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Posts
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Joined
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In other words, drop/pet damage powers do not get Scourge.
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A Grav/Kin controller I know soloed Echoai during the Halloween event. He even posted screenshots. Of course he also used several temp pets but hey, it was a solo player killed GM.
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My all time favorite belief, heard from many sources so it must be true, like all information off Wikipedias!
There is no situation in the game that floating green numbers can't cure. *sage nod* -
[ QUOTE ]
Rating: ****
Likes: Mystery plot, custom critters
Gripes: Time sink mission(s), map discrepancies, 'pseudo-missing' bio, intro plot
Synopsis:
To be honest, I'm not really sure how I feel about this thing. I realize it's part 1 of 2, but as things stand, this seems to be nothing more than a 'Hello, I am the Saint, the new villain in town'. Fairly underwhelming. Also, missions 2 and 3 feel a lot like something added in for no other reason than to make this part 5 missions long. Mission 3 is an especially severe case of this, as the contact could've covered it in about 3 lines of text.
Mission 2 does a bit better, but aside from the clue about the Saint still doesn't add much more than a trap that's rather obvious from the get-go, and wouldn't be missed if some glitch axed it from the arc. The map in mission 4 doesn't mesh well (it's also quite empty), and there's a small issue with the number 5 one as well: the high-tech computer can spawn in the ratty old warehouse section, creating a very jarring picture.
The custom group played well though (aside from the web grenade spam), and while there are issues with the text (such as //), it's not something grievously detracting. Mechanically, this is decently solid, but the plot is left wanting. Guess I'll see if this changes in part 2, but at this point, it really doesn't feel that 1 should've ended where it did. Personally, I feel it would've worked much better to work in a midpoint resolution - something that's preventing the Saint from immediately executing his plan, but at the same time doesn't stop him, requiring the player to go after part 2...or else.
Details:
Your contact seems to be named 'Contact Hologram'. Not sure if that's a bug or oversight. Also, since I found this too much to detail every occurrence, I'm just going to note it here: you've got a lot of run-on sentences and comma errors. While not egregious, it makes for some awkward-sounding text.
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Wha...? Again!? >.< It's supposed to be named Meg Mason like the contact model. *grumbles about stealth devs knocking bottles over*
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[u]Mission 1:[u]
Mission: Okay, this is starting off well. Clearly defined objectives (though I'm not sure they need to be in orange 'warning' text - could get players to get used to it and then not see real warnings like AVs/EBs), and a nice entry rationale as well. Let's see what's what. Ah, already we have the customs. Seem fairly well-done. Not sure I like the implications that they can take on nearly anything, though. Makes them seem a little like just another of the 'my villain group is so much better than the ones already in the game' sort. Also, Lancers just love spamming web grenade, which is fairly annoying. The Templar was nicely challenging, though.
Clue: High-capacity and -performance, should not be separated by spaces, but by hyphens.
Return dialogue: /most/ really reads weird, should be italicized. Also, who are the 'officers of those officers'? I think you meant it just to read families.
What could this mission use? Less web grenades.
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Yeah, the order's the predominate opponents for the bulk of the whole arcs, arc three lessens them somewhat until the last mission. As for the Web 'nades... Nothing else really felt like a fit for them without pushing them into unbalanced/jarring regions. :/
As for the possible 'Mines better then theirs'... I've set up order vs X battles in other missions and the order tends to get spanked.
Muo, I keep missing that officer/family switch. >.<
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[u]Mission 2:[u]
Intro dialogue: 'shouldn't be too hard', too needs another o.
Mission: Okay, this seems fairly straightforward. Not sure I like the ramp-up mission setting, but that's more of a pet peeve of mine than anything actually wrong. In the system text, "video clip" should not be capitalized. I'm also a little edgy about the boss fight, since I had to go find the minion that had spawned in an awkward place to end the mission - after having already defeated the boss and ambush.
What could this mission use? More detail for the boss fight. Either add 'and guards' to the nav text, or change the encounter to just the boss being needed for completion.
[/ QUOTE ]
Thought I did have it set for boss only. :/ Meh, fix that up easy enough. From a strict player point of view, yeah, the trap is pretty obvious from the get-go. (If only because you know everything in the arc relates to the overall story and there can't be anything that really isn't.) From the character's point, I tried to make it sound like it was a call they asked you to take since you were right there from mission 1, but that got 'A robbery? I'm a big time hero, why should I deal with it?' complaints. -_-
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[u]Mission 3:[u]
Mission: This was kind of predictable, but okay, I'll bite. Sadly, I find myself rather disappointed. It's a defeat all, which in itself is actually quite well-placed here, but the empty-ness of the map (lack of dialogue, clues, bosses, heck anything apart from random spawns standing around punching their fists) makes it really boring to play. Combined with the resolution at the end, this makes it feel like a filler mission that might just as well have no point whatsoever.
What could this mission use? Frankly? Deletion. It's a time sink, adds nothing to the story, and is just as easily covered by the contact just telling the player there was an attack on the station, that the Templar escaped, and that the network has been compromised.
Alternatively, it could be salvaged using more objectives (required or not is pretty open). Maybe some clues the order left behind, maybe a boss who's there to squash you after the first trap failed. Just about anything will give this mission more life - however, keep in mind that if you intend to have it add something to the story, it needs to be some major point. For instance, you could use what's in the contact's return dialogue and turn it into a few glowies, or have the guy who performed the network hack still there.
[u]Mission 4:[u]
Intro dialogue: Needs a comma after 'there', also an 'is' after 'precinct'. 'Dispatchers' needs an h, there should be a comma before 'right' (I think - not 100% sure), and a colon would work better than a comma for the next sentence, which is a run-on.
Mission: Hm, the map choice for this feels a little off. If the contact called the local precinct, why has Longbow taken over the roadblock? Furthermore, what's with all the military trucks and just general destruction? I realize that these are hard-coded into the map, but if you're going to use this one, you really should explain these things using the contact. It also feels fairly bland and boring in terms of mechanics (big outdoor map - 1 boss to fight), and could really use more stuff - for instance, the road block mentioned represented by battles or patrols. The Berserker wasn't as tough as the Templar, despite being supposedly much stronger.
Bio: Berserker: 'Armor' should be singular, there should be a comma before 'but'. Also, 'drawback' and 'near-mindless' should be connected as shown. Also, the last sentence is really long. Not sure if it's technically a run-on, but I think it could stand getting split.
Return dialogue: Ouch. This thing's got some issues. My recommendation for grammar revision:
"Good job getting him back. Sadly, with his cybernetics fried like the rest of the Order we have, we can't get much out of him - or rather, we couldn't normally. The telepath came in while you were out, and she's already working on piecing his mind back together. Hopefully, she'll be able to get something out of him."
I'm reasonably sure the above is grammatically correct.
What could this mission use? Stuff. More of it, plain and simple. Doesn't have to come in the form of required objectives, but for a map this big, a single boss is not enough. Maybe you could rescue some Longbow or PPD, or add some battles and patrols. One way or another though, it needs more meat on its bones - and of course, integrate those bones (the map) into the story with more explanation for the things on it.
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In all honesty, I was really annoyed with these two missions. The police station map is too small for much of anything to get coded in, let alone getting a boss and clue placed in the cell level like I first wanted. And, of course, the highway map is too large for just one central objective. If the MA gave us/me the Skyway Mayhem Mission map I'd be dancing for joy. As for the hacker, finding out that is/was part of the second arc. You also got the watered down Berserker. Before the mob shuffle patch, he was an Extreme Super Strength/Extreme Energy Aura Elite Boss. After the patch I decided KO-blow + Rage + Fury + End Drain = Bad things(tm). So he got a Hard/Hard Boss downgrade.
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[u]Mission 5:[u]
Intro dialogue: Not sure what to make of the first sentence. Is there a 'Do you know' supposed to be there? I can't tell. Either way, there should be a period behind progress, and 'off-site' should be joined as shown. Also, I'd replace 'place' with 'location'. There needs to be a comma after 'another', and Warden should be capitalized. The contact's voice here also reads strangely. I suggest going over it again by reading it out loud to yourself.
Mission: Not sure about the map choice, but it's definitely smoother than the last. Caused a high-tech computer to spawn on top of a rack of dusty old crates though, so...yeah, could probably use some polish. Oh, I see now: Longbow Warehouse set. In that case, just make sure the computer spawns in the back, not upstairs, where it looks really out of place. Nice job on the Paladin.
Bio: Mrs. Weston: Should have a comma before 'even though', 'need' needs no 'ed', 'wasn't' should be 'isn't', and cooperating needs no hyphen. Also, not sure what 'force their intentions' is doing there; it reads like there was supposed to be more, but it got cut off.
Clue: From the Saint: Should have a period after victories.
Return dialogue: I imagine 'Knights' should be 'Order', and is probably something left over from the alpha process. Also, there should be in 'it' before 'seems', and commas after 'technology' and 'fight'.
What could this mission use? Computer in the back. Rourke could use a bio too, poor generic man.
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Weston's bio got borked again? *sigh* Really annoying. Yeah, the group was originally the Knight of Steel, but then I realized that having a mere LT-class mob named Knight kinda looked out there. Guess I missed a spot that had the old name.
You must've just gotten 'lucky' with the computer, every time I ran it, it was on the second floor right around the elevator. Never could get it in the back with the Longbow equipment though. :/
I'll take a few more look-sees over the dialogs again, thanks for the error point outs.
Also, since the last time I posted here...
Arc Name: Saints and Sinners Part Three: The Fallen Saint
Arc ID: 147682
Morality: Heroic
Faction: Custom, Crey, Arachnos, Malta
Missions: 4
Difficulty Level: Hard. Level 40+ recommended. Either bring team or on difficulty 1.
Synopsis: The final battle with the Order of Steel and the Mysterious Saint draws near. Will you be able to save humanity from enslavement? -
Critter settings reviewed, adjusted where appropriate and...
Arc Name: Saints and Sinners Part Two: The Fallen Saint
Arc ID: 147682
Morality: Heroic
Faction: Custom, Crey, Arachnos, Malta
Missions: 4
Difficulty Level: Hard. Level 40+ recommended. Either bring team or on difficulty 1.
Synopsis: The final battle with the Order of Steel and the Mysterious Saint draws near. Will you be able to save humanity from enslavement? -
Review for Hunting the Dark Dragon
Arc ID: 2922
Played by: Dominique Wraith - 42 DM/SR Scrapper on difficultly 2
Rating: ****
Mission 1:
Simple enough premise to start with. Maybe I just didn't pay any attention to Peter but this is the first I've ever heard about a shaman spirit. Note on Blake's clue. 'Happened' is missing an H.
Probably only needed one Rocky Horror reference. Deffinatly didn't need three allies. Maybe if I was a Def or Troller though... *shrug*
Mission 2:
He can sense the tree from how far away? A bit of a stretch. So, Malta arrived and then made a deal? Why were they there in the first place? And why would a group worried about the world being taken over by superhumans make a deal with a supernatural entity or even be interested in a magic tree? Boss was easier then the Weedkiller bosses for some odd reason. Beat him before the ambush even arrived.
Mission 3:
Did you mean 'will damp'EN' their schemes'? Space pirate patrol all pretty much spawn in trigger point to flood my GUI with there dialog all at once. Got two of them on me at once, fun, but a medium purple and I had nothing to worry about.
Mission 4:
And back to Paragon once more. Am getting annoyed with the pirates, they seem to have better acc then the malta and suddenly my 35% positional isn't covering me as much. Good thing they made inspirations. Ding! I has mal... wait, what? Eep! Scirocco. o.O I let the rest of the malta in the room soften him up a bit. Ahh... much better.
Mission 5:
So far ol' DD's broken his word to several parties, not very good for good will. Ah well, off to poke him with a stick. Ewww.... Five FFers? With Proct bots? Time for pulling. I probably would've let the timer run out, but I was half a bubble from leveling soo... *shrug*
DD himself was easyish. Arek was /way/ harder. WP on extreme is ugly, plan and simple. Thankfully I dinged off his first plant and the tier 3s let me put him back down. Only way I pulled that off.
Overall:
Pretty good arc. A few troublesome points when the pirates got involved and several hairy ones with Arek. Might want to dial him down to Hard maybe? A 4.5 by my rating, but four by AE limitations. -
Well, look on the bright side of I15. There's a lot of talk and redname confirmation that they're looking to impliment author made power selections for custom critters.
You may still need to 're-tweek' the Virii, but it might not be as bad as the inital locked power lists' made it out to be. -
Got a few for you.
Arc Name: Saints and Sinners Part One: The Order of Steel
Arc ID: 118104
Morality: Heroic
Faction: Custom, Freakshow
Missions: 5
Level Range: 20+ ideally.
Difficulty: Medium-hard. Should be soloable, recommend either mez protection (at least KB) or controls.
Synopsis: A police raid spirals out of control as a new threat emerges from the shadows of Paragon. ((One defeat all on a small map, Two EBs, allies provided for last mission only but not required for mission completion if you with to skip.))
Arc Name: Saints and Sinners Part Two: Blood is Thicker than Wire
Arc ID: 123721
Morality: Heroic
Faction: Custom, Crey
Missions: 5
Level Range: 30+
Difficulty Level: Same as above.
Synopsis: The search for a missing woman exposes a web of enslavement and coercion. ((Two EBs, ally provided on last mission only, same conditions as above.))
While running the first before the second isn't critical, the second makes references to 'your' actions in the first and assumes you know some of the basics about the Order.
I'm about to head off for work, so your arcs will have to wait until tonight after I'm off. *makes note to see if Welcome to AE changed since Test server* -
Arc Name: Saints and Sinners Part One: The Order of Steel
Arc ID: 118104
Morality: Heroic
Faction: Custom, Freakshow
Missions: 5
Difficulty: Medium-hard. Should be soloable, recommend either mez protection (at least KB) or controls.
Synopsis: A police raid spirals out of control as a new threat emerges from the shadows of Paragon. ((Two EBs, allies provided for last mission only.))
Arc Name: Saints and Sinners Part Two: Blood is Thicker then Wire
Arc ID: 123721
Morality: Heroic
Faction: Custom, Crey
Missions: 5
Difficulty Level: Same as above.
Synopsis: The search for a missing woman exposes a web of enslavment and coercion. ((Two EBs, ally provided on last mission only.))
While running the first before the second isn't critical, the second makes references to your actions in the first and assumes you know some of the basics about the Order. -
Arc Name: Saints and Sinners Part One: The Order of Steel
Arc ID: 118104
Morality: Heroic
Faction: Custom, Freakshow
Missions: 5
Difficulty: Medium-hard. Should be soloable, recommend either mez protection (at least KB) or controls.
Synopsis: A police raid spirals out of control as a new threat emerges from the shadows of Paragon. ((Two EBs, allies provided for last mission only.))
Arc Name: Saints and Sinners Part Two: Blood is Thicker then Wire
Arc ID: 123721
Morality: Heroic
Faction: Custom, Crey
Missions: 5
Difficulty Level: Same as above.
Synopsis: The search for a missing woman exposes a web of enslavment and coercion. ((Two EBs, ally provided on last mission only.))
While running the first before the second isn't critical, the second makes references to your actions in the first and assumes you know some of the basics about the Order. -
Arc: MacGuffin Delivery Service
Author: @Lazarus
Number of Missions: Missions
Rating: ****
Played by: Ally Khat - 32 SS/WP Brute on Relentless (Diff 5)
Mission 1:
Highly enjoyed the safe contents comments. Dealing with the Tsoo was a piece of cake. Read the clue and saw that Family supposedly were now in the back, despite mission complete, I went back and found this to be true. Nice touch there. Idly curious who Wolfe is, but Ally wouldn't give a fig anyways.
Nit one: Tense Grammar. Mission briefs and debriefs are flipping between past and present tense.
Mission 2:
The commentary from the Freak and Council was nice. Wolfe was, as Ally suspected, a pansy. She laughed at his defeat comment though. Ruby was a fun fight, but Ally like hitting on Carnies. (In both ways) Was somewhat curious as to why I wasn't able to just leave the figurine with Amanita.
Mission 3
Part of the above is sort of explained as I head into the player bases' favorite maps, Orenbaga! Yay! I introduce myself to the Circle in the time honored fashion of my fist to their face.
Mission 4
Vaguely wondering why I would overly care if other believed I did or didn't have the birdie anymore, but that's more due to Ally's nature then to the mission. Anyways! Off to Paragon to take something from the Magi vault! >.> Like every other Tom, Dick and Harriot on the other side of the law. Ah well, it'll be fun!
And fun it was. Several time I just held back and let everyone fight it out for themselves before stepping in and on them. Though the DRM at the end was an unpleasant surprise. That or she just got lucky with her Mask attack.
Exit popup and the debrief had some ugly sentences.
All in all, a fun little arc. Amulet's set for tomorrow. -
Arc Name: Saints and Sinners Part One: The Order of Steel
Arc ID: 118104
Morality: Heroic
Faction: Custom, Freakshow
Creator Global: @Arashi
Difficulty: Should be soloable, recommend either mez protection or controls.
Synopsis: A police raid spirals out of control as a new threat emerges from the shadows of Paragon. ((Two EBs, allies provided for last mission only.))
Arc Name: Saints and Sinners Part Two: Blood is Thicker then Wire
Arc ID: 123721
Morality: Heroic
Faction: Custom, Crey
Creator Global: @arashi
Difficulty Level: Same as above.
Synopsis: The search for a missing woman exposes a web of enslavment and coersion. ((Two EBs, ally provided on last mission only.))
Arc three should be up this weekend. Which would complete the full story of the Order of Steel.
And to think, these guys just started out as a whim and a run through the faction creator. o.O -
Just to confirm. Do you mean you are not getting boss class spawns? As in you set the mission to deafet boss, set enemy type to your custom group and set boss to to the boss class character?
If you're on low dificulty or solo, bosses will not spawn as part of the regular mission population. Your specified end map boss will be your boss class but downgraded to LT if you're solo on dificulty 1.
I recomend upping dificulty to 3 or 4 OR testing with a team. Though dificulty will still not make bosses spawn as a part of a non-specific mob, if you have a boss class specifically listed for the mission end mob, it will be a boss class.
Also, check under the settings of you Defeat Biss tab, is there a trigger to spawn it? (collection, hostage, etc) If so you'll need to complete that first. -
Well, I needed to re-apply the villain group to general and patrol fields, but everything checked out without a problem.
Steel Raid ID: 13493.
Working for solo tanker at both difficulty 1 and 2. (to get the boss to go EB instead of LT)
And though it's a custom group, the file size only went up from 11.7% to 35.8% (5 'member' villain group) -
My first foray into AE:
Steel Raid (Find the id number in a few hours. :/)
Short(ish) one-map mission with a custom villain group. Mostly it was just something to get familiar with MA, but I'm slowly tinkering on two larger arcs (one of which will 'continue' off of Steel Raid), but I'm debating on waiting until Live for those two.
Oh, one annoyence warning, it has an EB who was rather Detention Field happy. -_-'
Haven't been able to check if today's patch messed me up yet though. Still at work. *shhhhhh!* -
Well, I'll have to check on the low level parts, but I know 25+ offer the badges. I ran the Fear and Loathing in Stirga (25-30) and Scary Monsters (30-35) arcs and got the badges.
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Out of curiosity, how do you rate the Kheldian arcs to the recommended? My central badge -ahem- 'collector' is mt Peace Bringer so I have the options of the Kheld arcs as well as the general story ones. I've already run one and (though sort of odd talking to Shadowstar as opposed to Sunstrom) I got the call option after the first mission, that cuts the 'run to the contact' bit down a great deal.
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If you're wondering about this year's edition, yes Ess said she was going to make one.
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So, with I-11's new IO sets. Are there any changes you plan for? I'm mostly interested in Touch of Lady Grey (DefDebuff) in FR (or at least it's Neg Proc), Dark Watchers Dispair (ToHit Debuff) in Hurricane and/or Smoke.
The ToHit sets as well as the KBs look like there are some promising set bonuses in there as well. -
Very nice. A few points of difference to my own SS/Wp, though those are for purly conceptual reasons.
One thing you might want to mention/concider though. Strength of Will also supposedly functions as a Break Free according to Castle. I, personally, didn't get arround to checking that but... /e shrug
Odds are it's a pretty moot point since you're running IW, but it was pointed out a few times back when IW didn't cover Immobilization. -
Great guide, a bit late for my (just recently) 38 fire/storm to save her a lot of frustrating mid-20s experience as I burned two freespecs and a vetspec popping powers choices left and right. >.<
My own fault really, I'm coming from Blaster/Scrapper sets and a lot of my powers were only halfway ant intended slotting. Anyways, reworked her build today and came out with the below (up to 38 'natch ) I was hoping to get some advice on slotting for Ice Storm but... *shrug*
A few notes, I'm using the I-11 mods that include the Def Debuff and ToHit Debuff sets. So you'll need to have them in order to import.
Hero Plan by Mids' Hero Designer 1.21
http://www.honourableunited.org.uk/mhd.php
Fyreflight: Level 50 Science Controller
Primary Power Set: Fire Control
Secondary Power Set: Storm Summoning
Power Pool: Flight
Power Pool: Fitness
Power Pool: Medicine
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Char -- G'Wdw-EndRdx/Hold:40(A), G'Wdw-Acc/Rchg:40(3), G'Wdw-Acc/EndRdx:40(5), G'Wdw-Hold/Rng:40(9), G'Wdw-Acc/Hold/Rchg:40(15), G'Wdw-Dam%:40(27)
Level 1: Gale -- Acc-I:40(A)
Level 2: Fire Cages -- Enf'dOp-Acc/Rchg:40(A), Enf'dOp-EndRdx/Immob:40(3), Enf'dOp-Acc/EndRdx:40(5), Enf'dOp-Immob/Rng:40(9), Enf'dOp-Acc/Immob/Rchg:40(15), Enf'dOp-Acc/Immob:40(27)
Level 4: Snow Storm -- EndRdx-I:40(A), EndRdx-I:40(37)
Level 6: Hover -- LkGmblr-Rchg+:40(A), Flight-I:40(7), Flight-I:40(7)
Level 8: Swift -- Run-I:40(A)
Level 10: Steamy Mist -- S'fstPrt-ResDam/Def+:30(A), ImpArm-ResPsi:40(11), ImpArm-ResDam:40(11), ImpArm-ResDam/EndRdx:40(23), ImpArm-ResDam/Rchg:40(37), ImpArm-EndRdx/Rchg:40(40)
Level 12: Flashfire -- Stpfy-Acc/Rchg:40(A), Stpfy-EndRdx/Stun:40(13), Stpfy-Acc/EndRdx:40(13), Stpfy-Stun/Rng:40(31), Stpfy-Acc/Stun/Rchg:40(34), Stpfy-KB%:40(46)
Level 14: Fly -- Frbd-Fly:40(A), Frbd-EndRdx:40(46)
Level 16: Freezing Rain -- TouchofGrey- Defense Debuff:40(A), TouchofGrey-Defense Debuff / Rech:40(17), TouchofGrey-Debuff / Rech / End:40(17), TouchofGrey-Rech / End:40(31), TouchofGrey-Debuff / End:40(34), TouchofGrey--EnrgDam%:40(40)
Level 18: Health -- Numna-Regen/Rcvry+:40(A), Numna-Heal:40(19), Mrcl-Rcvry+:40(19), Mrcl-Heal:40(21)
Level 20: Stamina -- PerfShift-End Mod:40(A), PerfShift-End Reduc / End Mod:40(21)
Level 22: O2 Boost -- Mrcl-Heal/EndRdx:40(A), Mrcl-EndRdx/Rchg:40(23)
Level 24: Hurricane -- EndRdx-I:40(A), ToHitDeb-I:40(25), ToHitDeb-I:40(25)
Level 26: Cinders -- RechRdx-I:40(A), RechRdx-I:40(40), G'Wdw-Acc/EndRdx:40(43), G'Wdw-EndRdx/Hold:40(43), G'Wdw-Acc/Hold/Rchg:40(43), G'Wdw-Dam%:40(46)
Level 28: Thunder Clap -- Stpfy-Acc/Rchg:40(A), Stpfy-EndRdx/Stun:40(29), Stpfy-Acc/EndRdx:40(29), Stpfy-Acc/Stun/Rchg:40(31), RzDz-Immob%:30(37)
Level 30: Smoke -- DrkWtchDes--Recharge%:40(A)
Level 32: Fire Imps -- BldM'dt-Dmg:40(A), BldM'dt-Acc:40(33), BldM'dt-Acc/Dmg:40(33), BldM'dt-Dmg/EndRdx:40(33), SvgnRt-PetResDam:40(34)
Level 35: Tornado -- EdctM'r-PetDef:40(A), CmdPres-Dmg/EndRdx:30(36), TouchofGrey--EnrgDam%:40(36), CmdPres-PetRes:30(36)
Level 38: Lightning Storm -- PerfShift-End Reduc / End Mod:40(A), PerfShift-End Mod / Rech :40(39), Dev'n-Dmg/EndRdx:40(39), Dev'n-Acc/Dmg:40(39)
Level 41: Ice Blast -- Decim-Build%:40(A), Decim-Acc/Dmg:40(42), Decim-Dmg/EndRdx:40(42), Decim-Acc/Dmg/Rchg:40(42)
Level 44: Frozen Armor -- RedFtn-Def/EndRdx:40(A), RedFtn-Def:40(45), RedFtn-EndRdx:40(45), RedFtn-Def/Rchg:40(45)
Level 47: Ice Storm -- TmpRdns-Rng/Slow:40(A), TmpRdns-Dmg/Slow:40(48), TmpRdns-Acc/Dmg/Slow:40(48), TmpRdns-EndRdx/Rchg/Slow:40(48)
Level 49: Aid Other -- Dct'dW-Rchg:40(A), Dct'dW-Heal:40(50), Dct'dW-Heal/EndRdx:40(50), IntRdx-I:40(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth:40(A)
Level 2: Rest -- RechRdx-I:40(A)
Level 1: Containment
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[u]Set Bonus Totals:[u]<ul type="square">[*]+4% DamageBuff[*]+3% Defense(Smashing)[*]+5.5% Defense(Lethal)[*]+3.95% Defense(Fire)[*]+3.95% Defense(Cold)[*]+3% Defense(Energy)[*]+3% Defense(Negative)[*]+4.88% Defense(Psionic)[*]+6.13% Defense(Melee)[*]+6.13% Defense(Ranged)[*]+3% Defense(AoE)[*]+9.9% Max Endurance[*]+11% Enhancement(Accuracy)[*]+2.5% Enhancement(Held)[*]+3% Enhancement(Immobilize)[*]+17.5% Enhancement(RechargeTime)[*]+1.5% Enhancement(Slow)[*]+6% Enhancement(Stun)[*]+10% FlySpeed[*]+103 (10.1%) HitPoints[*]+10% JumpSpeed[*]+MezResist(Held) (Mag 2.75%)[*]+MezResist(Immobilize) (Mag 4.95%)[*]+MezResist(Stun) (Mag 1.65%)[*]+MezResist(Terrorized) (Mag 2.2%)[*]+17% Recovery[*]+40% Regeneration[*]+2.52% Resistance(Fire)[*]+2.52% Resistance(Cold)[*]+1.88% Resistance(Negative)[*]+6.13% Resistance(Psionic)[*]+20% RunSpeed[*]+PBAoE (20ft) Pet +Def(All) 5%[*]+PBAoE (20ft) Pet +Res(All but Psionic) 10%[*]+PBAoE (20ft) Pet +Res(Taunt, Placate)[/list]
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data chunk into Mids' Hero Designer to view the build |
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</pre><hr /> -
Wai! Issa Hermod!
Welcome back! Where'dya go? Did you bring me anything back? -
"On it." Cortianna clipped reply. She had a standard annoyence to automated systems. Without an actual mind to sense, defense systems were one of the few things that could surprise her.
But now that she knew of them, the emplacements were open to a wide range of other things she could do to them. Case in point, her telekinetic grip forced one of the guns to turn on it's mount and aim at a second one. A brief feel along the system gave her the information to keep the gun firing if the computer controling it tried to shut it off. -
Catching Lithanika's brief indecision, Cortianna turned to the charging Elite as the scrapper lept off. A wave of psionic energy rippled from her, snagging the charging trooper and stopping him cold, then reversing his course as the telekinetic surge swept him along with it.
Cortianna's eyes narrowed as she focused all her attention on the Elite and those behind him who would also get caught in the wave. -
Cortianna frowned, she had never liked Bane spiders, strong mental disciplne in them made them resistant to most of her tricks. She could always over power thier mental walls, but it was annoying.
One of the Elites lowered his mace to fire at her, glowing eyes fickered toward him as she made a shooing jesture with her hand. A semi-visable wave of telekinetic force slammed into him, denting his armor and flinging him back a dozen feet. While she was dealing with his fellow, another tried to come up behind her. The downswing of his mace was blunted by a faint barrior, though the sudden strain caused the girl's nose to bleed.
Placing a hand against his chest plate, she glared at him and smirked as she excited the molecules in the metal to the point of igniting. As smoke and flames licked out from the gaps in his armor, Cortianna lifted her hand and threw the soldier into the air.
A flash of pain echoed across the link she had formed with her allies, Lithanika had been hit. Baddly. Flying forward she lashed around her with the intent to induce a case of mind-numbing terror of everything infront of her except her allies.