Borea

Apprentice
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  1. Borea

    Multiple AVs

    Ooh, thanks! The only objectives I'm planning for this particular mission are the two AVs.

    If one has a buffing set, will they use it on the other?
  2. Borea

    Multiple AVs

    I'm trying to put together a mission that has a team fighting more than one AV at the same time. Is it possible to do this? My thoughts on how were to somehow get both in the same spawn, but I'm not sure how to set that up.

    I tried making the second AV an ambush that triggered when the first was at 75% health but... that didn't turn out too well. When I set the AV as its own group, the ambush triggered 3-5 copies of the AV while I was solo. You can imagine how quickly that ended!

    Is there any way to do this or anything I'm missing to get these two AVs able to be fought together?
  3. My first character was wind-based. She's a Storm/Energy Defender, with the Energy blast representing gusts of wind. The smashing component and the knockback both make energy blast very wind-like.

    Now, coloring the blasts for that is a bit trickier.
  4. I recently trained to level 5 at Back Alley Brawler, then immediately went into my Enhancements screen. The contact window popped up in the Enhancements screen and blocked the Exit button!

    Image link here: http://i2.photobucket.com/albums/y38...an/cohoops.jpg
  5. My suggestions:

    Celebrity
    Athlete

    Not sure on locations. I know there are basketball courts around...
  6. [ QUOTE ]
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    Seems hover/flight needs re-re-tweaking. Flew into the train and upon exiting the train in a new zone Cerebrawl is vibrating like he's having siezures.

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    Flight or Hover on?

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    Same for both. (I'm not the OP, but I'm having the same issue.) It stops if you move, but starts again if you stop moving but still have Flight or Hover on. Shutting off Flight/Hover ends it.

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    Had it with regular flight on.

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    This happened to me the other night, with both Fly and Hover, on more than one character. Whenever I zoned or exited a mission with either Fly or Hover on, I was stuck doing the jittery animation. It looked sort of like it was switching between the fly/hover in place animation and the 'falling' animation.
    It didn't resolve itself until I turned off Flight/Hover, then it was fine if I turned them back on after.
  7. [ QUOTE ]
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    two sisters called Borea and Levantera


    [/ QUOTE ]

    snip snip extra quotes!

    Yeah, all of the department heads in Vanguard are from the CCG.

    [/ QUOTE ]

    Borea? I don't have any sister!
    It'll be really weird once they're in game, to face a signature character with the same name as me.
  8. This is a pretty good guide! You left out one small thing, though. Stone Fist has a chance to land a disorient. It's low magnitude and not a high chance, but with the disorients you're stacking from Fault, you'll sometimes see a lieutenant and rarely even a boss staggering around for a few seconds.
  9. One minor note...

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    Tornado
    Slotting
    1 Accuracy, 3 Damage, 0-2 Recharge Reduction, 0-2 Defense Debuff, 0-2 Endurance Reduction

    [/ QUOTE ]

    Tornado doesn't take accuracy enhancements. But that's okay, because it's auto-hit! Mine right now is 3 recharge / 3 damage. It's eventually going to have 3 damage/mez HOs in there.
  10. The reason why the axe works well on Cadavers and Abominations is that they're weak to Lethal.
  11. I did that once. The problem is that Doc Delilah is dumb as a brick. She tends to hang back and stare while you fight, spending most of her time toggling temp invuln on and off.
  12. If you happen to have a Storm Defender/Controller on your team, make sure they pre-buff everyone with O2 Boost. It gives a resistance to endurance drain. With two stormies stacking O2 Boost, nobody notices being hit by a Sapper. I think it's the only buff in the game that resists endurance drain, but I might be wrong.

    Also, warning for squishies. Some of the lieutenants (Operation Officers I think?) have the Stun Grenades of Doom. AoE disorients that literally can last a full minute.

    Gunslinger bosses also have Holds and -regen attacks.

    Usually when I run into Malta, our priorities are Sappers->Gunslingers->Ops Officers then smash the rest as needed. If it's a team of squishies, Ops Officers get moved to second priority, since they can take out multiples at once.
  13. [ QUOTE ]
    1st Stormie: You know what this room needs?
    2nd Stormie: More aggro?
    1st Stormie: More aggro.
    Both Stormies: PULL WITH TORNADO!!!

    Gawd, I wish I could find the post that this was an excerpt from.

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    That would be me and tempest_56 in action. I think he made that post.
    Good stormies can afford to be crazy at times.
  14. [ QUOTE ]
    I suspect that the effects of Superadine depend on your psychological makeup: To the trolls it gives super strength, regeneration and durability. To the Skulls it gives "Dark" powers, etc. etc.

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    I'm pretty sure the Skulls get their dark powers from their death cult magic stuff. They don't use the Superadine, they just mass-produce it.
  15. [ QUOTE ]
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    The way I've looked at it, Nemesis was totally missing, he was just a threat from the past until after the Rikti war, it's my idea that he was traveling dimensions in that time and started the invasion as a way to get back home, after all, how else would he have gotten such an intimate knowledge of Rikti biology so as to create androids of them that PATCH INTO the Rikti hive mind.

    The Rikti invasion was Nemesis' way of thining out the number of heroes, I get he felt that with less heroes and the world in tatters, there would be minimal resistance to his army (who see themselves as a sort of Police force, calling all heroes vigilanties)...

    This is total, 100% guess work and me making [censored] up... so no spoiler tags.

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    ...Actually, having played a character to 50, and Having done every possible mission I could, I can say that's not a poor assumption; the game doesn't explictlly state this, but there's strong implications: When nemesis Fled the Freedom Phalanx after his failed attempt to take over the United States, he fled througha dimensional portal to a random dimension- They don't ever explicitlly state *which* dimension it is, however, based on some other clues you bump into in Nemesis missions, plus the Rikti Nemesis Android you uncover, the very strong implications that it was the Rikti World that Nemesis went to.

    Combine that with the fact a couple Rikti Missions explain their invasion due to something causing their enviroment to catastrophically fail, and having traced the cause to someone back in *our* dimension... Well, it makes you think...

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    I remember this being mentioned in the Nemesis Rex storyline too. Our Nemesis ran away to the dimension of Nemesis Rex (where he had successfully taken over the world) and the two of them messed with dimensions and poked into the Rikti dimension.

    Or something like that. It's been a while since I did those missions and they're not part of a storyarc.
  16. Here are a few more (and some corrections), all from Defender/Controller - Storm Summoning

    Endoplasm (Accuracy/mez): Thunderclap

    Lysosome corrections: Hurricane and Tornado are both auto-hit and don't need the accuracy part of this

    Cytoskeleton: Steamy Mist (though the benefit from slotting defense is almost nil, it can be slotted with end-red and defense buffs)

    Peroxisome: Tornado can use damage and mez for disorient duration
  17. I'd like to agree about Acid Mortar being a semi-tank. I play a /Traps Mastermind, but with Recall Friend to position the mortar, I've had it taek the alpha from two closely-grouped spawns for a team of six and only drop to half. It has insane amounts of health and draws lots of aggro away from team members. The resist debuff is pretty awesome too.
  18. My guess would be Namor the Sub-Mariner. Even though he's an Atlantian (or half-Atlantian) and not fully human, Marvel has said that he's a mutant and more powerful than other Atlantians.