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Posts
1909 -
Joined
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All,
I have a level 10 Elec/WP brute but I cant decide whether I should really go with Elec/WP, Elec/Energy Aura, or Elec/Elec.
The reason I am limiting myself to those secondaries is that they all get endurance recovery powers (or in the case of WP, I can double up on Stamina and Quick Recovery).
I would lean slightly against Elec/EA since I already have a Super Strength/EA, and also because I want to see my character (and the SS/EA is always invisible). However, I do like /EA since its possible to get up to the soft cap in an affordable manner (sadly, my defense debuff resist doesnt match /SR but oh well).
As for Elec Armor, I'm not too sure on resistance sets. I used to favor them totally, but ever since its been possible to soft cap defense, I've been hesitant towards them. I also hate Aid Self and I think lots of /Elec brutes take Aid Self. I wont take it. I hate the animation and it ruins the character for me.
For Willpower, which is what I am now, I'm just not sure how Willpower holds up. I have some Willpower tankers, and they do OK, but they just have generic IOs mostly, even tho I'm level 50. They survive well in many situations but sometimes with WP on a Tanker, I REALLY feel then incoming damage. But then again, My secondaries arent the best for damage so maybe a brute could do better there with the fast kill rate.
So, that's why I went with Willpower in the first place, and that's what I am now. But I figured while I'm low level I'd ask for a conversation and some advice on WP, EA, and Elec for secondaries.
Thanks,
Lewis -
[ QUOTE ]
Ryolite could easily have trivial damage, making it akin to Freeze Ray/Tesla Cage, or a stupid long activation/recharge and minor/moderate damage like Bitter Freeze Ray, either way it would not make an effective blast. So that limits you to the standard 3 single target blasts.
[/ QUOTE ]
I assumed Rhyolite would do no damage of significance. I thought that the 4 single target attacks were Shards, Rock Blast, Hurl Boulder, and Propel Boulder. Wouldnt that be 4? Or is Propel Boulder something else?
[ QUOTE ]
As for having 3 AoEs (there's no reason to count the nuke unless it's akin to Full Auto or Rain of Arrows, which it shouldn't be), AR, Fire and Radiation (Admittedly not yet available to Blasters) already have that many or more.
[/ QUOTE ]
I just think 3 is too many IF you also have 4 single target attacks, none of which is a snipe. My assumption about what Propel Boulder is ... may have been off?
[ QUOTE ]
Edit: Also, if the version of Mudpots included in your suggestion is just tanker's Mudpots adjusted to Blaster damage, then your set proposal -also- has 3 AoEs outside of the nuke. Blaster level mudpots would deal almost as much damage over 16 seconds as Fireball.
[/ QUOTE ]
I assumed mudpots for blasters would/should have no significant damage. At least that is what I was thinking.
[ QUOTE ]
Ultimately it's not as if anything we post here is really going to matter
[/ QUOTE ]
Agreed.
Lewis -
Oathbound,
That may be a bit much. For starters, you've got 4 single target attacks in there, and 4 AoE damage powers if you consider the nuke. Plus you've got Aim AND you've got a single target hold. Sure, I'd love it but its way too good.
That's why on my version, I modeled it more after electric blast. I had 2 non-nuke AoEs, one much like short circuit, and one like rain of fire, but with just enough control to make it not quite so tedious without a /slow. Then instead I had a "special" nuke in that it isnt as good as a nuke but it doesnt wipe endurance. Even that may be a bit much. I had a single target control power, and a point blank slow as a weird power.
But man, 4 singles, 4 AOEs (with nuke), a hold, and aim? That's crazy good.Too good. Fire blasters would be MAD and rightly so. Not to mention Ice Blasters. And everyone else.
Anyway, its fun to dream!
Lewis -
[ QUOTE ]
Scaling Assassin strike for Stalkers while it looked good on paper, turned out to be terribly broken and never made it live. It took awhile and lots of testing before the current stalker changes made it live. Also if I recall correctly the first proposed changes to Defiance, didn't make it on the first dry run either. We also don't know what else is included in Castles changes, there may be a wild card in this set of buffs.
These changes are "proposed" until its actually in a patch going to the live server, all bets are off.
[/ QUOTE ]
Of course. You are technically correct. But compared to the thousands of changes, large and small, that made it to test, easily over 99% go to live once on test.
So yes, absolutely, there is no guarantee, but there is a 99% chance. That's all I'm saying. With odds like that, I assume that if those numbers hit test, they will hit live. Even if I end up being wrong, I'll continue to post the same opinion about other changes.
I'm seriously not being argumentative here.Only conversational.
Lewis -
[ QUOTE ]
1.) What do you think about Serum?
[/ QUOTE ]
I dont know, because my Merc/Storm never took it and neither did my Merc/Dark. I simply included it in the build because I figured he might want a build that let him try every power. Then he could respec out of any powers he (original poster) doesnt like.
[ QUOTE ]
2.) Does PowerBoost boost defense of FFG?
[/ QUOTE ]
I have no idea, since I have never had Black Scorpion in conjunction with either Traps or Force Field. Again, I just included almost all the powers I could, and it so happens that I really dig the Black Scorpion powers. I threw Power Boost in there more because if you only have 1 extra slot left at level 50, Power Boost is a decent one to have if you will only have a total of 2 slots to put in the power.
Honestly, I should have stated up front that I have never played the combination that the OP asked about. I have tried the primary and the secondary to high levels, but not together, and I've never played /traps with Black Scorpion.
Still, I've played enough Masterminds that I was hoping I could still be helpful, since the question seemed to be a request for a basic build. I think the build layout looks serviceable based on experience with the power sets in different combinations.
Since I'm not a master Mercs/Traps player though, I'd be more than happy for someone else to come in and correct me / scold me / help the OP.
Lewis -
RiverOcean,
On the other hand, once it makes it to the test server, 99% of the time it goes live. That is because the test server is to find defects/bugs and not intended to try theories. It usually takes a monumental game-breaking whoopsie for the patch to NOT go from test to live, once it hits test. I'm not saying they wont tweak it, I'm just saying once you see it on test in COX, its gonna hit live. Usually.
Lewis
/QA in a less interesting job then COX -
[ QUOTE ]
En/Fire
[/ QUOTE ]
Man, I was gonna come on here and say Energy/Fire also. I know its been possible to make one since day one, but the crazy knockback in conjunction with powers that require the foe be next to you seemed like a good "you either love it or hate it" combo. Then like 3 or 4 of you had to show up with the same suggestion.
I had always meant to make one of these, even had one for a while. He was a play on the various Marvel-esque cosmic entities out there. Energy and Fire Swords and whatnot.
Lewis -
I would personally want to see something like this:
1) Shards -- Single target attack
2) Rock Blast -- Single target attack
3) Quartz Burst - PBAoE, decent size
4) Hail of Stones (Rain-based AoE with knockdown like EQ)
5) Aim
6) Hurl Boulder
7) Fossilize (single target hold)
8) Mud Pots (pbaoe slow/immob)
9) Rupture (works just like trip mine except it goes off as soon as the animation time completes, and you can cast it at range)
Lewis -
This same person posted the same thing on the Controller forums. I suspect its a troll post motivated by boredom. I might be wrong. *shrug*
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I think its a silly rumor. The devs have already stated in older posts that the goal for the upcoming Dom improvements included the desire to not affect anyone who had achieved perma-domination very severely, if at all.
Lewis -
I made an Earth/Fire Dominator who is level 42 or so. He rocks. Well, he is slow, but steady. The controls are nice, and the damage, while not stellar, gets the job done. The nice thing about Earth Control is that you have the ability to really keep the foes neutralized for long periods of time, so it gives time for your damage to add up. The Dom buffs in I15 may make this even better.
I've heard Earth/Electric is pretty slick too, but I havent tried it. I think Electricity is more of a single target set in the early levels.
You probably can't go wrong with any choice, though I think Earth/Energy would perhaps be a weak combination due to the knockback conflicting with the location-based controls. Still, I'm sure someone has made it work.
So, I like Earth/Fire, but you could probably pick anything.
Lewis -
Here is a very simplistic build that pretty much takes everything (so you can try everything) and slots it in a generic but passable way. You could do so much more than this of course, but this would get you started.
I'm not saying its the best, its just a functional example.
Lewis
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Technology Mastermind
Primary Power Set: Mercenaries
Secondary Power Set: Traps
Power Pool: Flight
Power Pool: Fitness
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Soldiers -- Acc-I(A), Acc-I(3), Dmg-I(3), Dmg-I(5), Dmg-I(5), EndRdx-I(33)
Level 1: Web Grenade -- Acc-I(A)
Level 2: Caltrops -- Slow-I(A), Slow-I(46)
Level 4: Triage Beacon -- Heal-I(A), Heal-I(7), RechRdx-I(7), RechRdx-I(34)
Level 6: Equip Mercenary -- EndRdx-I(A)
Level 8: Hover -- Flight-I(A), Flight-I(9), Flight-I(9)
Level 10: Acid Mortar -- Acc-I(A), Acc-I(11), RechRdx-I(11), RechRdx-I(23), DefDeb-I(43), EndRdx-I(46)
Level 12: Spec Ops -- Acc-I(A), Acc-I(13), Dmg-I(13), Dmg-I(15), Dmg-I(15), EndRdx-I(33)
Level 14: Fly -- Flight-I(A), Flight-I(19), Flight-I(19)
Level 16: Force Field Generator -- DefBuff-I(A), DefBuff-I(17), DefBuff-I(17)
Level 18: Swift -- Flight-I(A)
Level 20: Poison Trap -- Hold-I(A), Hold-I(21), RechRdx-I(21), RechRdx-I(23), RechRdx-I(37)
Level 22: Health -- Heal-I(A)
Level 24: Stamina -- EndMod-I(A), EndMod-I(25), EndMod-I(25)
Level 26: Commando -- Acc-I(A), Acc-I(27), Dmg-I(27), Dmg-I(29), Dmg-I(29), EndRdx-I(33)
Level 28: Seeker Drones -- Acc-I(A), Acc-I(31), Dsrnt-I(31), Dsrnt-I(34), RechRdx-I(34), RechRdx-I(40)
Level 30: Serum -- RechRdx-I(A), RechRdx-I(31), ResDam-I(43), ResDam-I(46)
Level 32: Tactical Upgrade -- EndRdx-I(A)
Level 35: Trip Mine -- Acc-I(A), Dmg-I(36), Dmg-I(36), Dmg-I(36), EndRdx-I(37), RechRdx-I(37)
Level 38: Detonator -- Acc-I(A), Dmg-I(39), Dmg-I(39), Dmg-I(39), RechRdx-I(40), RechRdx-I(40)
Level 41: Web Envelope -- Acc-I(A), Acc-I(42), Immob-I(42), RechRdx-I(42), EndRdx-I(43)
Level 44: Scorpion Shield -- EndRdx-I(A), DefBuff-I(45), DefBuff-I(45), DefBuff-I(45)
Level 47: Web Cocoon -- Acc-I(A), Acc-I(48), Hold-I(48), Hold-I(48), RechRdx-I(50), EndRdx-I(50)
Level 49: Power Boost -- RechRdx-I(A), RechRdx-I(50)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Supremacy
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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On protector, I'd say it has died down from frenzy to moderate disinterest. Oh sure, there are people in the AE room, but most of the people seem oddly quiet and nobody is doing a whole lot.
That's probably where the AE should float: moderate disinterest. Meaning that some people will, some people wont.
Lewis -
[ QUOTE ]
Only kind of borked.
[/ QUOTE ]
I would say straight out borked, in that your example only proves my point: when auto-sidekicking to the bottom of the mission range, the +1 and +2 level effects are doubled. You end up receiving +2 and +4 in level difference instead. When sidekicking to any person, you only get the +1 and +2 you are supposed to get.
It was probably put in to prevent farming by picking 45-54 enemy groups. Which is odd, considering that it is considered acceptable to get experience at 5 levels below the leader, because reasonable contribution is possible.
But no biggie, we can just sidekick to the 50s if need be. All we really lose is that hardcore feeling of "oh crap" on the lowbies, which is fun.
Lewis -
Weird. I was playing around with Thugs/Traps and you can get some pretty crazy high defense numbers. Well, defense debuff notwithstanding.
I managed to soft cap Ranged, come darned close on AoE, and also well beyond soft cap smashing/lethal and energy. Plus all my other numbers are at least 33%, even psi. Freaky.
Plus, if the numbers are what I hope on the Enforcers, combined with my Maneuvers and FFG and my pet unique defense IOs, I soft cap the thugs if they stay in range. Well, I think.
Or am I totally crazy on this?
Lewis
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
ZZZ MMM Thugs Traps: Level 50 Magic Mastermind
Primary Power Set: Thugs
Secondary Power Set: Traps
Power Pool: Flight
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Call Thugs -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(3), BldM'dt-Acc/EndRdx(3), BldM'dt-Acc/Dmg/EndRdx(5), BldM'dt-Acc(5), BldM'dt-Dmg(7)
Level 1: Web Grenade -- Enf'dOp-Acc/EndRdx(A)
Level 2: Caltrops -- Slow-I(A)
Level 4: Triage Beacon -- Dct'dW-Heal/Rchg(A), Dct'dW-Heal/EndRdx/Rchg(7), H'zdH-Heal/Rchg(11), Numna-Heal/Rchg(11)
Level 6: Equip Thugs -- EndRdx-I(A)
Level 8: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(9), Flight-I(9), DefBuff-I(43), DefBuff-I(46)
Level 10: Acid Mortar -- ShldBrk-Acc/DefDeb(A), ShldBrk-Acc/Rchg(19), ShldBrk-DefDeb(36), ShldBrk-Acc/EndRdx/Rchg(37), RechRdx-I(37), Achilles-ResDeb%(37)
Level 12: Call Enforcer -- HO:Nucle(A), HO:Nucle(13), BldM'dt-Acc/Dmg/EndRdx(13), Achilles-ResDeb%(15), DefBuff-I(15), DefBuff-I(19)
Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(21), Flight-I(21)
Level 16: Force Field Generator -- RedFtn-Def/EndRdx(A), RedFtn-Def(17), DefBuff-I(17)
Level 18: Gang War -- S'bndAl-Dmg/Rchg(A), S'bndAl-Acc/Dmg/Rchg(23), S'bndAl-Acc/Rchg(23), BldM'dt-Acc/Dmg(25), C'Arms-Acc/Dmg/Rchg(25), C'Arms-+Def(Pets)(33)
Level 20: Poison Trap -- Lock-Acc/Hold(A), Lock-Acc/Rchg(36), Lock-Rchg/Hold(36), Lock-EndRdx/Rchg/Hold(40), Lock-Acc/EndRdx/Rchg/Hold(40), Lock-%Hold(40)
Level 22: Swift -- Flight-I(A)
Level 24: Health -- Mrcl-Rcvry+(A)
Level 26: Call Bruiser -- HO:Endo(A), HO:Endo(27), HO:Perox(27), HO:Nucle(29), S'bndAl-Dmg/EndRdx(29), EdctM'r-PetDef(31)
Level 28: Seeker Drones -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(33), Stpfy-Acc/EndRdx(33), Stpfy-Stun/Rng(34), Stpfy-Acc/Stun/Rchg(34), Stpfy-KB%(34)
Level 30: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(31), EndMod-I(31)
Level 32: Upgrade Equipment -- EndRdx-I(A)
Level 35: Boxing -- Acc-I(A)
Level 38: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/EndRdx/Rchg(39), RedFtn-Def(39), S'dpty-Def/EndRdx(39)
Level 41: Web Envelope -- TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(42), TotHntr-Acc/EndRdx(42), TotHntr-Immob/Acc(42), TotHntr-Acc/Immob/Rchg(43), TotHntr-Dam%(43)
Level 44: Scorpion Shield -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(45), RedFtn-EndRdx/Rchg(45), RedFtn-Def/EndRdx/Rchg(45), RedFtn-Def(46), RedFtn-EndRdx(46)
Level 47: Tough -- TtmC'tng-ResDam/EndRdx(A), Aegis-ResDam/EndRdx(48), ImpArm-ResDam/EndRdx(48), S'fstPrt-ResDam/Def+(48)
Level 49: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/EndRdx/Rchg(50), RedFtn-Def(50), S'dpty-Def/EndRdx(50)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Supremacy
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That is the base percentage? I've seen people say 7%, 7.5%, and 8%.
I'm trying to figure out what percentage 2 enforcers generate, if they have 2 level 50 Defense IOs in them. I would think it would be 11.2% for each enforcer, if the base value is 7.5%. Is that accurate? That would be pretty sweet if each pet was getting 22.4% as long as each enforcer was alive. Seems a bit high, but cool.
Lewis -
By the way, what is the final word on the base percentage of the Enforcer's Maneuvers anyway? I know it only affects other thug summons. Also, does each Enforcer project one, and do they stack?
Thanks,
Lewis -
What about the possibility of 2 acc/dam HOs, a Soulbound Dam/End, the achilles heel, and 2 defense IOs? Your accuracy would only be 66% but that is probably enough for the enforcer.
An alternative would be to go with 2 acc/dam HOs, a Blood Mandate acc/dam/end, and then the achilles heel with 2 defense IOs. Your acc and dam would be 86%.
Finally, if you were willing to let the enforcer endurance useage run a little low from time to time, you could do 3 acc/dam HOs and the achilles and the 2 defense IOs. That way acc and dam are both 94%.
Lewis -
Just as a follow-up, I noticed that when I run it on difficulty 4, my sidekicks are 44. On difficulty 5, they are level 43. On difficulty 2 they are level 45. What the HECK is up with that? Did the programmers accidentally reverse the calculation somehow?
EDIT: Looking at another thread, it may be intentional, but its kinda stupid. Apparently the code is applying the difficulty setting on both the top end and the bottom end. The foes will be 1 level over 50 on unyielding, but it also makes the player level 45 - 1, or level 44. It must be a coding defect, since ideally someone sidekicked to 45 would be 5 levels off a foe on difficulty 1 or 2, and 6 levels off on unyielding and 7 levels off on invincible. However, they end up being 5, 9, or 11 levels off. Definitely borked.
Lewis -
Captain_Cosmic,
I tried your solution and it just isn't working. Or maybe it is, but it isn't addressing what my actual problem was.
When I followed your instructions, the level range of the mission was indeed set to 45-54. No problem with that. However, I was already doing that correctly in my own mission by putting a single hostage of level 45-54 (a werewolf) in the map.
My problem is that when I run the map on unyielding with a level 50 character, my lower level characters are auto-sidekicked to level 44, NOT to level 45. That happens with my setup and with yours.
To be certain I was following your instructions here is what I did:
(1) I created a "collect object" as my mission complete.
(2) I set my foe type to Werewolves (45-54).
(3) I then created a "destructible object" details with 27 instances (the max for the map).
(4) I then set the enemy group surrounding the destructible objects to my custom group (instead of "same as boss").
(5) I set the other minimum mission details.
(6) I tested it on a team of 3, with a level 50 driving on unyielding, and a level 40 character along with a level 32 character.
My 2 lower characters are level 44 in the mission, not 45.
I also tried the exact same setup without the Collect Object as the mission goal, but instead I made a Boss (one of my custom group) the goal. The group was still werewolves, but the maxed destructible objects all had my custom group selected.
So, basically, this isnt getting me any different results than my map where I simply made it with my group and placed one hostage of level 45-54: my sidekicks are level 44, not 45.
Perhaps the patch from this week changed it? Of course, as long as I'm driving with characters of level 49 or less, I'm fine, but I like to play characters up to level 50, drive them at level 50, and invite all my friends to play, who can then either sidekick to me or to other friends or simply auto-sidekick to the level allowed for XP by the devs if they think they can handle the heat. But with things as they are, they are only sidekicked to 44.
Any suggestions?
Lewis
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Captain_C,
I dunno. That seems quasi-exploitish to me. Maybe not. I guess, just by virtue of it seeming like you have to make an end-run around the auto-leveling, that somehow its not correct code behavior.
Then again, technically it should be legal or a non-exploit considering that there are native groups that already span from 45-54 by default anyway.
What other groups in the editor span from 45-54?
Lewis -
All,
I'm really baffled on how people make their missions auto-exemplar to level 45 or 46. Or even 48. I thought all I had to do (based on another older thread I found) was add a "free captive" and select something in the 45-50 range.
I tried a werewolf, and in the captive detail, I specified a werewolf lord. And it almost works, but even on difficulty 4, any people I bring in are being set to level 44 on the exemplar.
Is there some other detail I am over-looking? How do you do this? I unlocked all the special enemies and maps etc with my tickets and I dont see any other level ranges either. I'd be fine with a level 48 auto-exemplar as well, though I would prefer 46 or 47.
Thanks,
Lewis -
I got this too. Scam? Accidental early release of info? Slow press release posting?
If its true ... cool.
Lewis -
I didnt really have a lot of slots for it in my build. I have 2 slots for it, that's it. I threw 2 slow IOs in it, and called it a day. I prefer Slow because it recharges fast enough for my needs and the damage is a drop in the bucket, even slotted. What I like about the 2 Slow IOs is that it keeps everything in the Caltrops for longer. It takes them longer to run out or get through. I like that.
Lewis -
Anybody got a recommendation on a wireless mouse and a wireless keyboard that work with the mac, then? AND that have a full correct numpad?
Lewis