portion of us since everything is close together. The first mission of the Mantisman had the enemies spread out in each spawn with some around columns or other features of the terrain. We didn't aggro all the big groups instantly. Also, because we don't have a "Tank" or a focus of the enemy damage we all would hit and engage different groups of the enemies. Instead of all the enemy fire being concentrated in the center or all on the first person in the spawn the damage was spread out. All of our teammates took a portion of it.
Sadly I cannot remember if the enemy groups contain bosses. I do remember that the enemies we fought focused on debuff and control powers and didn't focus on heavy hitting attacks. Though debuffs and controls make fights difficult but they aren't conducive to super-fast paced playing when we want to kill or be killed instantly. Excuse me... kill AND be killed instantly - not "or". Our experience was that we would fight a group in small segments, take it down, then when we tried to head to the next pack we were stuck in a Tar Patch, or Siphon Speeded. We couldn't get to the next pack quickly. Our pace was slowed.
My team will always be random and we may or may not have Kinetics or other anti-slow. The powers that slow our speed are "annoyances". They don't really hinder us because we're already in position when they are cast. We're next to the bad guys when they fired their tar patches and siphon speeds. We aren't going anywhere else. It's us or them -- someone is going down. When the enemies took the time to cast such powers... we shot them. The majority of the enemies we fought seemed to focus on firing debuffs or controls first instead of damage attacks. Everyone on my team is very quick with the attack buttons. The enemies simply died and were not concentrated enough to overcome our defenses.
On the epic fight side it sounds like there is some potential in the TF for such encounters. However, we couldn't get to those encounters. The score is probably an unfair representation of how the TF fits the theme. I am well aware that my preferences are not standard and no author, scored high or low in this competition, should consider their score in this competition as an accurate representation of their arc being "good or bad". This commission is simply for something that fits my fringe, chaotic, crazy playstyle. The spread out enemies who focused on control powers, Tar Patch, and Siphon Speed and not big attacks simply didn't let us play at our normal super high hectic pace and "kill and be killed." -
Quote:I suspect this is true for many submitted arcs: The way you have the arc setup now is probably what most players in the game want. I know and understand that I am a fringe player and my preferences are not the standard. Making the changes that would please me would probably make the arc "not good" for many players who like to do that arc team or solo.Thanks for giving Flower Knight TF a try! And thanks for the feedback, you have a very interesting perspective on how you measure story arcs. I will give some thought to what I can do to make missions 1 and 4 less tedious, and the enemy group more challenging.
Thanks again.
I don't know what you and others AE situations are like and how many arcs you have posted. You may want to consider posting two versions of the TF. -
I suspect the enemies at the door was a teammate running and shooting stuff (encouraged) and then retreating to die away from them (discouraged). Teammate's of mine should know that if you are going down you better be on an enemy's feet. I suspect the AV teleporting comment was lag or possibly me Team Teleporting and the usual confusion that results. I did not notice the AV Teleporting and like you said it isn't possible.
Hopefully, a way will be found where you can somehow cram more crazy encounters into the mission. -
Quote:I'm taking the rest of the responses to tells so as not to clog this thread. If anyone actually cares I can send them the tell as well. Also, I'm taking further discussion on Venture's arc to that arc's thread.2) 60 The Ghastly Secret of Dreams #38686
All my fault for not adding in text indicating a hot door and I feel kind of stupid that I hadn't gotten around to that yet - big apologies. The hot door trick was intentional on my part, "what's better for offing a teammate or two than a hot door?", right? Not so fun if you're that one guy who goes in first, no. Still, you might consider how useful that could be now that you know it's there (from my testing, you have about 10 to 15 seconds between their spawning and when they arrive at the door). But say the word and I'll take it out.
I cannot fathom how someone could make a hot door be fun. Dying before you load is not fun. You don't even see the enemies. You don't move. You enter and you die. Everyone enters and they die. You don't even get to see the enemies nor your power tray. I think on Venture's map one of my teammates shot a badguys and brought him to the door. That's a teammate's fault.
Score 30 - Clubbing Nightmare #4234
Quote:No bosses spawned. There were 7 of us. Mission set to +2/x8. There was Force Fielders but accuracy didn't become an issue. Force Field bubblers are fine. The AV had Dark Regen. We left after the 2nd heal.
One map. Small map. Not fun enemies.
Quote:6 man team. Some lowbies. Another rad who doesnt have fallout
One av in first pack. Another AV in 2nd pack who comes. Hell yea,
Longbow. Bosses Spawn. We run into Valkyrie. She isn't fun after rez. The AVs were 51. Since there were lots that was good. Made them quick. But much more than bosses. We had to spread out to find the tiny blinkies. Missed the ambush.
I crashed in mission 2 at the start. Had to reboot and verify. The rest of the team is still there. I can't re-enter the mission. Others will give me a report on it. Defeat All is not fun. Shadow Spider runs a lot. We decided to restart.
Restart and mission 1 again:
8 man team. Two rads, one of who doesn't have Fallout. Good mix of high/low level toons. Two meleer. Two heroes enemies at the start. Different map. Awesome. Ambush spawns on top of us. Awesome. Valk was next to the Room of Death (Longbow base, big square, one ramp leads up to a raised square in middle, two ramps off that square to a platform even higher up that's also a square, pretty much certainty of aggroing 5 packs). We ignored her on Rez. I slapped my Toggles on Valk and she followed us in. Played with 5+ spawns next to each other. So awesome. After we were done with them Valk's Tier 9 was down and we finished her for good.
Mission 2:
Arachnos have lots of Mez. Got annoying. Lots of AVs are good. Needs some more action/spice though. They are just standard AV fights, which are better than standard fights. But need something more. Defeat all not great.
Mission 3 similar. The outdoor map was just fine. We knew where to go at all times. Easy to see where team goes and easy to find enemy packs. Lots of Heroes good but nothing super exciting.
We fall to 5 people on mission 4. Rise to 8 as it ends. Another lots of AVs lots of arachnos. Fun, but could be more exciting. Defeat all wasn't an issue since it was straight through.
Mission 5. Full team. Team was clearly above average. Going along its normal. Ok that room is huge and awesome. Recluse and States splat really fast. HUGE ambushers. Awwwwweeeesssooommee! We start dying. Clearly we're in trouble. I try to Team TP us to less trouble a good still fighrting regroup spot. There's more guys there! There were so many guys on my screen it didn't draw them. We wiped. We regroup and clear it.
That was the first arc I ran that I actually felt we were doing a high level Task Force. They killed us and we killed them. That's what I'm looking for. Some of the other arcs in this contest have had rooms where I felt we were doing epic and fun battles (The one room in Venture's that had 3 patrols walking around it in a big open square in an office final room) but this arc had lots of them. It still needs some more surprises, ambushers or different types of action though to really put it over the top. However, still clearly the best so far and we didn't mind restarting it because we were having a whole boat load of fun.
I can live with Arachnos and Longbow but to really get to perfection I don't want to fight all the Psy and Mezzing arachnos that often and probably at all. I think we can deal with the various AVs and their quirks. None were super tough. Was simple enough to bring Valk along after she rezzes and the running AVs didn't scatter like the wind. The mission with the 5 tiny blinkies can sometimes be problematic. Perhaps make the bombs optional and each have an ambush. Perhaps make the bombs bigger to be easier to see. I'm not sure. But we often had to run around to find the last one. There were lots and they were very small. We're too busy blowing the **** out of the enemies and each other to notice them.
Quote:We're down to 5 of us. Two of us have Fallout.
Mission 1 Shugenjas fly away really fast. Custom enemies were very easy. Even with 5 they were no real threat. Had to suicide. Outdoor little line of sight. We decided to find last person. Weren't having fun. Enemies don't really debuff or have aoes or have any tricks. They eventually killed some of us when we weren't paying attention. Still not quite up to where I'd prefer.
We hit the AV on mission 2 and actually wiped. I think it was cause we weren't paying attention more than anything. Ambush on AV after we regoup. That's good.
Mission 3. Short, like that it has an AV. But uneventful. One person semi-suicided halfway through the AV fight for fallout. The 5 of us had no problem on +2/x8. I left before the ambush sadly. Heard it was just regular spawn.
Mission 4
I load in. It's gigantic outdoor map with 2 clues to find and confiscate and destroy some other things. I despise this map. We decide to call it a night. Saw there were different enemies. That might have been good.
The missions need more action and the custom enemy group is simply not up to the difficulty I'm looking for. They didn't seem to have any AoE damage, nor any debuffs. They had no mez, which was good, but they had nothing that was really threatening. It was like fighting Family. The enemies seemed just to have swords. Romans have various we don't get mezzed tricks, their javelins deal huge damage, they stack +defense when around each other, and they can quickly pile of defense debuffs. We didn't do mission 4 and 5 though. Perhaps things change. This felt like most of the Heroside Task Forces. I don't particularly like any Heroside TFs besides Statesman. There aren't many epic battles in those TFs.
The Nemesis TF used the Atlas Park map from the final showdown against the Freedom Phalanx in the Recluse SF. He spawned several Heroes randomly around the map. The map doesn't have any line of sight blockers except City Hall itself and it is easy enough to understand "just go around the City Hall in one direction. Everyone on the team was easily able to see everyone else and see the bad guys. We had no problems identifying the next target and identifying who other people were staring down. Since the map had about 5 or 10 Heroes to kill it was easy enough to find and destroy them. They were pretty much in every other pack or so. I **think** that map is Unique Maps --> Atlas Park --> Atlas Park 01 (same as Unique -> Outdoor --> Atlas Park 01). That map allows 22 ambushers/bosses.
I believe The Flower Knight first used Unique Maps --> Croatoa --> Croatoa 06 for mission one. The trees block line of sight. We didn't know where to go from one pack to the next. Also, there were few objectives and a large number of enemy groups. We had to fight lots of guys in normal, boring, unspecial encounters. Mission 4 used either Outdoor Maps --> Graveyard 01 or 02. Both of these maps are very big. They have 36 and 54 allowed ambushers/boss packs. That's a lot of enemy groups being spawned. If there are few objectives and they are spread out randomly we could be flying around or fighting all day. Perhaps someone could make such large open fights very fun but after fighting weak enemy groups and seeing things like 2 rescues and 2 blinkies on the nav I did not want to find out.
I think the Nemesis TF's outdoor map could have used more action of some kind. But the multiple Heroes who were clearly labelled on the Nav and the easy sight and maneuvering in the mission let that one work and be fun. Really big maps and small standard objectives won't cut it.
Updating the scoreboard. Scores likely to change somewhat as I get a better idea of how to compare Arcs:
90 7662: The Nemesis Task Force #364346
80 Psychophage #283197
70 A Warrior's Journey - The Flower Knight Task Force #260284
60 The Ghastly Secret of Dreams #38686
50 Breathless Nights #38769
30 Clubbing Nightmare #4234
Score 0 Mantisman Task Force #15819
Eligible for March 1 billion but not tested:
Imperial Task Force 2 aka Romulus Rematch #385400
Test Mission for Pacing of Smurphys Challenge #388594
Rescue Numina from the Circle of Hands #388422
Pentarchy of Punishment #388164 -
Quote:Everything and anything can work in City of Heroes.Let me first say thank you for any constructive advice or input you give. Now to the main point of my post: I am thinking of creating my first redside toon, and Corrs (or maybe Doms) I think would fit me best, so which of the primaries and secondaries are good, and which are bad? By good, I mean able to solo but still be team-friendly, and fun to play at any level from 1-50. I like damage (my favorite debuff, if you call it that), but with Corrs I like the fact there is a little support there as well. So... suggestions of good sets, good combos, and/or sets to stay away from at all costs?
My understanding of your personal preferences was that you wanted something that was well rounded: good early and late and good on teams and solo. Also, it sounds like you want to focus on damage but want some other powers that are beneficial to teammates.
From that understanding I suggest --> Fire/Dark. Starts out strong with Fireball and Tar Patch by level 2? 4? Fire/Dark is a whole big pile of damage. You don't have any direct team buff powers but you do have a fantastic amount of enemy debuffs and you start with an area heal. -
I hit control-f on this thread and didn't see the words "budget", "cheap", "expensive", "cost" nor "afford". Here's my exists in Mid's only unlimited budget SS/EA build and some notes on it. I have a very large amount of experience tweaking my SS/ELA Brute and this build uses many of the same concepts. I think the SS/ELA is pretty effective (understatement).
In terms of survivability my build isn't as high defense as some: merely 44.9% defense S/L and 47% F/C. That should be plenty. Overload is up 180 seconds and down 94. I slotted Overload for Hit Points. When Overload up and with the Villain accolades you have over 3,000 Hit Points. That's nice. The hit points work well with regeneration. Energy Drain is up every 17 seconds and is slotted for Heal and not endurance. Just to finish off your defenses, which are already pretty nice... slap up these macros...
/macro O1 inspcombine insight sturdy$$inspcombine enrage sturdy$$inspcombine catch_a_breath sturdy$$inspcombine respite sturdy$$inspcombine break_free sturdy$$inspcombine awaken sturdy
/macro 02 inspcombine keen_insight rugged$$inspcombine focused_rage rugged$$inspcombine take_a_breather rugged$$inspcombine dramatic_improvement rugged$$inspcombine emerge rugged$$inspcombine bounce_back rugged
You can change up that macro to only transform the inspirations you want. These macros will let you pile on the oranges. Big ball of hit points + high defense + 17 second small heal + stacks of orange inspirations = Good survivability.
Attacks are well slotted. Haymaker will be your most often used attack so it gets the Hecatomb proc. Footstomp with the FF: Proc is golden and two patron AoEs finish your smashy goodness. Hasten recharges inside the Rage crash which means Hasten is "nigh permanent". Rage recharges in 70 seconds if you feel inclined to use it that often. I usually do not.
Energy Drain up every 17 seconds means endurance issues do not exist post level 28 and when Malefactoring to 23. If you frequently malefactor lower you may wish to change some things. Energy Drain takes 25% per enemy. You should be around more than 4 enemies virtually all the time. I saw no reason to increase Energy Drain's endurance. If you plan on soloing AVs frequently you may want to alter that.
I threw in Taunt and Energy Protection mostly just because I could. I like the double slotted Hurdle for non-travel power movement. It's nice non-suppressive speed. If you wish to go less damage and more survivability you can drop the Epics and go Darkest Night. That would be extremely effective for survivability and you'd still be able to get Dark Obliteration as an AoE and Gloom as a single target blast.
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