-
Posts
3314 -
Joined
-
[ QUOTE ]
Before I go setting this up as a real event, though, I thought I'd see what the MA story community thinks of the idea.
MA arcs that do not properly scale to group size and difficulty level are not "task forces"; they are simply broken.
[/ QUOTE ]
I feel the opposite. I wish I could make a MA arc that did not scale at all and required 6+ people to start.
If someone creates an arc that can be well handled by a 6 man team on Unyielding but is extremely difficult for a soloist on heroic, that is not necessarily bad design, as long as the intent is clearly spelled out. Not all MA content needs to be workable for all team sizes, IMO. -
[ QUOTE ]
whenever they want to catch up with the story.
[/ QUOTE ]
That feature is important to me. Not only do I want to be able to open the Mission Log window to re-read, I also want it there in case we decide to zone in and start right away, but later in the mission I get some time and can then open the mission log to read it for the first time. -
[ QUOTE ]
[ QUOTE ]
Wait until the leader accepts the mission. Then hit the "Mission" tab in your navigation compass. Look for the "More" button in the window that pops up when you hit the "Mission" tab.
Clicking this button will enable you to read the contact dialogue.
[/ QUOTE ]
This needs to be stickied somewhere and/or listed in the Arc tutorials. I've herad of this issue being brought up before but the remedy wasn't known then.
[/ QUOTE ]
The interface for this still needs to be better. The window non-leaders get to read the text in is too small and buggy. It also doesn't show all the contact dialogue.
It needs to be better. -
I like my Fire/Fire/Flame blaster.
It is pure. It is focused. It is simple in concept and yet depends on much to work. It requires awareness, speed, and choosing the right targets. Wiggles, herding, spawn collapse, timing your jump into the spawn for right after all the AoEs hit the tanker instead of right before. There are no holds or controls to lean on for most of its life and in team play even with the one I have, I never bother (solo, Char comes in handy, teamed, I rely on others for that). If played to its peak, its sustainability often falls outside of your control and requires teammates to aid you (a big turn off for a lot of people, but I like that aspect).
"Pfff all that "control" and "safety" just gets in my way. Begone with your lock downs, heals and buffs. Stand back there near the door while I do this so you don't get blood on you." - Emnity -
[ QUOTE ]
Use existing examples of mobs with +XP rewards to buff the XP of the "hard" and "extreme" mobs.
[/ QUOTE ]
Since Hard and Extreme seem like they are going away, I would expect they would not be able to balance mob XP that way. It is also problematic, since a spawn might be challenging inside its group, but cake on its own. It is also far too easy to game by using a character that trivializes whatever it is about a mob that makes it more challenging.
Increasing XP for individual critters seems far too easy to abuse to actually happen. -
[ QUOTE ]
[ QUOTE ]
I actually saw a lot of people in the Galaxy City building last night on Infinity, which is unusual even for the pre-Posi-post world. So I don't know if I'd let a sample size of one dictate your opinion.
[/ QUOTE ]
That seems to be exactly what you just did or attempted to do.
[/ QUOTE ]
I think james tried to use a sample size of two, actually. He used that sample size not to try to argue that MiA was busy or dead, but to show that you can't use a small sample size to demonstrate anything. -
With an unlimited budget, in a teaming situation, with allies to help with end management and surviving, I think the following blaster build would be pretty strong for DPS.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
DPS Fire-Fire: Level 50 Science Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Fire Manipulation
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Flame Mastery
Hero Profile:
Level 1: Flares -- Apoc-Dam%:50(A), Dev'n-Acc/Dmg:50(3), Dev'n-Acc/Dmg/Rchg:50(9), Dev'n-Dmg/Rchg:50(17), Dev'n-Hold%:50(25), Thundr-Acc/Dmg:50(31)
Level 1: Ring of Fire -- Dev'n-Acc/Dmg:40(A), Dev'n-Acc/Dmg/Rchg:40(7), Dev'n-Dmg/Rchg:40(48), Dev'n-Hold%:40(50), HO:Centri(50)
Level 2: Fire Sword -- Hectmb-Dmg/Rchg:50(A), Hectmb-Acc/Dmg/Rchg:50(3), Hectmb-Acc/Rchg:50(7), Hectmb-Dmg/EndRdx:50(15), Hectmb-Dam%:50(17), C'ngImp-Acc/Dmg/Rchg:50(31)
Level 4: Fire Ball -- Ragnrk-Dmg/Rchg:50(A), Ragnrk-Dmg:50(5), Ragnrk-Acc/Dmg/Rchg:50(5), Ragnrk-Acc/Rchg:50(9), Ragnrk-Knock%:50(15), Posi-Dam%:50(31)
Level 6: Hurdle -- Jump-I:50(A)
Level 8: Combat Jumping -- Ksmt-ToHit+:30(A), LkGmblr-Rchg+:50(48)
Level 10: Fire Sword Circle -- Armgdn-Dmg:50(A), Armgdn-Dmg/Rchg:50(11), Armgdn-Acc/Dmg/Rchg:50(11), Armgdn-Acc/Rchg:50(13), Armgdn-Dmg/EndRdx:50(13), Oblit-Acc/Dmg/Rchg:50(34)
Level 12: Aim -- AdjTgt-Rchg:50(A), AdjTgt-ToHit/Rchg:50(36)
Level 14: Health -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(37), Numna-Heal/EndRdx:50(37), Mrcl-Rcvry+:40(42)
Level 16: Build Up -- AdjTgt-Rchg:50(A), AdjTgt-ToHit/Rchg:50(36)
Level 18: Blaze -- Apoc-Dmg:50(A), Apoc-Dmg/Rchg:50(19), Apoc-Acc/Dmg/Rchg:50(19), Apoc-Acc/Rchg:50(21), Apoc-Dmg/EndRdx:50(23), Thundr-Acc/Dmg/Rchg:50(25)
Level 20: Stamina -- Efficacy-EndMod/Rchg:50(A), Efficacy-EndMod:50(21), Efficacy-EndMod/Acc:50(23), Efficacy-EndMod/Acc/Rchg:50(43), Efficacy-EndMod/EndRdx:50(50)
Level 22: Super Jump -- HO:Micro(A)
Level 24: Assault -- EndRdx-I:50(A)
Level 26: Tactics -- AdjTgt-ToHit/EndRdx/Rchg:50(A), AdjTgt-EndRdx/Rchg:50(27), AdjTgt-ToHit/EndRdx:50(27), AdjTgt-ToHit:50(43), AdjTgt-ToHit/Rchg:50(43)
Level 28: Consume -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(29), Efficacy-EndMod/Acc/Rchg:50(29), Efficacy-Acc/Rchg:50(37), Efficacy-EndMod/Acc:50(42), Efficacy-EndMod/EndRdx:50(42)
Level 30: Acrobatics -- KBDist-I:50(A)
Level 32: Blazing Aura -- Oblit-Acc/Dmg/EndRdx/Rchg:50(A), Oblit-Dmg:50(33), Oblit-Dmg/Rchg:50(33), Oblit-Acc/Dmg/Rchg:50(33), Oblit-%Dam:50(34), M'Strk-Acc/EndRdx:50(34)
Level 35: Hasten -- RechRdx-I:50(A), RechRdx-I:50(36), RechRdx-I:50(40)
Level 38: Hot Feet -- Oblit-Dmg:50(A), Oblit-Dmg/Rchg:50(39), Oblit-Acc/Dmg/Rchg:50(39), Oblit-Acc/Dmg/EndRdx/Rchg:50(39), Oblit-Acc/Rchg:50(40), Armgdn-Dam%:50(40)
Level 41: Char -- UbrkCons-Hold:50(A), UbrkCons-Hold/Rchg:50(45), UbrkCons-Acc/Hold/Rchg:50(45), UbrkCons-Acc/Rchg:50(45), UbrkCons-EndRdx/Hold:50(46)
Level 44: Fire Shield -- ImpArm-ResDam/EndRdx:40(A), ImpArm-ResDam/Rchg:40(46), ImpArm-ResDam/EndRdx/Rchg:40(46), ImpArm-ResDam:40(48)
Level 47: Rise of the Phoenix -- Dct'dW-Heal/Rchg:50(A)
Level 49: Maneuvers -- LkGmblr-Rchg+:50(A)
------------
Level 1: Brawl -- HO:Nucle(A)
Level 1: Sprint -- HO:Micro(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Defiance
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]27% DamageBuff(Smashing)[*]27% DamageBuff(Lethal)[*]27% DamageBuff(Fire)[*]27% DamageBuff(Cold)[*]27% DamageBuff(Energy)[*]27% DamageBuff(Negative)[*]27% DamageBuff(Toxic)[*]27% DamageBuff(Psionic)[*]1.88% Defense(Psionic)[*]2.25% Max End[*]85% Enhancement(RechargeTime)[*]87% Enhancement(Accuracy)[*]140.1 HP (11.6%) HitPoints[*]MezResist(Stun) 4.4%[*]21.5% (0.36 End/sec) Recovery[*]72% (3.62 HP/sec) Regeneration[*]10.1% Resistance(Fire)[*]10.1% Resistance(Cold)[*]1.26% Resistance(Energy)[*]1.26% Resistance(Negative)[/list] -
[ QUOTE ]
[ QUOTE ]
I am anti-farming in general, its clear to me that it hurts the game in the long run if allowed to run unchecked to some degree.
[/ QUOTE ]
An easy thing to say. Back it up with some proof.
[/ QUOTE ]
I can't supply proof, but I have some evidence. You can draw your own conclusions.
Many professionals in the MMO industry who have built long-running successful games seem to continually try to limit farming. The attempt this mostly through creating a large variety of content, so that their users do not have to repeat the same content consecutively. The do want you to repeat content, just not back to back to back, and not exclusively of all other content. Occasionally, they create content with unforeseen ability to tweak reward levels to outside acceptable ranges. In those cases they put some change into place for that content.
Creating this variety of content is difficult, since a small number of people need to create content for hundreds of hours of gameplay. Someday soon that might change. -
[ QUOTE ]
Ignoring everything else...
[/ QUOTE ]
Does this include ignoring endurance burn? -
[ QUOTE ]
[ QUOTE ]
CoHGO
[/ QUOTE ]
CHVR is easier
[/ QUOTE ]
Why not just CoR, for City of Rogues ? -
Psi Blast (for blasters) is a single target oriented set on an AoE oriented AT. Using its control aspects (I am talking about Will Dom, TK blast, Psinado, and the ubiquitous -recharge; Scramble Thoughts is a horrible power, IMO), you can kill small groups (don't run on Tenacious or Unyielding) efficiently and safely.
You can combine it with /Fire, /MM, and to a lesser extent /Elec to cover the lack of AoE damage. You can combine it with /Ice, /Nrg, and to a lesser extent /Elec (lesser in control, not in damage) and /MM (lesser in damage, not control) to add more control and single target damage. /Devices does what it does just as well for a Psi blaster as for anyone, if you like /devices.
I have a 50 Psi/Fire and it works OK. Not my favorite set, but it works OK. -
[ QUOTE ]
The devs should look into a method for determining individual xp values for each custom mob, based on its power selections. For example, an extreme/extreme Mind Control/Willpower boss is an extremely nasty customer and should be worth a lot of experience, but a standard/standard Radiation/Empathy boss is worth much less.
[/ QUOTE ]
Even that is not really accurate. You could have a minion who is pretty harmless alone, but can amplify the power of the right group. Put him in one group and he is much weaker, put him in another group and he is much stronger.
For the minor amount of variability in rewards people are complaining about, I doubt it is really worth all that effort. You probably lose more rewards to bio breaks than this issue. -
[ QUOTE ]
In order to test the 3rd mish you have to run through the first two instead of just being able to test the third mish. If I could avoid having to do that then maybe it would get done sooner. I am just not aware of how to test just one mish in your arc without having to test them all.
[/ QUOTE ]
I was plagued by this when I first started playing with the architect as well. You can change the order of your missions at will by clicking on them at the top and dragging them around. Therefore, you can take your last mission and make it the first one to test it. Very useful feature. Edit: errrr... what UberGuy said. Beaten to the punch.
[ QUOTE ]
Not many have done that mish and unless you are a kheldain it will stay that way.
[/ QUOTE ]
An yet, it has the most ratings of your arcs. I frequently start Operation World Wide Red just to run that map full of Knives. I think The Killing Fields mission would benefit from a glowy (or hostage rescue) which ended the mission. that way you could go in and kill as many as you want, leave when you want, and still get the mission complete bonus. -
[ QUOTE ]
29778 - Introducing the Gia mob.
[/ QUOTE ]
Pretty straightforward mission. I earned 233 tickets on Unyielding with my Kat/Inv scrapper, pretty sure I killed everything. Loved the MM EB on my Invuln, massive feed for Invincibility, although the Mind/Psi bosses were rough. I do not believe the rewards in this mission were nerfed, although maybe you did not want so many of the enemies to have Aim? I like the custom mobs, although I think I'd choose a different color than that blue for the mace.
[ QUOTE ]
25641 - One Fiendish plot.
[/ QUOTE ]
I ran this arc with my Fire/Fire/Flame blaster on Unyielding. The first mission cannot possibly have been affected by the ticket nerf (I use this same map in my arc). The Ruladak cave map is pretty big, but I did not break 1500 tickets. The paragon protector mission did not get me near the cap as well.
Based on my runs through those missions the following statement is wrong (emphasis mine):
[ QUOTE ]
I spent hours making it, writing content, making it amusing and hopefully enjoyable to others. Now the ticket reward nerf has completely and utterly destroyed the rewared you should get for doing it.
[/ QUOTE ]
Rewards did not seem like they would be affected by the nerf, except possibly a slight loss on mission 2 if you killed all on the fog map. Your hours were not wasted, the missions still ran fine and rewarded well. The writing could use some polish, if you care, but it seems like a nice start. I assume you are working on part 2.
Your Axis America outdoor farm, 87322 - The Killing Fields, OTOH, that I can see getting hit by the nerf. Bummer too, because it is a fun map. What made you choose the Tac Op Quantums as a boss spawn? From the mission briefing I expected Vanguard Swords, but I didn't see any, although I did only cover half the map before I needed to log. -
[ QUOTE ]
Then don't do them. Simple. : )
[/ QUOTE ]
It is simple. It just seems odd to me that I would ask to run your challenging arcs and in response you remove some of the challenge.
I have a theory about that, but I already told you I believe you are lying. -
[ QUOTE ]
What I will do is tweak it down some so that allot of toons can do it to see what I mean about the ticket rewards. Keep in mind that since AE came out you got more tickets for completing them, which made up for the time it took to do them and the amount of times you may have died. Let me know if the amount of times the average toon dies and the debt you collect is worth the ticket rewards you get. And Again I have turned these down just a bit so more peeps can see what I mean.
[/ QUOTE ]
Turning down the difficulty defeats the purpose. I asked for your challenging missions, not some watered down version. If you turn them back up, let me know.
[ QUOTE ]
They are not farms proving that not all hard mission arcs are farms.
[/ QUOTE ]
I am continuously baffled why people equate hard content to farms. Most hard mission arcs are not farms. Most farms are a bit easier than normal content. Hard content and farms are generally exclusive, although one could farm hard content for fun, they will go slower (which of course is what this thread is about, hard content is not "worth" doing). -
[ QUOTE ]
Again, who is talking about xp?? I'm talking about ticket rewards. And Again those mish's I used to do HAVE lost a ton of tickets as rewards and in my opinion you do not reap decent rewards for your time spent on them. None of the mish's I like have All boss mobs. They have boss, LT's and minions like a normal mish should.
[/ QUOTE ]
My apologies, I inserted XP as a generic term for rewards in general. What is your arc number. I would love to run your challenging mission(s). Circling the Storm Palace is fun, but variety is great. -
[ QUOTE ]
I play very hard mish's (harder then anything in the reg game)and want the rewards to reflect my time and efforts.
[/ QUOTE ]
This has not been changed, as a matter of fact many have complained because recent changes made many spawns harder.
[ QUOTE ]
To say my rewards should be cut off halfway through a very hard mish is ridiculous to me.
[/ QUOTE ]
I happen to agree. I enjoy the occasional large outdoor map of beating on stuff and would prefer not to spend half the time getting no in game rewards. That being said, since it was apparently being abused, I also can handle the new system. I am not sure what it solves, but I can handle it. The size of your mission, has nothing to do with the difficulty of it, so try not to confuse the two.
[ QUOTE ]
I speak only from a challenging stand point from the mish's created to challenge my and other's toons.
[/ QUOTE ]
I believe you are lying. Challenging missions / mobs have not lost any XP. Long missions have. Challenging missions / mobs are still available and can still be played in a fashion that reaps decent rewards for time spent. You just can't make specific all boss spawns that are cake to take out like you once could. But that isn't a challenge really, is it?
[ QUOTE ]
Why must you jump on us for asking for higher rewards for those higher challenging mish's we create?
[/ QUOTE ]
I jumped on no one for asking for challenge. I would like it if more challenging missions and mobs had higher rewards and commented that the devs probably would like it as well. However, I understand that putzes ruin that, and move on. You fail to grasp that and stay rooted in place. I think you are making a bad choice and encourage you to alter your viewpoint. -
[ QUOTE ]
I am so sick of the mindless rapping about "playing MA for the fun, Playing MA for Content" NO DAHH! MA was fun and some player arc are great, but wearing blinders to other's opinions about how or why THEY play just because it's not how or why you play is getting old.
[/ QUOTE ]
The in-game rewards for running MA content are currently pretty reasonable, in regular mission play. They may be slightly lower than regular missions in some cases, and they may be slightly higher in others. The rewards on well done MA farms are probably still a bit higher than on regular farms, but even if they are not, I doubt it was a design goal for MA to be the best farm spot (although it is probably still a reasonable one, if you want variety and can accept only getting 90% of the rate of a well-honed demon farm).
The only position one could have and complain about the current situation is that they wish to be able to reap rewards at a far higher rate than the rest of the game allows. That is probably not a position that will generate a lot of sympathy.
"I liked MA when it first came out because I could get from level 1-50 in 4 hours, gather tens of thousands of tickets in a few hours, and earn a pile of influence. I do not like it anymore because the rewards are closer to the rest of the game." Good luck with that position. -
If you make them not required, having them destroyed does not fail the mission.
I would actually like it if the fail mission parameter was set separately from the Required for Mission complete parameter. I have some ideas to use a chain of destructible objects, but do not want people to be able to fail the mission. I want to force interaction with the destructible object, but not require success at defending it. Maybe some day. -
[ QUOTE ]
Basically any larger outdoor map is now wasting a players time and shouldn't be used. Be it for storytelling or what have you. You're punishing your players by putting kill alls on larger maps now.
[/ QUOTE ]
You can do plenty of storytelling on a large outdoor map without punishing your players. Just do not make it a kill all.
Putting a kill all on a large outdoor map was always a bad idea, unless you were going for a farm. -
[ QUOTE ]
Can i lead the fortunata team?
[/ QUOTE ]
I am hoping to lead the 7 defenders - 1 blaster team. -
I am sure the devs would love to have increased rewards for harder customs. Sadly, some putz would then create a mission with just one enemy type, one of the ones with increased rewards, that they can game the system with.
It is a shame. However, the in game rewards are high enough to keep my characters leveling decently and generating enough cash flow to enhance up. The reward of reading stories I haven't seen before makes up for any extra difficulty. If I hit something over the top on difficulty, I can easily just quit, there are thousands of other choices I have for stories. -
[ QUOTE ]
[ QUOTE ]
Your statement is irrelevant. Will someone who has Rest on a three minute timer and uses other means of endurance management take longer to get through a mission (several missions) than someone who has Rest whenever they want?
[/ QUOTE ]
Yes, obviously, because if you have enough endurance that you don't need to rest then you can spend the time that you would spend resting killing stuff and earning xp. This seems sufficiently self-evident as to be axiomatic.
[/ QUOTE ]
It does not seem self-evident to me. That might make me blind, but I do not think so. Having enough endurance so that I do not need to Rest comes with the cost of taking powers that manage endurance, sacrificing powers that help kill faster or survive better, although Stamina comes bundled with Swift/Hurdle/Health, all of which have a big impact on speed through missions. The Fitness pool is pretty amazing, but it is not Stamina alone that makes it that way.
[ QUOTE ]
[ QUOTE ]
Perhaps I team more than you and have a different perspective. I can see using Rest almost all the time with nothing but benefit. Tanker runs in, Blaster / Scrappers unleash hell, repeat.
[/ QUOTE ]
This is how high-level teams already run, at least in my experience. Except the scrappers don't generally wait for the tankers to jump in to unleash hell. And sometimes the blasters have killed everything before the tankers or the scrappers even get there. Generally not too much need or opportunity for resting.
[/ QUOTE ]
Of course we do not need to Rest currently in the higher levels, we take Stamina, QR, Energy Absorption, Transference, etc. If I could rest every 30 seconds (even though I would probably only need it every minute), skipping some of those powers is much more feasible. Rest also comes bundled with that nice heal aspect, which means blasters could go all out for three or four spawns and then take a knee for 18 seconds. Having rest available removes some of the thought process, why not use Fireball or Fire Sword Circle when nothing else is recharged? Why not keep all my toggles up? You may find those questions annoying, but some people like the part of the game where you have to consider those questions. I am not of the belief that the preference to manage endurance with thought, instead of just powers, is a bad or even unpopular preference. Sure, people will [censored] about end management, but many of the bitchers probably enjoy it as is anyway. That is to say nothing of all the people who do not [censored] and who feel fine with the current set-up.
[ QUOTE ]
First, I think you have an overly optimistic appraisal of how easy it would be to use rest in the middle of combat during the low levels -- it just takes one or two stray hits to send you to the ER if you're resting.
However, even if we concede that you're right and it becomes possible to rest literally whenever you want, a group that needs to rest on average once per spawn will be going slower than a group which can defeat an entire spawn and be starting in on the next spawn with close to full health/end in less time than it takes to rest -- which is the normal situation for nearly every high-level team I've been on.
Rest would speed the game up for lowbies, and for sub-optimal teams and sub-optimal builds. In a more optimal situation, it wouldn't really make much of a difference.
[/ QUOTE ]
First, you keep bypassing the heal aspect of Rest as if everyone in the game is a regen scrapper. Second, needing Rest every spawn would definitely cause some slow-down. However, even without Stamina, most builds in the mid-higher levels can go three or four spawns on a 3 or 4 man team before needing Rest. My experience in the low levels is similar and in some cases better. Solo, some builds have issues, but solo is not the only part of the game one should consider, IMO. Third, learning how to use Rest during a fight is not hard and is much more possible than you believe. I do it all the time now, because I do not build my characters to be endurance management free. If my blue bar is perpetually capped, I am wasting a resource that could have been spent on more damage, control, or survivability.
[ QUOTE ]
[ QUOTE ]
I use Rest pretty frequently right now on almost every character I play, even in the higher levels. I can use it and have no one notice in many, many cases (my teammates can occasionally handle the last 10 seconds of a spawn and the first 5 or 6 of the next spawn while I am kneeling) . If you give it to me with zero recharge, you better believe I can and will use it to much greater effect than you seem to believe is possible.
[/ QUOTE ]
Not to belabor the point, but every time you rest, you are spending 10+ seconds not doing anything to contribute to your team. I'm sure that you would be able to find a way to get a great deal of benefit from insta-rest. But you'd still be going slower than a team that's built not to need rest except in exceptional circumstances.
[/ QUOTE ]
You have no idea how fast 15 seconds can go and are very much discounting the massive amount of corpse beating that goes on at the end of fights. Trust me, your damage contribution at the end of every third or fourth battle is not going to make the mission speed up by 3 minutes. Those other people on the team are generally capable as well, no matter how good it feels for you to get a bunch of kill shots (and I am not belittling you personally here, believe me, I play a Fire/Fire/Flame blaster for a reason).
A tanker, brute, scrapper with a taunt aura can contribute massive amounts to a team on minimal endurance. Rad defenders seem to operate under 10% endurance quite frequently and still help. There are tons of ways to work in a current spawn with minimal endurance for a lot of builds, and then take a knee after, while the rest of the team moves gets into position for the next fight. Using Rest totally stops a soloer. Using Rest lowers (if I Rest with my Emp or Bubbler, but Fort, CM, or Bubbles are up, I am still contributing, even though I am currently kneeling) or stops 1 part of a team, but does not necessarily have any impact on speed through missions for that team. -
Arc offered to which character?: Silent Spy (solo or team as preferred) or Dr. Amy Byrd (I'd want a team)
Arc Name: The Empire - One Alliance
Arc ID: 1044
Faction: Council, Malta, Knives
Creator Global/Forum Name: @StratoNexus
Level Range: 41+
Soloable?: Yes. Small, two or three man teams are best though. Larger teams can be tough.
Length: 4 missions
Difficulty Level: Hard (no EBs or AVs, but 9 placed Bosses throughout the arc, only three of them are skippable, and skipping those three isn't highly likely)
Synopsis: Inter-dimensional warfare. Political intrigue. Ominous alliances. Stop the invasion.
Estimated Time to Play: 60 minutes