Zombie Man

Ebil-o FTL June-21 & Feb-22-2010
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  1. Zombie Man

    Guide to Guides

    [ QUOTE ]
    Hey Guys,

    Here is a link to NotPutzing's guide.

    [/ QUOTE ]

    Needs to be moved to this forum.

    {Edit, NM, there's another copy in this forum. }
  2. Unless your team is all one faction, there is no inspiration store available during the Strask Force, except through the kindness of strangers or second accounts willing to donate or sell insps to you in Cimerora or the MC.

    Hey, waitasec, I have an idea for a business...
  3. Zombie Man

    Guide to Guides

    [ QUOTE ]
    I just picked up a report that our PVP Guide to Guides section has been lost in the maintenance, can we verify what was purged?

    Ex

    [/ QUOTE ]

    NotPutzing was the collator of PvP FAQ and Guides. His guide is missing. Maybe NotPutzing has a backup?

    Here is the post in Guide to Guides that lists the PvP guides I have. In my next iteration, I was planning on deleting that section and just linking to NotPutzing's guide. Good thing I hadn't yet.
  4. - I was able to Black Hole Rommie!

    - As a Dark Defender, tanking the Spawning Essence was easy. The AoE -ACC, Tentacle, Nightfall, Fear, Fluffy, etc... kept the spawns under control. (So, I'm tanking the Spawning Essence, debuffing the spawn, throwing -Regens on Rommie, and intercepting the Cimeroran spawns with Tar Patch and Black Hole... tons of fun!)
  5. [u]More Info on the Healing Essence:[u]

    1. I snipe the Healing Essence (left side) from outside 80 feet. It takes some damage. It doesn't heal. It doesn't aggro.

    2. I get within 80 ft. of the Healing Essence. It doesn't heal. It doesn't aggro.

    3. I shoot the Healing Essence from within 80 ft. It starts to heal. Black streaks shoot out of me (as a Dark Defender I had to tell the team those streaks weren't me shooting) to the Healing Essence. Green numbers float above it. Green numbers float above the middle Essence and from Rommie... BUT NOT THE OTHER ESSENCE (RIGHT SIDE). That's the important part. When you see the left and right Essences, they are too far apart for the right to get healed by the left. The Healing Essence continued to use me to spam the AoE even though it and the other AVs were fully healed.

    4. A Brute with a single target taunt was able to 'pull' the Healing Essence and keep it from getting close to Rommie. However, when the Brute died (from the essence spawns of the other Essence), I was able to keep the Healing Essence from Rommie simply through attacking it, so, 'taunt' is not necessarily necessary.



    [u]Conclusion:[u]

    1. The healing Essence will target any foe within 80 ft. as a targeted self AoE heal. But the AoE heal is only about 30 ft.

    2. Thus, it doesn't take much to separate the Healing Essence from Rommie. Just over 30 feet. As soon as there are no more green numbers flowing over Rommie, STOP TRYING TO SEPARATE THEM. If you pull them too far apart, the Healing Essence will run back to Rommie to be near him (not necessarily to heal him -- it's a short leash that snaps back if pulled too far).



    [u]Other Notes:[u]

    Confirmed: When Rommie dies, you have about 5 seconds to duck out of Line of Sight in order to avoid the AoE stun of the rez.
  6. Or...

    You can use Windows Alt Code.

    Look for the symbol you want on this page, then hold down the Alt key and type in zero and the decimal value of the symbol.

    So for the Trademark, you'd type

    Alt+0153

    ™

    Mind you, the Unicode system has a lot more nifty glyphs than the Windows Alt Codes.
  7. [ QUOTE ]
    [ QUOTE ]

    The Healer Essence targets anyone within 80 ft. and has a targeted heal off of them. So, send one Scrapper into to attack the Essence. If the Scrapper can't do more damage then what is healed off of the Scrapper, then that Scrapper isn't helping to defeat the Essence, but hurting that effort. Similarly for any other melee type that can't outdamage the heal. They need to back off and stay out of range.

    Anyone with a ranged attack that is longer than 80 ft can stay outside the range of the heal and slowly whittle away the hp of the Essence. Most ranged attacks are exactly 80 ft., so, unless there is slotting for range, not many ranged attacks will work here.


    [/ QUOTE ]

    My team tonight/this morning tried both methods to kill the healing nictus. We were able to defeat the other two nictus and finally Romulus without having him rez but couldn't overcome the healing nictus.

    We could damage it but it's regen stayed ahead of our damage output. Our problem may have been we only had one blaster on the team but we were doing well up to that point so it was a little disheartening to stall at the end.

    We had:
    1 x Tank (Me)
    2 x Defender (both emp)
    1 x Stalker
    1 x Scrapper (SK'd up to 50)
    1 x Blaster


    The best result we had on the healing nictus is when we decided against a plan and just rushed the sucker but just couldn't overcome the regen. It ended up feeling like we needed to have somebody with -regen or a damage heavey team and that left several members with a bad taste about this TF.

    [/ QUOTE ]

    Well, if you let him rez, the FuzzHealer would have sacrificed itself and then it wouldn't have been a problem.

    I'm beginning to side with the idea that killing Rommie 4x is the easiest solution to the final battle (unless one of his deaths takes out the FuzzHealer, then the order doesn't matter).
  8. [ QUOTE ]
    So me and my team are trying to kill this last nictus becuase it didn't rez rommy. The healer nictus, and it won't die.

    [/ QUOTE ]

    The Healer Essence targets anyone within 80 ft. and has a targeted heal off of them. So, send one Scrapper into to attack the Essence. If the Scrapper can't do more damage then what is healed off of the Scrapper, then that Scrapper isn't helping to defeat the Essence, but hurting that effort. Similarly for any other melee type that can't outdamage the heal. They need to back off and stay out of range.

    Anyone with a ranged attack that is longer than 80 ft can stay outside the range of the heal and slowly whittle away the hp of the Essence. Most ranged attacks are exactly 80 ft., so, unless there is slotting for range, not many ranged attacks will work here.

    If you see streaks of dark energy going from a player to the Essence and the player didn't fire anything, then they are being used for the Essence's self-heal and need to back off.
  9. [ QUOTE ]
    Thanks! I'd read somewhere that it wouldn't make any sense if you were able to do Ashley's arc before Darrin Wade's (implying Ashley's arc *has* to be 30+),

    [/ QUOTE ]

    That would probably be in my guide, see sig.



    [ QUOTE ]
    EDIT: Darrin Wade's arc can't be 25+ either... my level 21 SoA just started it.

    [/ QUOTE ]

    It is 20-29.


    Fuzun's guide was correct in Beta (he even corrected mistakes in my guide), this must be simply a typo.
  10. Ashley's arc which makes you a member of the Midnighters and gives you access to the club is 30+.
  11. [ QUOTE ]
    [ QUOTE ]
    - 100% immune to debuffs so don't even bother trying to -heal debuff it.

    [/ QUOTE ]

    Have you tried?

    Yesterday I had the /cold corr on our team use benumb on it, and it was doing 100 ish heals instead of 200ish. I'd say that means debuffs are working.



    [/ QUOTE ]

    Also, I laid down a Tar Patch and was doing more damage to the Essences. So, -RESIST is working.
  12. [ QUOTE ]
    The problem is that in the web page, the image is referenced as:

    http://cohdev.webdev.ncaustin.com/co...fp_Page_01.jpg

    Which is a bad address.

    The correct image address should be:

    http://www.cityofheroes.com/comic/im...fp_Page_01.jpg

    Which works fine.

    I, too, can not see the image link (Firefox).

    [/ QUOTE ]

    Thanks for changing that, it works now and looks fine.
  13. The problem is that in the web page, the image is referenced as:

    http://cohdev.webdev.ncaustin.com/co...fp_Page_01.jpg

    Which is a bad address.

    The correct image address should be:

    http://www.cityofheroes.com/comic/im...fp_Page_01.jpg

    Which works fine.

    I, too, can not see the image link (Firefox).
  14. Team: 1 Debuffer (Dark Defender); 7 Damage (1 Stalker, 1 Brute, 1 Blaster, 4 Scrappers).

    The damage dealers were able to take out Romulus #1 quite handily without the -Regen.

    For the final quartet, we all gathered together and didn't bother to even try to separate them. As long as everyone was on the same target, it went down quickly. What hurt us was the death-stun which allowed Romulus to beat up on us without the Dark heals. But, that's what Dark Rez is for.

    So, the tactic of separation isn't always necessary if you can outdamage the heals.
  15. Missing from Patch Notes:

    New Aura: Flies.

    It's true.
  16. Of the Roman NPCs listed, the face mask and cape of #2 is Statesman's face mask and cape, and it not available to player characters.

    The same for the face mask of #5 who is a signature NPC in Cimerora and like most (all?) sig NPCs, has a sig costume piece not available to players.

    Everything else pictured is available to players, once unlocked by the Imperius Task/Strike force in Cimerora.
  17. [ QUOTE ]
    Something We've noticed, hubby was playing his MM and he noticed that the buff/debuff icons on his Mastermind Minions were stacking, despite the effects *not* stacking. He found this bug made it very hard for him to tell if/when his minions were fully buffed/shielded or not during the heat of battle.

    Other than that it's an awesome issue and I hope this bug gets fixed soon

    [/ QUOTE ]

    From the Known Issue page:

    [ QUOTE ]
    There are some display issues with buff stacking and duplicate buff icons showing up on players and pets.

    [/ QUOTE ]
  18. [ QUOTE ]
    Can we get a rationale from the devs as to why they felt the need to remove anonymity from the game with the removal of the global/local wall? Some of us actually liked having a bit of seperation between player and characters.

    [/ QUOTE ]

    Those in the know always had the ability to find your global name, it really wasn't hidden, and in-game stalkers (not the AT, the creeps) would use that to harass people while hiding behind the inability of a less savvy player from finding out who was harassing them.

    And so now, there's no hiding IF YOU MAKE YOURSELF KNOWN. That's the important part. If you interact with people through /tell or chatting in broadcast or on a global channel, everyone will know the global name attached to the local name. No more hiding behind trolling throw-away characters.

    However, IF YOU DO NOT MAKE YOURSELF KNOW and IF YOU HAVE THE NEW /HIDE OPTIONS ENABLED, then you will retain your anonymity. The Developer, pohsyb, went out of his way to make /hide truly hide you from others. You won't show up on searches, they can't figure out if you're online with /tells or /whoall or /ignore or any other tricks that stalkers use to find the person they want to harass. Of course, if you chat in broadcast, you reveal yourself to everyone in the zone, or if your toon is physically seen, then people can interact with you.

    In the end, this change holds people to accountability for their actions and will eventually make the need to hide from them less pressing. But, the ability to hide from them has been greatly improved for those who want that.

    It's a win-win.
  19. We need someone with Surveillance to check this out.
  20. [u]Issue 12 Highlights and FAQs & Collected Links to Issue 12 Guides[u]
    1. New Story-Content in I12 and Giving New Life to Old Content
    2. VEATs! (Villain Epic ArcheTypes)
    3. Powerset Proliferation
    4. Boatloads of QoL Upgrades
    5. Costumes and Badges
    6. Other Stuff



    New Story-Content in I12 and Giving New Life to Old Content

    Positron warned us a while ago that Issue 12 will be a ‘light’ issue – mainly a bridge in an overall story arc leading to I13. He was referring mainly to story-content, because I12 is loaded with plenty of other features. Some players will not be happy with the minimal amount of new arcs. But for anyone who has said that they wished that the Devs would go an issue without any content so as to fix bugs or improve Quality of Life (QoL) issues, then they will be ecstatic.

    So, what exactly is the new content of I12?

    [u]Midnighter Club[u] <ul type="square">[*]The Zone: The level of the Midnighter Club Zone is 10+ for heroes and 30+ for villains (although if you tag along with someone who has the mission, you can get in as early as level 1). Think Pocket D and you’ll get the hang of it quickly. There is one Villains’ entrance on one side (the Cap University), and three Heroes’ entrances on the other (the 3 universities in Steel, Croatoa, and Founders). The map is blacked out, so, I made a crude ASCII drawing below (doesn't look right on the red-skinned villains board, go blue to see it line up right).
    [*]Heroes: Montague Castanella (level 10 – 50) inside the Steel Canyon University. Arc: Lost and Found. Makes you a member of the Midnighters and grants access to the Midnighter Club.
    [*]Villains: Ashley McKnight (level 30-50) in Cap standing outside a university building. Arc: Midnight’s Hand. Makes you a member of the Midnighters and grants you access to the Midnighter Club.
    [*]Ashley and Percy Winkley (heroes) offer an additional short arc Origins of Power which is more of a story driven background arc. (30+)
    [*]Villains: Darrin Wade (level 20-29) in Sharkshead. Arc: The Midnight Hour. A nicely villainous arc. And when you do Darrin's arc, you'll realize why villains don't get access to the club until level 30, and that is because Darrin's arc wouldn't make sense if you were already a member.
    [*]A clue-hunt in the Midnighter Club that grants a badge (like the history plaques, only ‘hidden’).
    [*]Access to Cimerora[/list]
    <font class="small">Code:[/color]<hr /><pre>
    __________
    / \
    / \
    | Round |
    | Table |
    | |
    \ /
    \ /
    | |
    | |
    _______ | | _________
    | \___________| |___________/ |
    | |
    |storage storage|
    | ____________ ____________ |
    |_______/ | | \_________|
    | |
    | |
    Founders | |
    ___|__ | | ________
    / \_______________| |_______________/ \
    | Hero Villain |
    |-Croatoa Doors Crystal Door Cap-|
    | ____________________X___________________ |
    \___|__/ \________/
    Steel </pre><hr />


    Issue 12: “The Midnight Squad” Trailer NC NorCal [I12 Beta]



    [u]Cimerora [u]
    1. The Zone: (35+ to enter): Whether it’s a colony of Rome or its CoH/V’s alternate reality version of Rome, just think, “Rome.” This coop zone is small (Atlas Park small), but it has two unique mini-zones attached to it that become accessible in the Task/Strike Force found in Cimerora. New tilesets and unique maps! In some ways, Cimerora is like the Shard in that it exists for the TF and not for a series of regular contact arcs.
    2. Senator: An intro to the isle arc with background information from the Senator.
    3. Marcus: An eternal mission generator, Marcus (35+) is just like Borea in RWZ (all timed missions).
    4. Imperius: A Task/Strike force (35+) from Imperius that rocks! (No need to unlock the Force, just unlock the Midnighter Club to get to Cimerora.)
    Here's Fuzun's more specific FAQ to the Midnight Club and Cimerora. Fuzun [I12 Beta]

    Guide to the Cimeroran Traitors Faction JadKni [I12 Beta]

    Guide to the Imperious Strike/Task Force Silverspar [12 Beta]

    Dev Diary: Ken Morse Lead Artist on Designing Cimerora gaming.Hexus.net [I12 Beta]

    Fan Videos of the Midnighter Club and Cimerora (Under Issue 12) Dark_Respite [I12 Beta]

    And don't forget, the VEATs story arc is also new story-content for I12 (see below).




    [u]The Hollows: New and Refurbished.[u]

    Added to the Hollows is an eternal mission generator contact named Meg (level 5-15).

    And to make content there that was often avoided because level 5 toons sprinting across a hazard zone that’s up to 10 levels higher than them was a bad idea to begin with, the zone was revamped. Spawn sizes and levels were reduced. The ‘doors’ to missions were moved to be in the neighborhood of the contact (and not the other side of the zone). A hospital, ‘stores’ at both gates, and a trainer were also added. (Everything a normal city zone has except a difficulty level adjuster and a base portal.) The zone is still restricted to level 5 and up to enter.

    If you miss the hazards of the old Hollows Hazard Zone, don’t worry, you can still find spawn sizes of 7-9 foes that go all the way up to level 15. And the Tunnels of the Trolls is still a packed level 12 Hazard Zone. (And Perez Park is still a densely packed Hazard Zone of the same level as the Hollows.)

    Dev Diary (War Witch) on Revamping the Hollows




    [u]The Sewers Trial: Exemplaring Working![u] Maren MacGregor has been moved from Founders to the (regular) Sewers entrance in Atlas Park. She's gotten a new look and an even more Celtified name of Mairenn. And now, she auto-exemps high level toons to level 40 for the level 38-40 Task Force (it’s sort of a Trial / Task Force hybrid now since it still has a timed final mission, but the rewards are Pool C, Task Force Pool). So, no more exploiting this Trial by exemplared 50s unexemplaring and finishing it off with no risk.

    Watch out, you lowbies in the regular sewers! When this Trial is started an ambush rushes the team in the regular sewers as they’re heading to the Abandoned Sewer Network (ambushes are suppressed in Atlas Park). That’s level 38-40 Rikti in the AP entrance to the Sewers where lowbies start power leveling themselves. At least there’s no debt at that level. This has been brought to the Devs’ attention to be fixed.

    (And, no, the Eden Trial / TF’s exemplaring problem isn’t fixed like the Sewers Trial was.)





    VEATs!

    There will be lots of VEAT (Villian Epic Archetype) threads popping up, let me hit the highlights:

    On the forums, the two VEATs are called collectively ‘Soldiers of Arachnos.’ One AT is the [u]Arachnos Widow[u] which incorporates three powersets for the Blood Widow, Night Widow, and Fortunata. The other AT is called [u]Arachnos Soldier[u] (and not Arachnos *Spider* for some strange reason). The Soldiers incorporate three powersets for the Soldier (Wolf Spider), Crab Spider, and Bane Spider. Note the confusing terminology of ‘Soldiers of Arachnos’ for both of the VEATs and ‘Arachnos Soldier’ as the AT name of one of the VEATs.

    You need a level 50 villain to unlock the VEATs. When you create a VEAT you will *not* go into the Tutorial (you have a level 50 villain, what do you need a tutorial for?). But don’t worry, you can flashback in Tesseract's arc to pick up the Breakout exploration badge.

    You will have a new first level contact other than Kalinda or Burke and then you will discover what your Epic Archetype is all about. Remember: ‘Epic’ is meant in the sense of a long narrative (i.e., story), not the in the sense of ‘gigantic’ or ‘overpowering.’ From level 1 – 50, you will have a special series of contacts and arcs that tell your story as a Soldier of Arachnos… and it is *not* what everyone supposed it would be.

    One thing you should know now about the VEATs is that at level 24 you’re given the opportunity to branch out or remain the same ‘type’ of Widow or Spider. Wolf Spiders (‘Soldiers’) can choose either to become Crab Spider or Bane Spiders. Once you pick a power from the Crab or the Bane track, you’re locked out of the other track. However, you always have access to most of your base Wolf (Soldier) powers. Or you can chose neither track and just remain a Wolf (with lots of power pools). And the same scenario holds for Blood Widows as they get to choose either the Night Widow or Fortunata track.

    Be warned, at level 24 you will be *forced* into a power respecification which allows the reconfiguration of your powers into the new track (even if you don’t want either new track, you still have to go through the respec). Hey, look at it this way: free respec!

    Issue 12: “Villain Epic Archetype” Trailer NC Norcal [I12 Beta]

    Soldiers of Arachnos F.A.Q. v1.1 Silverspar [I12 Beta]

    Guide to Soldiers of Arachnos Guides &amp; FAQ's compilation [I12 Beta]





    Powerset Proliferation
    Twenty Powersets of various ATs have been 'proliferated' to, that is, shared with, other ATs which did not previously have those powersets. So, e.g., Controllers now have the Plant Control powerset that previously only Dominators had. Since the MasterMind primary (Summon) is so unique, it didn't get a new powerset. But all the other Primaries and Secondaries got a proliferated set with Brutes getting two. Here's the run down:

    Blaster<ul type="square">
    * New Primary - Psychic Blast
    * New Secondary - Mental Manipulation[/list]Corruptor<ul type="square">
    * New Primary - Electrical Blast
    * New Secondary - Storm Summoning[/list]Controller<ul type="square">
    * New Primary - Plant Control
    * New Secondary - Thermal Radiation[/list]Dominator<ul type="square">
    * New Primary - Earth Control
    * New Secondary - Electricity Manipulation[/list]Defender:<ul type="square">
    * New Primary - Cold Domination
    * New Secondary - Ice Blast[/list]Mastermind:<ul type="square">
    * New Secondary - Storm Summoning[/list]Brute:<ul type="square">
    * New Primary - Battle Axe
    * New Primary - War Mace
    * New Secondary - Super Reflexes[/list]Stalker:<ul type="square">
    * New Primary - Electric Melee
    * New Secondary - Electric Armor[/list]Tank:<ul type="square">
    * New Primary - Dark Armor
    * New Secondary - Dark Melee[/list]Scrapper:<ul type="square">
    * New Primary - Fiery Melee
    * New Secondary - Fiery Aura[/list]
    Official Power Proliferation in-game rationale

    Official Power Proliferation in-game rationale, part II

    Dev Diary (Dr. Brainstorm) on Power Proliferation (the mechanics)


    Mid's Unofficial I12 update *Seventh Edition* Lord of Time [I12 Beta]




    Boatloads of QoL Upgrades

    You need to read the whole list which should be in the Patch Notes once I12 goes Live. Until then read the whole list on Test and weep tears of joy. Seriously, take some time to go through this list several times. Play around with it in-game. Then come back and read the list again. It's just too much goodness to comprehend at once.

    FAQ on the some of the QoL updates Anijo [I12 Beta]





    Costumes &amp; Weapons

    Here is a list of the newly organized Costume Sets. Of the sets listed, only the Roman Set is new to I12. Note that if you’re missing just one piece of a set, the set won’t show for you at all.

    <ul type="square">[*]Plain[*]Bare[*]Average[*]Super Hero[*]Villain[*]Justice {requires Good v. Evil upgrade}[*]Sinister {requires Good v. Evil upgrade}[*]Bio[*]Tech Sleek {requires Veteran Reward, 27 months (anime-style)}[*]Electron[*]Leather Straps {for male &amp; huge only}[*]Leather {for female only}[*]Metallic[*]Buckled [*]ExoProto[*]Chaos[*]Insectoid[*]Chitin[*]Stealth[*]Enforcer Heavy[*]Enforcer Light[*]Zombie[*]Reptilian[*]Lizard[*]WereWolf[*]Tech Bot[*]Robot[*]Plant[*]Armored[*]Medieval[*]Tech Banded[*]Flack[*]Insect Armor [*]Tech Wired[*]Steampunk[*]Stone[*]Tech Crey[*]Suit[*]Secretary {female only}[*]School Girl {female only}[*]Tuxedo {male &amp; huge only}[*]Doctor[*]General {requires Accolade Task Force Commander badge to unlock epaulets} [*]Soldier[*]Pilot[*]Biker 1[*]Biker 2[*]Jester[*]Viking {the male and huge models require the 9 month Vet Reward, Kilt; the female model, however, doesn't use kilt to make a female Viking and so has no prerequisites}[*]Lowlander {male only} {requires Veteran Reward, 9 months, kilt}[*]Genie {female only}[*]Greek {requires Valentine costume pieces to be unlocked -- sandals, toga, laurel}[*]Pirate[*]Roman {requires you to unlock these through Imperius' Task/Strike Force in Cimerora}[*]Samurai {requires Veteran Reward, 18 months, Samurai armor [note: two other overlays are available for the Samurai armor besides the default shown in this set]}[*]Kung Fu Master[*]Ninja[*]Fighter[*]Boxer {requires Veteran Reward, 39 months, boxer set}[*]Bridal {female only, requires Wedding Pack to unlock}[/list]
    In addition to these pre-made sets that appear in the costume customization screen, there are four brand new overlay sets in I12 that aren’t in this list: Arctic, Perplex, Thorn, and Vandal. As well as a bunch of ‘bullseyes’ (chest symbols). They are collected here.

    Also, a new aura: Flies. (It's true!)

    Official Summary of Character Creator Update

    Zyphoid has pics of new weapons.



    Badges

    Surprisingly, no one has put together a list yet, but I bet one will be posted soon. Basically, nearly everything new in the game has a badge attached to it! Here's the compilation project from badge-hunter.com




    Other Stuff

    <ul type="square">[*]More Anti-Spam measures in I12, including fixing a loophole that allowed spammers to send email from 'throw-away' characters under level 10 and easier reporting of spammers (and other behind the scenes stuff the Devs don't want to say so as not to tip their hand to the spammers);
    [*]Purchasable character slots (in addition to two free slots per account and Vet Reward slots);
    [*]Issue 12 will come with a free respec as announced here. And here's a quick guide on types of respecs.
    [*]Again, here is the Patch Notes page for Issue 12 and the Known Issues page. (They will be updated once I12 goes Live.)
    [*]ParagonWiki info on Issue 12
    [*]Official Game Update summary of new features
    [*]Developer Diary (Hero 1) on Issue 12
    [*]Developer Q&amp;A (Positron) on Issue 12
    [*]In-game ads was tested a bit in I12 Test with some player-made fake ads. Real in-game ads aren't scheduled to start until after I12 goes Live.
    [*]Not related to Issue 12 except by proximity: Calendar of Special Events (Rikti Invasions, Double XP, Halloween &amp; Winter Events)
    [/list]
  21. [ QUOTE ]
    Great vid. Why do you keep putting that Cryptic Studios logo on the vids? Cryptic no longer owns the CoX IP anymore right?

    [/ QUOTE ]

    Cryptic still owns the game engine that NCSoft is leasing in order to make the game run.
  22. Story Bible Geek time:
    1. The Midnight Squad was "hit hardest" by the Rikti because they hit the Rikti real hard first (good for them) and got vaporized (bad for them) for being such a big threat to the non-magical Rikti (a point that the current I12 story-arc is accentuating and hinting will be the source of future plot development).
    2. The locale of Oranbega was hidden from the Midnight Squad until the Rikti stumbled upon it. So when was this event where the Midnight Squad kept Oranbega from being raised?
    3. Numina and Buck Salinger are angry they didn't get a shout out as Midnighters. It's true!