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Also think about it.. COH side there is 1 badge mission between levels 5-9, one more between 10-15, and one more between 16-20. It's not until level 20-25 that a hero even has the opportunity to earn 2 badges doing door mission and at the lower levels very few contacts even have a story arc.
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This is a little inaccurate. Badge missions for low levels:
5-9: Negotiator
9-14: Spelinker (I have actually got the contact and the mission as low as 9.)
15-19: Plague Stopper and Rescuer (Penelope Yin)
20-24: Pwnz
22-24: Spirit Warrior (It's supposed to be 20-24, but it is bugged to where the earliest it is offered is 22.)
As for low level story arcs? There are plenty to get you into the 20s.
5-15: The Hollows (4 arcs)
10-14: Bonefire, The Clockwork Captive, and Vahzilok Pollutant Plot
15-19: 2 Arcs in Faultline (Temblor and Yin), Tsoo Shenanigans, Mind of a King, and the Zombie Cooties (aka Vahzilok Plague)
There's also the Midnighter arc as early as 10, plus the Kheldian arcs for our squiddies. And once you hit 20, you have arcs coming out the wazoo with Faultline, Striga, and Talos/Indy, plus Croatoa starting at 25. -
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If you go to Doc after popping 25 (and you haven't previously started her arc) she won't give you her arc and will instead introduce you directly to Agent G. In that case you would get the Ouroportal from G instead.
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That doesn't seem right either. Both Delilah and G are levels 20-24. So if you outlevel Doc Delilah, then you would outlevel Agent G as well. Or is Agent G one of those contacts who will give you his arc right at 25 even though he is 20-24? -
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No, Doc Delialah level 20-24 gives it.
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Both do, I think.
Edit: It's for Doc Delilah and Agent G's arcs. There we go.
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yepper, them's it. I only mentioned Doc because she introduces Agent G and so is technically first (as far as I know) even if they are for the same level range. I've never gotten the portal from the G man. It has always been her or a friendly portal trip to grab the badge.
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I'm guessing very few (if any) have received the portal from G. After all, you don't get introduced to him until after you have completed Doc Delilah's arc. So by the time you get to Agent G, you already have the O-Portal. -
There's always the hyphen trick... Memphis-Bill. Or the pun route... Mephit Bill.
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I'm guessing that Disney might believe Hercules is their imaginary property.
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Necromancer was a powerful bad guy referenced in the Hobbit. If I remember right, he turned out to be a fellow named Sauron. Perhaps that is why Necromancer is invalid.
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For my Mercs Mastermind I had to give my lieutenants titles to go with their names. The MM is named Never-Moore, and I wanted to go with an Edgar Allen Poe motif for the first lieutenant (Raven), and for the second one, go with an alternate ravenish motif...Crow. Since Crow was not usable, they both got designated as Agents. So now I have Agent Raven and Agent Crow.
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I'd prefer they just implement the 'choose this mission OR this mission' system a few contacts already have with this. In fact, it would be very nice to always have a choice between starting a story arc and playing a stand-alone mission.
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That sounds good to me. The way I would like to see it done is you are offered 2 missions whenever you talk to the contact. 1 is the first or next in the story arc. The other is stand-alone (or both stand-alones if you have finished the arc). However, if you don't select either, then the next time you zone and then contact the contact, the stand-alone mission offered is different, brought up at random like radio/paper missions.
This would prevent situations where you find yourself being forced to take one of those annoying click multiple glowies simultaneously missions before being able to take any other mission from the contact. I had this happen recently myself. Only mission offered was one of these concurrent glowie missions (even though the contact had plenty of other missions that had not yet been offered.) This one was timed as well, and since the mission came up at an odd hour for me, it was a choice of either waiting 3 days for another drop, or just going ahead and failing.
Always giving 2 choices with one of those choices being random each time, would prevent an unacceptable forced teaming or forced failure situation like this. -
If booby traps ever got implemented, then the exploding piano trap would be mandatory
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And for those new villains who have not done Marshal Brass's first arc, please close your eyes when you get to Fleeting's post above mine here.
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Exactly...thats why I suggested a MAGIC based AE location for cimerora. It is back in time but that doesn't mean such a facility couldn't run off crystals and stone circles
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Or it could run off of whatever it is that powers the Romans' cellphones.
I would prefer AE terminals in the D myself just for more opportunities for low level cooperative missions, as per the original post's suggestion and reason.
I have a lot of low level heroes working the Rogue Isles who would love to be able to team up with their low level associates from Paragon City.
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If you want to be sneaky about it, you could always create some "obscure" web comic that somehow incorporates the name of your super group. As long as you don't let on that it is your comic, you could then /petition your group, direct the GMs to this comic whose imaginary property you are using, and get the name genericed. I'm guessing that if a SG gets genericed then they get an opportunity to rename it.
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250K a year is upper middle class? That sounds like lower upper class to me. Once your income gets into the 6 digits (to the left of the decimal point) range, you are no longer a part of the middle class.
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I just want to say, it is definitely worth slotting. I also want to say that all the other Winter's Gifts are Uniques as well.
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And Dark Astoria is not a cemetery either; it's a ghost town, yet the entire zone counts toward Mortician (except inside the hospital).
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Just because I have Hover doesn't mean I'm always using it in combat. In fact, I rarely ever hover while fighting on any of my characters. Hover is mostly for more controlled vertical movement, since I tend to overshoot with actual flight.
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Taking Hot Feet any earlier would open up other problems. The earliest it is available is at 8. At that point I need to take Hover (unless I put off Combat Jumping, which I won't since I will not go without immobilize protection for that long.)
If she was a super jumper instead of a flyer, then yeah, I could take Hot Feet earlier. -
She does a mix of solo and team capers actually. I think this is going to be one of the few characters for me that makes use of the secondary build. The primary build shown was geared toward teaming and very occasional soloing. When I get around to actually playing her again (this is one of my very very off servers), I'll see what I can whip up for a viable solo build.).
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I think you are right about Fire Cages. From what I can recall, I slotted it because I felt I needed at least one attack for damage (not realizing at the time just how little damage it was doing). I may go ahead and do a respec to reallocate 2 of those slots (and still put in a third END-R in Fire Cages). I don't want to get rid of it completely though, because of Flashfire. AOE Immobilize+AOE Disorient=AOE Hold more or less.
As for Siphon Power, I am definitely not dropping that for Hasten (which comes at 28). I learned my lesson about that on my Mind/Kin. That is her big damage boosting power until 38.
Next real attack she gets will be Air Superiority at 30. Until then, she will just have to make do with what she currently has (plus the Hammer/Slammer/Blammer temp power trio and her Sands of Mu) for her attacks when soloing.
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FWIW, here is her current plan (the numbers beside each power are simply the levels at which they get their slots...That second slot in Hover and the Second one in Speed Boost are for additional KB protection. May change that bit of the plan though.)
Name: Twinkle Bat - Justice
Level: 50
Archetype: Controller
Primary: Fire Control
Secondary: Kinetics
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01 => Transfusion ==> 1/3/9/17/19
01 => Char ==> 1/3/5/7/9
02 => Fire Cages ==> 2/5/7/23
04 => Siphon Power ==> 4/15
06 => Combat Jumping ==> 6
08 => Hover ==> 8/40
10 => Siphon Speed ==> 10/11/11/13/19
12 => Flashfire ==> 12/13/17/27/34
14 => Fly ==> 14/15/23
16 => Hurdle ==> 16
18 => Health ==> 18
20 => Stamina ==> 20/21/21
22 => Speed Boost ==> 22/37
24 => Cinders ==> 24/25/25/31/31
26 => Hot Feet ==> 26/27/37/37/40
28 => Hasten ==> 28/29/29
30 => Air Superiority ==> 30/31
32 => Fire Imps ==> 32/33/33/33/34/34
35 => Transference ==> 35/36/36//36
38 => Fulcrum Shift ==> 38/39/39/39/40
41 => Fire Ball ==> 41/42/42/42/43
44 => Fire Blast ==> 44/45/45/45/46/46
47 => Fire Shield ==> 47/48/48/48/50/50
49 => Increase Density ==> 49
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If you really want to experience low level endurance frustrations, try running a Fire/Kin Controller that is not Tech Origin (meaning the ability to slot Yin Talisman Endurance Reduction SOs starting at level 10).
My FIre/Kin is Magic Origin and she has been sitting at 15 for the past couple months. Even with an endurance reduction enhancement in each of her powers, she still runs out of endurance nearly every fight or every other fight.
I'm surprised anyone has ever managed to get a Fire/Kin up high enough to actually be viable without giving up in frustration due to endurance usage.
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Do you run Hot Feet all the time?
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She isn't getting Hot Feet until 26. Here is her build so far:
01 => Transfusion - ACC/HEAL(2)
01 => Char - ACC(1)/HOLD(3)/END-R
02 => Fire Cages - ACC(1)/END-R(2)
04 => Siphon Power - ACC/END-R
06 => Combat Jumping - Karma -KB Protection
08 => Hover - Winter's Gift Slow Resistance
10 => Siphon Speed - ACC(1)/RCH(3)
12 => Flashfire - ACC(1)/RCH(1)
14 => Fly - Flight Speed(2)
Okay. So one attack doesn't have an endurance reduction yet (been a while since I had looked at her build at the time I posted previously). But then again, that one has such a long recharge, endurance reduction is not too big an issue.
Also, with the exception of the accuracies and one flight enhancement, everything is DOs. The Accuracies are Yin SOs and one Flight Speed is an IO. I'm just not sure what else I could do to manage her endurance any more than I already have. -
If you really want to experience low level endurance frustrations, try running a Fire/Kin Controller that is not Tech Origin (meaning the ability to slot Yin Talisman Endurance Reduction SOs starting at level 10).
My FIre/Kin is Magic Origin and she has been sitting at 15 for the past couple months. Even with an endurance reduction enhancement in each of her powers, she still runs out of endurance nearly every fight or every other fight.
I'm surprised anyone has ever managed to get a Fire/Kin up high enough to actually be viable without giving up in frustration due to endurance usage. -
What powers is this happening with? Remember, your powers do need to recharge before they can fire off again. And if it's an attack, you need a target.
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How about an ext3 hero? or ReiserFS villain? or NTFS villain?
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Most on demand services are one-and-done, or recurring monthly. The things that charge hourly are not to be discussed in polite society.
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Since when is it impolite to discuss the now long-dead services such as CompuServe, GEnie, The Source, and Prodigy? -
I would change all of the Medicine Pool powers to something origin-neutral.