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Posts
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Joined
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Quote:Yep - you seek revenge on those who depowered Darla Mavis, or altered Timothy Raymond, or is Psymon's rival, or cleaned up messes Abyss couldn't handle (I mean - were beneath her). You're always fighting battles for other villains who are too lame to fight their own.As a villain character you never get to become a super villain. You are always a lackey of Recluse, not a villain who stands on his on feet seeking revenge upon those who for example; bullied you in school or rejected you and made you into a laughing matter when you tried to make a career as a successful scientist.
In fairness, it has to be tricky to write why your character would have a beef with [insert hero]. It's easier to be reactive ("Stop Villain X!") than proactive. -
Quote:Doing these solo I'm of a much different mind on Mayhem vs Safeguard. Mayhem missions are easy. Just treat it like a nice destructive stroll. Blow stuff up, defeat a spawn. Blow more stuff up. The number of items that increase your time is pretty huge, you can get well over 25 minutes pretty easily.Redside:
Mayhem missions: lots of ambushes, which if handled hastily can group up into team-wipe sized longbow squads. Limited time from the get go, and no way to regain time via breaking things after the bank. Far tougher than the blue equivalent.
If the mission has one, go to the jail and break out whoever is in it. Now you have an ally. Yes, it's an ally with a short attention span, but as long as you blow up everything within its perception you should be fine. And blowing everything up is fun anyway. Boss-class allies also help with ambushes, occupy arson spawns, take out other side mission bosses.
Then complete the side missions. These will add even more time (snatch & grab even gives TWO time rewards). After you've completed all the side missions and blown things up to your heart's content, THEN go to the bank. Hopefully still with an ally to help you.
Safeguards OTOH, you have to make your way to the bank a little quicker. And if you lose the fight with the villain, you're pretty much done; by time you revive in the field hospital, the villain has high-tailed it across the map and is moments away from exiting. Defeated in a Mayhem? Stroll back to the bank where the hero is sitting there waiting for you. Also tougher: stopping the arson. There's a limited time to do it in, and once the building goes up that's that. AFAIK, there's no real urgency in setting the fire. -
Quote:The combo solos well IMO; I'd recommend taking on smaller but tougher spawns (the above AV strategy works just fine on Elite Bosses too). Run in bodyguard ("tankermind") mode, concentrating on debuffing and taunting, doing your best to use positioning to keep your minions out of AoE fire.I know this is a pretty late reply, but my first MM/first villain/first 50 villain is Mercs/Poison, and it worked well for me.
Mercs work best from range. I don't know if I'd say they're the absolute best compared to other MM sets, but they seem to be decently well rounded. The Medic in among the Soldiers does have a tendency to be a bit crazy... running off to kill something instead of healing. But any healing he does do is good, plus you can use Alkaloid on someone he's missed. Spec Ops have a really good blitz of mez with their Flashbangs. And the Commando's the best damage. Mercs' big wildcard power is Serum, which is pretty much a tier 9 power for one of your pets. It really does make them into a killing machine for a while (complete with a health and end crash when it drops.)
I think Poison's an under-appreciated set. It's a very nice debuff set, with a couple team utility powers. Alkaloid, Antidote, and Elixir of Life help with teammates, and pretty much everything else makes the enemies weaker. Poison Trap's pretty skippable... but in my experience, Poison shines the most in tough AV fights.
Envenom and Weaken are great to use against an AV, but the best bit of synergy between the sets happens when you take the Commando, give him Serum, cast Noxious Gas on him, and tell him to go fight the AV in melee. Serum is good enough to let him be able to survive easily, and Noxious Gas is an awesomely good debuff. I can't really speak for solo, but with a good team the AV will turn to tissue paper after you do this.
Build in an old thread on the topic posted here:
http://boards.cityofheroes.com/showt...um#post2151784 -
Quote:That's what I'm thinking - that it's some sort of arc.I doubt we would ever get anything 100% identical to CO's Nemesis system.
But I could easily see a CoX "doppelganger" system become our equivalent to it.
While it might be fun to stand in a room and fight NPC clones of my characters that by itself would not be very fun for long. I would suspect that the "doppelganger" system would be introduced as a series of missions, a TF or some other kind of random encounters that would expand the concept out longer than just one massive fight scene.
If this is a prelude to Going Rogue, and is called "Dark Mirror", maybe there is an arc (or arcs) dealing with Praetoria, and at the end of the arc you find out that the individual behind whatever machinations you've been tasked to stop happens to be your own Praetorian counterpart. The arc and story are pretty much the same for everyone, but the big reveal at the end is character-specific.
Of course, if you're a villain, I guess this wouldn't really be your dark mirror, per se. -
Quote:Thanks...brain cramp on that one.The giant monster in Sharkhead is Scrapyard, not Shipyard. Just an FYI.
Also, an easy way to find Marcone bosses is to head to the Flop in St. Martial and beat up bald dudes in white suits or guys wearing black suits and white hats. Mobs(ters) with those two costumes will always be bosses (consigliere) or underbosses (for the Untouchable badge).
And thanks for the tip. The problem is finding enough of them actually spawned. I tried St. Martial and found a couple, though for a 34 they were conning at least red. Tried Villa Requin and Port Recluse in Sharkhead, found a couple. Tried Port Oakes...and ran into a Rikti invasion. Then I gave up - hunting down 192 more just wasn't worth it. -
They're still worth decent XP, and are manageable if you work quickly (I've had times when multiple bosses have come out though, which was significantly less manageable).
Here's a screenshot, and thanks for the confirmation that it's not just me.
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Probably Stone Armor. Not saying I'd never play it, but it's so far down the list of sets that I'll probably never get to playing it.
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Quote:I've somewhat come to grips with the "grittiness" of CoV, but I still wonder why in the heck they make it so hard to get around zones for non-flyers. I mean, those huge Arachnos bases are a pain in the rear. Getting to the ferry in St. Martial is like a stinking maze. Same with getting from the "core" of Grandville to The Gutter (not going to use the entrances with the nice purple-con Banes, thanks!), from The Gutter to outside the wall, etc.Redside needs more content. And alternate zones that don't look like they're designed in the world's biggest garbage dump. Even the area that should, in theory, be more geared towards tourists (St. Martial) is bland, broken up, and trashy. And really - even with construction going on, would any tyrant let their "capitol" (or at least headquarters) get as much garbage on the streets as Grandville has, once you step off the armor plated walkways?
Also agreed on the content. I'd really like to see more contacts in St. Martial. I recently got my Dom to 50, my Brute is at 46, and my Widow is now 34. I am tired of Nerva. Tired of traveling to the far reaches of it to get to Naylor. Tired of Timothy Raymond, sick of doing Kelly Uqua's bidding. Even getting tired of Psymon. Over in St. Martial though, Hard Luck's missions take no time at all, Jezebel Jones and Vivacious Verandi take even *less* time. Basse isn't much better. So you're left with about 30 missions for Hardcase dealing with the Wailers. Oh joy. I'm still probably going to run Hardcase on my Widow anyway - even if it is taking running the Talos Island mayhem again to get introduced.
(For 30-35, I really would like to do Crimson Revenant and Slot Machine's arcs. But nobody EVER seems to take on Shipyard, and finding 200 Marcone bosses is just mind-numbing.) -
Quote:That unfortunately would be none of them...I burn them as I earn them. And that's not at that great a clip.No need to look on test... just transfer over one of or several of your toons that have merits from live to test a few times and click away
(was hoping that maybe there had been a merit giveaway on test at some point, which doesn't make much sense now that I think about it more) -
Ah - got it. I'd missed the part that the max weighting is 5, but assuming that this makes sense. Given enough rolls, each recipe will basically fall into one of five bins then?
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So catching up...is the theory then that you should be able to do a number of rolls for a certain range, find the lowest incidence of a recipe and conclude that that recipe has just one entry in the table*, and then all others in that range should be an integer multiple of that? Then once you find the "multiplier" for a particular recipe you can assume that it is the same for all level ranges?
*I suppose it's possible that even the rarest recipe is in the table more than one time, but I kinda hope that isn't the case, just to make things a little easier
edit: yeah, and I guess if that is the assumption, TopDoc is right in that rolls should be limited to the smallest number of ranges that cover all recipes
/needs to get on test and see if he has anyone with merits -
Quote:Agreed. Regarding casino maps...why can't heroes get any of the yellow caves? Or the CoV "nice" versions of offices? Mix those in.I'd love to see three major thing:
(A) More outdoor maps. Enough said. Heck, make some outdoor maps that aren't located in Rhode Island; say that the helicopter is taking you to a Central American jungle or an ice floe north of Canada or something...
(B) More styles of interior building. Not just offices but a few "museum" tilesets and logical maps. A hotel/apartment set where most of the doors are "closed" (painted like in the offices) but others are open to small apartment areas, kind of like the side rooms in the offices. Be great for "The building is on fire and full of Hellions... rescue the people!" style missions. A department store, a library... something that makes the city seem alive instead of the same generic office and warehouse over and over.
(C) Each villain faction should have its own "base" maps. If you're stopping a robbery, then you're in the appropriate building. If you're chasing the Skulls to their hide-out to rescue Lucy Dreamtime, then it should look like a place the Skulls have been hanging out in. Even if it's largely a couple of re-skinned warehouse or office (like the "Rave" warehouse or the Hellions "hide out" office with the sprayapint and Satanic altars). Some factions have this to some extent such as the Crey "Tech" maps but what about the Tsoo? Carnival? Family (Do heroes even see the casino maps blueside)? Sky Raiders (no recycled Crey maps, please)? Etc.
As for the lab map, I liked what they did in making the Portal Corp version - it's pretty much the same thing, just in white. Of course you only see it what, one time (mission for Angus, I think)? Tint it something else besides blue just for kicks. Maybe use a few of the SG base skins. Use special skins like the Freakshow base and Lou's shop more than just once. -
I soloed this on my Plant/Thorn, but MAN was it a PITA. The Fonts were maybe the easiest part of it, and a couple of those took me down. Dealing with the final room with all the spouts and Calystix (may have been a Font still standing in there too) was just plain nuts. Not sure what I would have done if I didn't have Seeds to use on Calystix' summons (which is a task to try to aim when you're getting flipped in the air every two seconds).
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Here are the screencaps from the Cimerorans in Peregrine mission. What I think happened is that I had a newspaper mission - a very old one - that somehow became corrupted.
Outside mish
Entering Mish
Here's an extra one of my missing CoT portals.
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Quote:I don't believe so. The mission is in a regular warehouse, but the goal is to defeat a Cimeroran boss and the map is populated by Cimeroran traitors. I'll have to see if I can get a screenshot tonight.The Daedalus arcs take you out of Cimerora. Is this one of his missions?
edit: I believe part of the mission info also contains ye old TEXT_MISSING_UNDERSCORE_DESCRIPTION type errors -
Quote:All good suggestions. Logging out in Pocket D is also an option, especially if you have the VIP pass.I park my characters at that level in the arena for the endurance buff day job power. I also always get the endurance/defense pet and have no qualms using it often.
I have a DB/WP tank and I don't recall having those same endurance issues, but tanks get QR at 12 instead of 20.
I also generally put off getting hasten until after stamina for precisely this reason. No sense attacking faster if I'll have to stop and catch my breath anyway. Of course, if you are going for superspeed as a travel power, that may not be an option.
Finally, you may consider shutting down some toggles. I sometimes see people running sprint 24/7 and resting after every mob. But even some shields can be shut down depending on what you are fighting.
I don't see 14-20 being a real problem, as these levels go by so fast. General rules of thumb, most which already have been covered:
* Use inspirations. Not just blues, but in general. Hit harder, miss less, etc. Saves endurance.
* Slot for endurance. Every little bit helps. Sometimes I will slot two end DO in toggles rather than any def/res at lower levels.
* Use toggles judiciously. Many of them you don't even need at lower levels, especially solo.
* Put off AoE attacks or other high-end powers until AFTER Stamina. My blaster did fine putting off Fire Sword Circle, my Brute did fine waiting on Clobber and Whirling Mace, my tank did fine putting off Whirling Hands. Or just use them judiciously. You can do just fine with single-target attacks for a long time with smaller mob sizes. -
I was on an escort mission red-side where I was mid-escort and I died. When I did, the escort (fighting variety) said something like "Please aid me, <member of enemy faction>". I revived, and my escort for a time sided with the mobs and started attacking me (actually, this has happened a couple of times).
One of my level 50s has a Cimeroran mission in his list...with the mission door in Peregrine Island.
Yesterday I logged on a lowbie blaster that I hadn't played in 39 days. He loaded up, defeated - and in Lord Winter's realm. -
Apologies if this has been covered already, but I ran a CoT mission red-side last night which had the large room containing multiple portals...only the portals weren't there. Well, technically they were there, but they appeared only as glowing blue circles w/o the stone surround.
Has anyone else seen this? I know I've run CoT missions on the same box with the normal portals, though now I do recall seeing one of these bugged portals before (it was in a place where I hadn't seen one before - the room with the huge pyramids on each side connected by bridges, and the pool between them...figured it was just something particular to that mish). I don't think I've made any changes to my graphical settings. I verified my files last night and they seemed fine, though I haven't run another CoT mish to see if that might have fixed things. -
I'd be happy simply if Carnie parties broke out in random zones.
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Mind/Electric/Soul Mastery dominator maybe? Or Mind/Kin/Primal controller?
Quote:Doctor Fate possesses a variety of mystical powers. In general, even without wearing the Helmet of Nabu, the host can fly, is highly resistant to injury, has minor telekinesis, and has greater-than-human strength.
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In various incarnations, Fate can emit bolts of mystical energy, teleport across the universe, craft solid objects out of energy, and transform objects into other kinds of matter (transmutation).
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At the known height of his abilities, he was able to take control of Etrigan the Demon, Darkseid, Highfather and Orion and harness their powers to take on the Anti-Life entity. -
Even my 9yo has asked me why there is no "Radiation Manipulation".
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Quote:Hmm, now if it could be programmed so those not wanting buffs had say, a purple box, under which those with orange boxes could still affect them but we couldn't...Since your toon has a nice blue "friend" box around it when I target you, I *will* buff
you in any situation relating to or about combat if I'm able to lend some
assistance -- if that is a problem for you in-game, feel free to send me a
/tell asking not to do so again.. -
Quote:Yeah, I gave a Fort buff to someone fighting Freakshow just this weekend. I could have been the guilty party! I'll go about my business from now on."Pardon me, sir, you seem to be having a devil of a time fighting that rather nasty-looking fellow in the tin suit with all the sharp bits. Would you, perhaps, be interested in one of my finer buffs (if I do say so myself)? It is called Fortitude and it will help you in your fight in many ways! It will buff your Accuracy, your Damage, and your Defense to... Oh, my! It seems he got the better of you that time, sir... Perhaps when you get back from your trip to the hospital, you'd be interested in... Well! How rude to be teleporting off to the hospital in the middle of our conversation!"
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I have a Grav/Storm/Earth, so I figured I'd post my build just for reference:
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Astrasmash: Level 50 Science Controller
Primary Power Set: Gravity Control
Secondary Power Set: Storm Summoning
Power Pool: Flight
Power Pool: Fitness
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Crush -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(3), Thundr-Acc/Dmg(9), Thundr-Dmg/Rchg(15), Thundr-Acc/Dmg/Rchg(23), Thundr-Dmg/EndRdx(36)
Level 1: Gale -- Acc-I(A)
Level 2: Lift -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(3), KinCrsh-Rchg/KB(5), KinCrsh-Rechg/EndRdx(13), KinCrsh-Dmg/EndRdx/KB(21), KinCrsh-Acc/Dmg/KB(33)
Level 4: Gravity Distortion -- HO:Endo(A), HO:Endo(5), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(13), Thundr-Acc/Dmg/EndRdx(21), Thundr-Dmg/EndRdx/Rchg(31)
Level 6: Propel -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(23), Thundr-Dmg/EndRdx/Rchg(34)
Level 8: Snow Storm -- EndRdx-I(A)
Level 10: Steamy Mist -- ImpArm-ResDam/EndRdx(A), LkGmblr-Def/EndRdx(11), LkGmblr-Def(11), LkGmblr-Def/EndRdx/Rchg(29), ImpArm-ResDam(46)
Level 12: Hover -- DefBuff-I(A)
Level 14: Fly -- Flight-I(A)
Level 16: Crushing Field -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(17), Posi-Dmg/Rchg(17), Posi-Dmg/Rng(37), Posi-Acc/Dmg/EndRdx(43), Posi-Dam%(43)
Level 18: Freezing Rain -- LdyGrey-DefDeb(A), LdyGrey-DefDeb/EndRdx(19), LdyGrey-%Dam(19), LdyGrey-Rchg/EndRdx(34), LdyGrey-DefDeb/Rchg/EndRdx(37), LdyGrey-DefDeb/Rchg(46)
Level 20: Gravity Distortion Field -- HO:Endo(A), RechRdx-I(25), EoCur-Acc/Hold/Rchg(40), HO:Endo(42)
Level 22: Swift -- Run-I(A)
Level 24: Health -- Heal-I(A), Heal-I(25)
Level 26: Stamina -- EndMod-I(A), EndMod-I(27), EndMod-I(27)
Level 28: Wormhole -- Rope-Stun/Rng(A), Rope-Acc/Rchg(29), Jnt-Rng(31), Jnt-EndRdx/Rng(36), TSM'n-EndRdx(37), TSM'n-Rng(40)
Level 30: Hurricane -- DarkWD-Slow%(A), DarkWD-ToHitDeb/EndRdx(31), DarkWD-ToHitDeb(34), DarkWD-ToHitdeb/Rchg/EndRdx(48)
Level 32: Singularity -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-EndRdx/Dmg/Rchg(39), ExRmnt-+Res(Pets)(40)
Level 35: Thunder Clap -- Acc-I(A)
Level 38: Lightning Storm -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(39), Thundr-Dmg/Rchg(39), Thundr-Acc/Dmg/Rchg(43), Thundr-Acc/Dmg/EndRdx(45), Thundr-Dmg/EndRdx/Rchg(45)
Level 41: Fissure -- Det'tn-Dmg/Rng(A), Det'tn-Dmg/EndRdx/Rng(42), Det'tn-Acc/Dmg/EndRdx(42), Det'tn-Dmg/Rchg(45), Det'tn-Dmg/EndRdx(46)
Level 44: Hurl Boulder -- HO:Centri(A)
Level 47: Earth's Embrace -- Numna-Heal(A), Numna-Heal/Rchg(48), Numna-Heal/EndRdx/Rchg(48)
Level 49: Tornado -- S'bndAl-Dmg(A), S'bndAl-Dmg/Rchg(50), S'bndAl-Dmg/EndRdx(50), S'bndAl-Build%(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
The build isn't *quite* what is shown there, as I haven't actually worked toward getting the HOs or the Soulbound set. But it's close.
General thoughts:
* I soloed, so I figured I needed a little extra damage out of Crush, GD, sacrificing a little hold time.
* I used Crushing Field a decent amount, at least against larger groups.
* I used Lift a lot more than Propel in my build. Shorter animation, a bit of soft control while mobs aren't otherwise locked down.
* Wormhole -> Thunder Clap can stun bosses, but I didn't end up using that approach all that much. If I were to redo things, I'd take Thunder Clap a lot later, if at all (and Tornado much sooner).
* I found Hover to be very useful, and much prefer it to SS. I didn't feel I needed Hasten; it would have gotten GDF up faster, but I didn't often use GDF.
* Snow Storm: meh. I felt like I could use my endurance for better things, at least while solo.
* Earth APP was mostly for theme, though I do like the self-heal and I do like Fissure when I'm not hovering. Hurl Boulder is a decent quicker alternative to Propel.