-
Posts
1834 -
Joined
-
Some maps don't have positions. These are either outdoor maps, or maps that are too small.
Try some other Casino maps. If that doesn't work, you're out of luck and better consider a different atmosphere. -
[ QUOTE ]
Out of interest Col, are you rating on the MA stars theory?
Just that you say "Overall, the arc is decidedly average." yet give it 5 stars.
Certainly not having a go at you, just trying to judge where your ratings are falling.
Or are you simply stating what you rated it in game ?
Perhaps adding your own "X out of 10" gut feeling in a review?
I do feel an external review site in the making here, or is there already one ?
Fahie
[/ QUOTE ]Unless my eyesight is declining, the one you're referring to got 3 stars from me , which is what I consider "decidedly average".Old hero arcs and radio missions.
4 is good, worth playing, but has a few noticeable flaws that could use tweaking to make it even better.
5 is great, awesome, something I'd actively recommend, any flaws are unimportant.
On the low side, 2 is below average, needs heavy work to become good, but is salvageable.
1 is "I want the time I just wasted back", needs extreme reworking or a complete rewrite from the original concept. -
Arc #2502, "A Darker Dawn"
tl;dr: 3 stars. Offenses: Short, "Just a bunch of stuff that happens", inconsistent level cap, typos.
Played my Warshade this time, for a change of pace.
Your contact explains that you've shown interest in obtaining a Hero License through illegal means, through him. But first! He sends you to clear out a warehouse of Hellions.
He mentions that law enforcement won't express interest in whether or not you have a License if you're only dealing with low-threat gang members like the Hellions, which is either debatable or faux-canon created by roleplayers. Anyway, the map is tiny, so after blasting eight or ten Hellions in Nova Form I completed the mission. This mission exemps you to level 14, by the way.
Your contact gives you a little speech which will sound rather ironic if you're playing this on a level 50 toon, but obviously it's aimed at lowbies...
...or is it? Next mission is capped at 54. The upside to this is that I could use Dwarf Form after the custom boss, Officer Shaw, opened the fight with Cobra Strike. I'd have expected her to at least use the nightstick on her belt, though.
Despite being Willpower, a bit of punching eventually wore her down. Squishies might have trouble with her, as custom mobs looooove spamming Cobra Strike. You find the person who was supposed to make a fake ID for you a few yards further into the tiny warehouse, and rescue her. She runs off and mentions relocating to her private office.
Back at your contact, he lets you know you've suddenly become unpopular with the police for associating with a (suspected) identity forger. Because, you know, a guy in spandex and a cape in a villain's hideout is obviously the villain's associate. Because no morally solid hero would even start this arc to begin with, coming clean and admitting your intentions, or otherwise trying to talk you way out of it, is out of the question.
Instead, he sends you on what at first seems like a completely irrelevant Fetch Quest, and says he'll look into the names Shaw and Lawless. Who the heck this 'Lawless' is is left unclear, as the name is never mentioned before this, or in the rest of the arc ever again.
Mission three is on a larger map for a change, which is unfortunately a bad thing in this case - one, it's still a warehouse, so there's still not much variety in this arc in terms of atmosphere. Two, it's full of Clockwork. Not only does this mean you're exemped to 20, but Clocks are just annoying.
The excuse is that the scientist running the place keeps stuff around that the Clockwork just love stealing, and is too dumb to invent any sort of security system to keep them out (Clockwork invasions are implied to be frequent). You rescue the scientist and take the hologram projector.
Your contact tells you he's going to use the projector to disguise as you and enter a costume contest in Atlas Park. Ignoring the fact that the police would be on him before he could say "This contest is rigged!", you agree to his zany plan, the other half of which involves you robbing a bank.
I don't know how to feel about this.
The bank mission is pretty much a carbon copy of the various LSSL missions Redside, involving you beating up lots of innocent security guards just to prove to Paragon that you have an evil twin - because your contact is disguised at you at the costume contest at the same time.
Of course, this plan works, and because we live in a comic book world, everyone comes to the logical conclusion that if one double is bad and robs banks, the other must be good, and the police immediately drop the investigation.
The marked bills you stole are used to implicate Officer Shaw as an accomplice to the theft, by your contact. He also seems to have won second place in the costume contest with your costume, and received enough money (Influence is money now?) to pay your forgery fee.
Finally, you get your Hero License. It's not explained where the forger got your picture or personal details from, but I suppose we can assume this was handled by your contact before the arc started.
Overall, the arc is decidedly average. The constant choice of warehouse maps, while an accurate depiction of low-level hero arcs, is a little tedious, and the wildly inconsistent level cap can be a pain to higher level toons who wish to experience this arc. Even the lowbies have to put up with a cap that swings from 20 to 9 - to make it even sillier, the final mission is the lowest-level one. Some of the plot elements are not explained or explained poorly, and the name 'Lawless' is brought up once completely randomly out of the blue, never to be heard again.
It's not a bad arc though, it just needs polish. The bank robbery evil twin idea was somewhat farfetched, stepping dangerously close to Idiot Plot territory, but changing that would require more alterations than a simple briefing tweak.
[ QUOTE ]
If anyone truly objects to it (it was 'Hey nice costume $name, your boyfriend made that for ya?' for those curious) then I'll happily take it out.
[/ QUOTE ]It didn't bother me very much personally, but keep in mind you're writing for a huge audience - not only Union and Defiant, but also the American community. Some people are more easily offended than others. Whether you change it or not is up to your own judgement, of course. -
Forum ate my first post which I spent a good 20 minutes typing, bleh.
Anyway, for the sake of fairness, I'll only pick one arc, when an author offers me a list of several choices. You're free to re-list the other one(s) after I'm done with the first one, but they'll be sent to the back of the queue.
Alright, now to retype all of this...
Arc #5213, "Might Makes Right: The One With Tin Hats"
tl;dr: 5 stars. Offenses: Minor grammar hiccups, surprise failable mission, potentially offensive NPC lines, potential godmodding feel.
Used the Brute again for this arc, due to seeing "Malta" in the list of mobs I'll be fighting against. Just remember that this means I'm effectively immune to Endurance Drain for the purpose of finishing the arc without too much of a headache - other ATs/builds should be prepared to face Sappers.
Anyway, the contact is Baphomet's model, amusingly named "Your Inner Thoughts". Some players might feel this counts as godmodding towards the player character, though.
Your inner thoughts mention that a local gang have gotten their hand on some technology that's much too advanced for simply pimping their cars. You decide to go and help yourself.
You're greeted by a custom faction of Greasers, who look very appropriate. The minions are War Mace (pipe wrench) and Martial Arts - my Brute had one or two Stun effects on him permanently throughout the mission, so if you didn't like the Tsoo, you might not like these guys. The Lieutenants are Thugs/Martial Arts, with a somewhat painful Crane Kick.
You're supposed to collect 4 glowies and defeat the Boss. The glowies look exactly like the decorative crates in the Garage/Warehouse, so they might be tricky to spot; luckily three of the four glowies were in the same room when I ran this mission.
A computer mentions that the Greasers are actually a Malta sub-cell in disguise who have a lot of interest in -you- for something called the Titan Program, and sure enough the Boss is a Malta Gunslinger (named Star Platinum 17, in an awesome reference to JoJo's Bizarre Adventure). He attempts to escape (failable mission?) at 25% HP, but got stuck in map geometry.
Based on information from the data you stole, you do some research and find out an agent named Chameleon is working for the Malta cell. He's also a shapeshifter posing as a councilman in Atlas Park (Malta already employs a shapeshifter named Moment who does this sort of thing from time to time, why not just use him?), currently campaigning against the paving over of a park. Unsurprisingly, the real reason is because there's a subterranean Malta base under the park, and they don't want excavations to uncover it.
Seeking information, you decide the most logical course of action is to enter the heart of Paragon City (all alone if you're not teaming) and kidnap an influential politician during live media coverage. Well, you've probably done crazier things by level 41.
Exiting the Aspect of the Pillar I arrived in (okay, it's actually supposed to be a hijacked van, but we really need more maps for the MA) you find out 3 heroes are also in the area. That's about 27 less than I'd expect to find in Atlas Park in the evening, but willing suspension of disbelief and all that. They're members of the Justice Squad (author SG insertion?) and are optional bosses. I decided to take them on anyway, for reviewing purposes.
First one was American Eagle, a Captain Ersatz of Captain America, MA/Shield. He was also beating up Smelly Hippies for some bizarre reason - not exactly the most heroic thing to do, especially with several Reporters in the area. Anyway, he hit like a truck, as was expected of such a powerset combination, but I took him down without insps or a godmode (other ATs/builds might have trouble with his damage output).
Second was Ironbug, Super Strength/Super Reflexes, who promptly accused my villain of being a homosexual as I aggroed him. This might not be funny to everyone. He died pretty fast.
Last was Witchlock, who turned out to be Mind Control/Something, and frustrated me by spamming Confuse. I killed her with AoEs, other players might want to bring Break Frees for this one, unless they choose to skip the bosses anyway.
There's also an optional flavor text Clue in the area, obtained by destroying a News Vendor.
Ignoring the huge asteroid lodged in the ground next to him, I kidnapped the councilman/Chameleon, and made my way back to the Aspec-... van.
What follows is a short yet very well written and thought-out mission, one of my favorite MA missions so far. Ironbug and Witchlock didn't stay unconcious for long, and are after you, along with a horde of other heroes and Longbow helicopters. Apparently kidnapping a politician in broad daylight gets you a lot of negative attention. Who knew?
They run you off the road in a rather comic-bookish and well-written stunt, which I will not spoil here, and then the mission starts with you crawling out of the wreckage on one of the Skyway City highways - that one underused map with the Longbow helicopters and crashed cars. Witchlock and Ironbug are, once again, optional bosses, whom I skipped this time.
Wading my way through "Longbow", you find the councilman, whose guardians make extremely obvious hints at actually being Malta in disguise. You kidnap him again, upon which you're ambushed by some Hercules Titans - which resulted in a rather epic scene of my Brute running through rapidly fired swarms of missiles constantly shot from 500 yards away. Who says MMORPGs can't produce epic comic-bookish battle scenes? After taking them out, you find a new van, then promptly escape.
After some interrogation, Chameleon spills the location of the Malta cell base, that has their eye on you. Since Malta cells keep minimal contact with one another, you decide that taking out their base puts you back on Malta's ignore list. But first, you decide to take a detour to a local Crey lab, and steal some explosives from them - which they happened to have stolen from Warp Ballistics, who have recently developed WARPnite, an explosive several magnitudes stronger than dynamite. Sounds perfect!
Sadly, this mission is a boring slog through a boring elevatorfest of a Tech Lab map, full of boring Crey Tanks. I recommend the author creates a custom group of Crey, with both the regular Tanks and mobs from the Paragon Protectors faction in it, for variety.
Humorously enough (or intentionally?) the glowie - the safe with the explosives - spawns right around the corner from the mission entrance. The twist is that it's in a sealed container, and you need a retinal scan from the CEO of the facility to open it. Said CEO turns out to be a Crey Scorpion Tank boss named Warpdrive, said to be a part-time superhero (Crey? Hero? Riiiiiight...) and ally of American Eagle.
Anyway, now you have the explosives, so let's get dangerous. The final mission is on the High Rise map (abandoned lab) in Faultline, and populated by Malta. Hope you're good against Sappers.
The goals are to plant 5 bombs and defeat the Boss. Along the way you discover several optional flavor-text clues, such as a whiteboard with some propaganda on it, and a body bag with the body of a member of the Dynamic Duo in it - the Dynamic Duo were two siblings in the Justice Squad. The other member is in this mission too - in the form of a Hercules Titan named Magician's Red (forgot the number), another JoJo reference. She's crying out for her brother, as Malta engineers around her mutter something about her resisting integration, and increasing the dosage. In a rather heartbreaking moment, she mistakes you for her brother after rescuing her (to her credit, she's a little insane from being stuffed into a robot) and becomes an Ally.
The Boss turns out to be two Bosses standing near each other - one is American Eagle, who, despite being captured by Malta, attacks you anyway in an attempt to escape (why didn't he just run away after I attacked the Malta surrounding him?), the other is a Gunslinger named The World (forgot the number), a final JoJo reference. (These references are making it hard to stay objective, since I'm a fan of JoJo's Bizarre Adventures)
After defeating him and exiting the mission, you get a popup stating how the explosion could be heard from both Paragon and the Isles, and a satisfying end to the whole story. You have now learned about the Malta Group and blinded them to your existence.
Overall, a brilliant arc, I have to say it's one of the best I've played since i14 came out, if not THE best. The story absorbs you into it, and doesn't contradict any canon (to my knowledge), remaining convincing throughout the entire arc.
The custom faction didn't feel too forced, and wasn't overly prominent in the story, which further helps it remain canon-faithful (always a plus), though they'll be trouble for those who don't have mez protection.
The end is perfectly satisfying for a villainous arc, and you get to beat up plenty of good guys, despite the main antagonists being villains. There's a few places where the grammar could use a bit of polishing (were -> was), but the text remains mostly consistent and well-written, particularly that of Your Inner Thoughts.
I highly recommend this arc to all high-level Villain players.
[Edit]: Wall of text. Formatting.
Also, I_M: I'd be glad to re-review your arc sometime later after alterations, if you'd like. -
The Juggle Electricity emote from the Magic Pack should be colored red when used by a Villain.
-
[ QUOTE ]
Just a note, that map doesn't allow any rescues.
[/ QUOTE ]Noted, although the rescue could easily be removed without affecting the story at all. -
Arc #1090, "It's a Knife-Eat-Fork World"
tl;dr: Rating mercifully withheld until fixed. Several canon violations, non-heroic "Heroic" arc, "Just a bunch of stuff that happened", surprise timed missions, gratuitous custom faction, Wall Banger plot, inconsistent level cap, mission order royally messed up and confusing, no Souvenir.
The story begins with your contact reminding you of those chips you found and telling you those cyborgs are holed up in a lab... Wait, what?
Okay, it looks like the author was testing mission 4 of the arc and forgot to put the order back the way it's meant to be when he published it. This is hardly excusible, but I've got a review to do.
Anyway, I rush over to the abandoned lab and am greeted by a bunch of custom mobs that are basically the full female Cyborg costume set. Minions were dual blades/something, lieutenants are elec blast/elec manipulation. I was on my Elec/Elec Brute, so they didn't really do much. There was also a hostage named "Fork", who was not mentioned by the contact at all, and whose description was "Fork in the heat of battle", while he was appropriately cowering on his knees. Okay. Fork turned out to be Elec Blast/Elec Armor and helped me take care of all of the 8 or 10 cyborgs on the small map. The mission outro text stated that apparently I had dismantled a whole army of the things. This is one of the very rare cases where I'd say a LARGER map would be better for the mission.
Next up, mission 2! Apparently those cyborgs, whom I just wiped out completely, are robbing a bank. This feels like watching the Melancholy of Suzumiya Haruhi all over again, with the non-chronological order. Kind of surreal, but not in a good sense.
Anyway, it's a LSSL map, and thus once again rather short. Gotta love that catchy beat in the background though. Having beaten up the cyborgs with little effort, I found a safe in the vault. Since this is a Heroic arc, I naturally crack the safe and loot its insides. Sadly, all that's inside is a tape recording, where some scientist tells you to stay away from the cyborgs because "YOU DON'T KNOW WHAT YOU'RE GETTING YOURSELF IN TO". Might have been more dramatic if I were playing a toon without capped Energy resistance, but that's not the author's fault.
Next up, mission 3. Your contact sends you to break "Helen" out of the Zig. Wait, what? I thought this was a Hero arc?
What's even more of a Wall Banger is his claim that "the guards are off duty, so the prisoners are all loose". If this was meant to be a joke, it was poorly executed in my honest opinion. This mission exemplars you down to the level of the Prisoners faction. Surprise exemplaring is something you really should avoid in an arc, unless there's a very good story-based reason for it.
Anyway, Helen turns out to be a Knives boss. After defeating the Prisoners guarding her cell, who are pestering her to give them weapons (why the heck would she have weapons in her cell? The Guards Must Be Crazy.), she tells you the Knives were planning on taking over the world after enslaving the cyborgs. Right. This is wrong on so many levels it's a little depressing. She also mentions you were the one who arrested her in the first place - that's nice to know, but makes rescuing her even more bizarre. Fortunately this is not an escort, so she just runs off and the mission is complete.
Next up, mission... 1!
*Rubs temples.*
Alright, your contact asks you if you want to know about something that's all over the news. This implies your character does not read newspapers or watch TV. Right.
Anyway, the Knives are, for some reason, attacking the WSPDR building in Cap au Diable. Your contact gives you an excellent reason to stop them: Because otherwise you won't have good TV to watch. Why a hero would be watching TV broadcast by WSPDR is beyond me. Anyway, the boss is Helen again. Wait, my bad, this is the -first- time you meet her. She's wearing a more-or-less convincing Knives outfit replica, which is immediately ruined by her drawing Claws when you agro her. At least the author didn't give her the currently-bugged Ninjitsu to emulate a KoA cloaking device. She went down pretty quickly on Unyielding, without hurting me much.
Thoroughly chronologically confused now, the bizarre plot not helping to bring much clarification to the whole matter, your contact finally sends you to Atlas Park, where the Knives have apparently started work on taking over the world.
Um, yeah.
Apparently, you, having destroyed the cyborgs, actually helped them, somehow. It's left unclear how or why, but it has something to do with them looting chips off the destroyed cyborgs.
Um, yeah.
The map choice is a little unfortunate. There is a completely random huge asteroid lodged in the ground next to the city hall, and you enter through an Aspect of the Pillar.
Honestly, with the way the arc's been playing so far, you could easily change the parameter to "Villainous" and change the map the the final LRSF map, where you enter through an Arachnos Flier (there's no asteroid either), and nobody would bat an eye.
You find Fork again here. For some incomprehensible reason, the KoA guarding him yells "Get his electricity!". This was also exclaimed in mission on-... four, where one of the cyborgs guarding Fork said the same thing.
The goal of the mission is to protect a Rikti Bomb. The Knives guarding it have some wonderful lines of text, along the lines of "If we punch it real hard, it'll blow up!".
...
After taking out the suicidally stupid Knives around the bomb, and waiting half a minute for their Caltrops to fade, the arc finally ended with a mission success.
And that's about it.
I have to be honest, this arc is pretty bad. I'm not even sure how you could salvage it. The story makes almost no sense at all - the messed up mission order doesn't help. Fork's presence or feature in the name of the arc is not explained at all. The cyborgs are not explained at all, at least not to the player - the contact mentions getting more info on them off the tape recording, which he does not share with you. Breaking villains out of the Zig is not heroic, an that entire mission is just jarringly bizarre. There is so much wrong with this story that it really needs a total makeover. Also, Helen really ought to be Broadsword/Something. You might actually -improve- the arc by rewriting it as a villain arc. As it stands now I honestly can't recommend it to anyone for playing, to be brutally honest.
Further reviews postponed until Maintenance is finished. -
Arc #53041, "Noob VR Training Course"
tl;dr: 3 stars. Offenses: Frustrating outdoor map, common typos/misspellings.
Okay, not as story-focused as what I had in mind, but I let that pass this time.
This single-mission arc starts with a VR Instructor contact calling you a noob and asking if you've got what it takes to complete his training course, in a rather condescending manner. While I'd normally frown on such a direct taunt towards the player, the arc (and the author's forum name) does have the word "noob" in it so I ignored it.
The setting is one of the Perez Park maps (the one not on fire) full of Hellions. So far so good, except the map appears to have a bunch of safes lying around. What safes are doing randomly scattered about Perez would normally be a puzzling question, but "VR" most likely stands for "Virtual Reality", so maybe it doesn't have to make total sense.
The first objective I completed, however, was a crate that you're supposed to destroy (objective up on the NavBar) and the contact does not tell you about. Right. After destroying the crate I was attacked by an alarmingly large Skulls ambush yelling something along the lines of "Noob detected!". Well, alarmingly large for Heroic low level solo, at least - 4 minions and a Lieutenant. I didn't have much trouble on my Brute though.
Moving right along, there's about 5 or so safes scattered about, as previously mentioned. Some of them are fakes, but you have to collect them anyway (objectives on NavBar) for some bizarre reason, which promptly triggers more ambushes. One of the safes was magically levitating several feet high in the air, which was a little strange but not the author's fault. Another safe spawned behind a corner against the zone edge, where I've never seen a glowie spawn before, so it took me a little while to find it. Nothing major though.
At some point a "level 1 boss" spawned. A Spines/Something that did nothing but spam Barb Swipe. Could be a pain for some, though - Toxic slowing DoT effects are among the reasons newbies don't enjoy Vahzilok. Still, took it out without much trouble.
At another point (I really didn't notice what exactly triggered these) a "level 2 boss" spawned; or so the NavBar told me. It took me quite a while to find her, because she was dressed appropriately for a fire-user - and thus blended in with the normal Fallen mobs, wearing black-and-red. Okay, my bad for not being attentive, but the large open outdoor map didn't help much.
After unceremoniously defeating the fire-something level 2 boss and collecting all the glowies, a "level 3 boss" spawned.
Now, I have no idea what that was meant to be, because I honestly couldn't find it.
I spent a good 15 minutes combing the map for it, mashing my Tab key, and even cleared the map of the normal Hellions after a while. Nothing. Yes, I did check the little passageways in the trees. I even checked -above- the trees, just in case the spawn went wacky - two hellions had crawled inside the geometry, so I figured it was possible the boss had been acting cooky as well. No luck though.
Since my coffee had gotten completely cold after the 15 minutes or so I had spent chasing a boss that did not seem to exist, I finally gave up. I'm sorry, but had this at least been an indoor map I might have been persuaded to keep looking until I find it. I'd hate to have to start my reviewing like this, but if I spend any more time on this arc I'll just have less time today to get other reviews done, sorry.
Overall, nothing too tricky, but the choice of map really leaves a lot to be desired, and, in fact, makes me seriously consider changing the final map in my own Knucklebones arc... 5 minutes of searching for boss 2 with Super Speed and 15 minutes of searching for boss 3 without even finding it is a bit much; at the very least do something to make them stand out, like having the minions surrounding them spam the green fire spellcasting animation or something like that...
Also, the arc features an unhealthy amount of common typos and misspellings, such as you're -> your. While making a MA arc is not writing an essay, good form and good spelling is still important, at least by this reviewer's standards. (Of course, I'm not a native English speaker myself, so I'll never be -overly- harsh on that matter.)
I won't tell anyone to -avoid- this mission, but bring some friends with travel powers so you don't tear your hair out finding all the glowies and bosses. Not really a story-telling arc either, it's pretty much just a "beat up bad guys" single mission. -
Red is to highlight warnings that the mission may fail if a condition is not met, iirc.
Also, which blue? Sky or Royal? -
Jounin are indeed a good place to slot this proc, speaking from experience.
-
Venture's thread on the US forums has become reasonably popular both there and on the EU side. Discussions on some chat channels have pointed out that the European community feels that there should be a harsh, yet fair and qualified authority on these forums as well, who could take review requests and eviscerate peoples' arcs thoroughly, pointing out the good, the bad and the ugly in a detailed manner.
Well, until someone like that pops up, you've got me to do it.
I don't claim to be some infallible authority on what makes a good arc. I'm not saying my own two arcs are pure awesomesauce given form. I'm going to be reviewing in a similar manner though. I'll be sticking to story-focused arcs - this does not mean "serious" arcs alone, comedy arcs are welcome too.
On that note, my opinion is my opinion alone. What one person might find the most hilarious arc ever, I might find unfunny. The reverse might happen too. Keep that in mind if you offer an arc for me to review.
I'll be pointing out flaws mercilessly. There will be SPOILERS, people! I'll be spelling out the storyline of the arc in question in detail, and pointing out specifics. I'll try my best to be constructive though, and even offer recommendations for improvement. But I'll be brutal. If you don't like the rating you get from me, I'm sorry, but then you shouldn't have offered it up.
You may not agree with my views. That's perfectly fine, people are all different. And by all means, if you think you could do a better job - and I'm not saying this in an aggressive or taunting tone - then feel free to do your own reviews! Although I'm the one starting the thread, I'm not against others reviewing things in here with me.
I think that's all the important stuff said now. First come first served, so if you want some random guy from the forums to tell you why your arc is bad, post the #ID here and I'll get right on it! Assuming anyone actually takes interest, of course.
I'll start playing 'em this Friday after I wake up.
(P.S: I'm still unemployed, so I'll have lots of time for this. Fire away.) -
I think it's 20% out of hide, and 100% in hide. Not entirely sure though.
-
They really ought to just make it Conserve Power (go check out my thread in Suggestions). Currently the Brute secondary sets with CP are the ones that don't even need it at all.
-
Oh, and... they really ought to frontload the heal in Energy Drain so it's useful versus single foes.
-
Meh, I specced out of Aim on my Crab Spider, don't miss it.
-
Eviscerate received a damage bonus when it was changed to single target.
-
I liked both mandibles.
The old one was nice for some looks.
But I use the new one with the Cyborg 1 eye detail.
This produces a pretty damn spooky skull mask thing; go ahead, try it, it's nifty.
Just add a second option to the Mandible mouth detail for a texture-less version, gosh. D: -
It's not like Ice Melee looks very good for generating Fury through attacks, either.
-
Speaking of the Official belt, we still haven't received word on why the Office belt (pretty much the Official belt without the gun, nightstick, radio, etc) was just plain -deleted-, have we? I want it back, damnit.
-
[ QUOTE ]
and finally frozen aura i left it in my list as it could work damage seems good and as its a sleep a simple AoE attack or damage aura would brake it however i was originally tempted to replace this with a foot stomp like attack that caused ice shards to explode from the ground as it would be both visually impressive and serve to give a cool looking set defining power.
[/ QUOTE ]Isn't this exactly what Frozen Aura already looks like?
Also, just pointing out: Comparing Ice Armor to Dark Armor for Brutes isn't really a good example of anything, because Dark Armor already rapes Fury income for Brutes that don't have a speedy primary, if you choose to run the set-defining toggles (without which you might as well go for another secondary).
I think we're getting these powersets for Brutes someday anyway. As the game progresses, Brutes keep getting access to more powers with -rech in them; recently even an ice-themed one in the form of Arctic Breath. So, I'd guess it'll just become one of the poorer powerset combos for Fury generation, similar to Dark Armor. Unless they change stuff a lot. And if they do, they really ought to do something about Dark's mez toggles, otherwise it's just not justified.