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I had no idea this particular planner existed until now. Neato!
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Sorry to burst any bubbles, but I'd guess the old friend would be Malaise. If my lore is correct, he went nuts on Sister Psy and hasn't been seen since.....
As for enemies being revamped... Reichsman might have something to do with that.
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Malaise was my first thought as well. I'm not familiar with the "Hero 1 being altered by the Rikti" idea, though it sounds interesting. -
This is a great guide, but I do have a question: Are scrappers of much use in a Hami Raid? I have a level 47 DM/Regen/DM scrapper I'd love to get in on the fun with, but don't see how much use I could be outside of my Dark Blast attack.
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A couple of things I can point out here that may or may not be the case with the failed missions.
The hero WILL spawn if you give the hero enough time to arrive. Do not go far from the vault until the hero does arrive. I suppose it is possible that you might have gone beyond the hero's spawn point.
Secondly, when the hero does arrive, he or she is with a squad of Longbow agents. ALL of these agents must also be defeated to get credit for beating the hero. If one single agent is left behind, no credit. Do not leave the bank until you get the Mission Complete message.
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Related to this, remember that Longbow ambushes (which is what the hero brings with him/her) split up to go after the entire party (try it some time in a duo with another villain; have one person fly to the far corner of the map while the other walks around until a longbow ambush triggers; typically, two will come to the one who triggered the ambush, and two will go to the one who's nowhere near where the ambush spawned). If one villain was languishing in jail, then at least two of the longbow ambushers headed for the jail. It is very, very, important to have the entire team in the bank when the hero spawns. If you don't, the longbow will be all over the map, and you will find it very difficult to finish the mission.
~Wyrm
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Ah, this brings up a good bit of knowledge and sheds some light on what probably went wrong with mine. Thanks heaps! -
Tried two mayhem missions with my level 27 MM and the assistance of a level 23 corruptor (lackied, of course). First time, hero never showed after I grabbed the loot. Waited two full minutes in the bank, fought another two minutes outside the bank, hero was an absentee the whole time. Couldn't keep ahead of the time limit, so mission failed.
Thinking it was a fluke or something, I did enough missions to get the mayhem offer again. Took it, built up extra time, and tried to do a side mission with the Council. They're hanging out in the parking lot, but the key I took from them does not open any of the doors nearby. Assuming it was another fluke or bug, we drive on into the bank. Partner gets tossed in jail, so after getting the loot and wating another 5 minutes near the bank entrance with no hero arriving, I decide to go help my buddy escape. Lo and behold, Overdrive emerges from the jail entrance and gets beat down. "Fantastic!" I think, smug in knowing that the mission was now complete...
Except of course, it wasn't. Mission info still said "defeat hero to escape", even though Overdrive's bullet-ridden carcass had long since been teleported to the hospital. Buddy gets out of her cell, so I make a mad dash for the boat, thinking against my suspicions that maybe it would register a win if I leave the zone. It didn't, and I got another nice "mission fail" message.
I didn't see any Longbow agents with Overdrive, so I doubt that was the reason for the second failure. I'll try it one more time solo, and if that doesn't fix things, then Mayhem Missions can go the way of the SSOCS and the shield powersets as far as I am concerned. -
This guide is well done and very appreciated. I look forward to any updates.
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A thoroughly entertaining video, and much better than anything on CBS or the WB. Thank YOU, Mr. and Mrs. Abyss.
Also, thanks for showing just how cool the Freakshow can be. -
There have been many MMORPG's that have piqued my interest. Some were already out, some were in the works, but ever since I heard about one many years ago, I decided to wait for that one and that one only. That game?
City Of Heroes, of course. As much as I like sword and sorcery and sci-fi stuff, I knew that if I was going to spend so much time and money on one game, it had to be 100% worth it. COH promised it, and it has delivered on that idea better than I could ever hope for. For this, I simply say "Thank you".
Here's to City Of Heroes's first anniversary; may you have many, many more. -
I hope there really will be killer mimes. If the COV mimes are half as funny, and at least 37.5% as evil as the mimes in NOLF2, then they will be a 100% success.
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I hope this leads to a "Tanker-Take-All" melee in a huge ring floating high above the streets of Steel Canyon.
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To respond to some of the other points about superspeed and lacking mezz resistance, let us not forget some of the current changes in the pipe (emphasis mine):
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Improved Stone Armor/Granite Armor Mez resistance.
Stone Armor/Granite movement speed penalty was slightly reduced and its Endurance cost was reduced. Cannot be active at the same time as other Armors in this set, Super Speed, Sprint, Hover, Fly, or Group Fly. Slightly increased recharge time.
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Yeah, I caught that as well, and I have no real problems with it. Interesting how Teleportation remains off the radar. Maybe it's an "indirect advocation" of one way to get around the slow ground movement. -
Though I do not use it as much now that I have Granite Armor, I would prefer that Rooted remain the way it is instead of being "nerfed" just for mobility. There are times I perfer to fight sans GA, and Rooted really helps out with that.
However, I don't chagrin those without GA for wanting mobile status protection. I wish there was a way to slot Rooted so that it could optionally be slotted with a running enhancement - slot it with run, gain mobility but lose some protection - something like that. Don't know how viable that is, though. -
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Devouring earth drop christmas trees and channuka bushes instead of fungi
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Hahaha! Hysterical!
As for snowballs, I think tankers should be able to use the hurl boulder animation to pick up a huge snowboulder and really wallop someone with it. Knockback or knockdown would result, and instead of the normal disorient swirlies around their head, they get snowflakes and ornaments. All of this for 0 damage, of course! -
I agree. For storyline alone, it is one of the best I have seen so far. I wanted to follow him throught that portal as well, but I knew it wasn't going to happen. It is good to read that in the 40's, I can find out what it may have been like if I did.
*very mild spoiler*
I also love it when a member or a small team from one villain group makes an unexpected appearance in another villain group's story arc. First time I saw this, I spent like 3 minutes just looking at the dude, reading his info, and guessing what he was doing there before making the ground his "Nemesis". I figured I'd be seeing a copious amount of his buddies soon enough, and I did. -
Tutorial is great; thank you. I tried to dowload your COH editor about a dozen times and it always timed out. Is it so popular that bandwith is an issue?