Everfree_Fire

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  1. I'm starting to worry slightly about the filter the more I work on my arc ideas. The fact that I managed to finish my first one without issue helps somewhat, but I still have two or three more arcs to make, and plan on making a whole lot of custom mobs and random things for it. I'll just have to cross my fingers and hope nothing comes up.
  2. I did find it. Need to decide if I like the new change, or will just keep it how it was.
  3. That...Really really helps. Now I just need to figure out how.

    Edit: Also, please note that, at least at one point, I made a rather stupid mistake which I can't take care of right now, so if you play my arc today, you'll run into a strangely placed Mission Exit text...Which should have been when you went INTO the mission.
  4. I know this is a sort of old thread that doesn't really ask questions much anymore, but I figured I should at least keep using the same topic as opposed to making a new one to try and get more people to play my arc.

    Anyways, I've mostly finished updating my arc, with one major thing I have an issue with (not enough room to tie into the next arc.), so, again, I'm hoping to get some feedback on anything I can improve (plus spellchecking things, if possible. Goodness knows I'm a typo master.) Arc ID # 503982.

    Thanks to any who actually help. Time to work on part two.
  5. Okay, with two reviews and a general understanding on how a few things can work out, I'm working on reworking some of it. Any more constructive criticism would be nice as I work on it.

    Of course, with some of what I got, I've run into a problem. Apparently, the $name trigger ends up counting the whole name towards the 1000 letter mark, and I need all the room I have. If there's any way to fix this, I would like to know.

    I was also informed that I completely failed to fill out a whole lot of random things. I also wish clue texts could be longer.

    Edit again: In case people want to see the second review, http://boards.cityofheroes.com/showp...20postcount=11 . I do thank this person for such a thorough review, and for telling me just how much I screwed some things up.

    Edit again again: Should I just make a new topic, actually advertizing my arc, so people can leave the criticism, both good and bad, in one easily findable place?
  6. Quote:
    Originally Posted by LeoninProtector View Post
    Edit: You cannot gate your entire arc as a whole, however, you CAN set the level range for each mission individually. That option is under the "Mission Parameters" sub-menu on the first section of the mission editor (where you set the map type and enemy composition).
    Thank you. I never could find where the option was.



    Quote:
    Played through again. This time on a level 32 DB/SR Brute (+0/x0; bosses on).

    Overall Impression:
    The arc should probably be a level 30+ arc. My Brute was able to handle it a lot better with the 10-level difference and I think as you play different iterations of it with higher level characters, it becomes progressively easier...meaning if you wanted to put Gang War back on your LT, you could probably get away with it rather well (as long as it is gated higher). It still required more concentration and judicious use of inspirations than the normal dev-created content does, however, that is not a bad thing. A little challenge never hurt anyone, right?
    I may just keep it out just because there's a point where it may just be too much. We'll see after more tweaking.

    Quote:

    Pros:

    [*]The writing is quite good. It gets much better after the first couple of missions and the pace quickens considerably. The base you have is very solid and should serve you well. Just a little fine-tuning with your dialogue and clue text and you should be in excellent condition.
    I'll work on rewriting this once I get a better idea just HOW Dr. Carmichael thinks and acts. As I said, he was just tossed in, so I hadn't planned around him.

    Quote:
    [*]The custom group in 'Act 2' is diverse and rather well balanced. Having a melee enemy that also can heal is a little annoying, but you learn to take them out quickly. The entire group is different than the run-of-the-mill dev-created villain groups. Excellent work on that group and on the 'Act 1' villain group as well. The first group is much improved with your addition of the minions and the lieutenant. Good job all around there.
    I have a melee enemy who can heal? Must have ignored that on my testing. Either way, I'm just glad I could come up with that many. I'll need to make more, because I suspect most people would get rather annoyed after two more planned arcs against them.



    Cons:

    Quote:
    [*]Not a lot of variance in the mission objectives. Nothing to really set it apart from some of the older content made pre-Issue 9. However, this may have been your intention all along (since you said previously that it was supposed to echo the missions you receive from Tina Macintyre).
    Actually, it was more the fact that I just needed to find a way to ease into things. I have at least two more arcs worth of things to go through, and while some of them are similar, int he long run, I imagine it should be a bit more varied once I start having some fun.


    Quote:
    (Currently very tired and can't think of another 'con' to balance the other 'pro', so I'll leave it as is )
    This helps. I'll probably unpublish it for now (unless someone else plans on running it) so I can tweak it properly, including all those little fine-tuning things I need to do.

    Random question. Was the Green text a problem at all?
  7. All I did was add a minion and lieutenant, and took out Gang War. I can only imagine it'd make it less difficult overall.

    Also, looking at it...I really do need to do some fine tuning on it.
  8. Honestly, negative feedback is what I want. It helps me fix things.

    Also, the contact was sort of change from Tina Macintyre after I was halfway done, so most of his stuff is as if she was talking...I may have left a few things in there. I'll look in on it.

    Gating it will be easy enough...Once I figure out how. I'll take care of that, though.

    And I spent too much time working on the second set of custom mobs, I forgot to work in new people for the Gang group. I'll plan out some new people. I never noticed too much in the way of problems against the shield mobs, but I can fix it. (edit: What part is the problem, exactly? I'm not really noticing anything major. I dropped AAO for True Grit, if that helps any, but it's hard to tell.)

    Oh, I'll take out Gang War, too.
  9. Quote:
    Originally Posted by beyeajus View Post
    when you have both of your enforcers for Thugs/, you can be softcapped by lvl 26
    Pity that still does nothing for the Arsonist.
  10. I had to. I tested the mission with the EB as an ally, and when he can kill the entire spawn with the right move (DB/INV), I needed to tone him down...Badly.

    New question, though. I wanted to know if it is possible to have a specific mob guard a hostage.

    Edit: Is it possible to have two enemy groups with the name group name?

    Edit again: In game lore, is the fact that Statesman opened the Pandora's Box, releasing the super powers, common knowledge? It's going to put a damper on my arc if I need to show WHY something is important. I'll dig through the ParagonWiki to see, but if I can get the answer easily, it'd help.

    Edited yet again: Heh heh, learn something new about game Lore every day...This may work very well in my favor, very well indeed.

    Neverending edits...Anyways, I published my arc. It's very...Basic. It needs work. I'll be working on tweaks to it for a while until I get it how I want it. Arc #503982.
  11. They would have been different enough, for hte arc planned, but in this case, I just needed to make an EB a boss.
  12. Quote:
    Originally Posted by DoctorWhat View Post
    It's not instant. I wish it were though.
    Figured waiting six days was enough to give it another poke.
  13. Wasn't really planning on it, at least for this arc, but I had an earlier arc that could have used it.
  14. Pity on the first, but it's good to know on the second part. I'll get right on that, thank you.

    Edit: Wait, does that mean I can have an entire group of enemies with the exact same name, but different powersets?
  15. Title makes the inside obvious, but there are a few things I've been trying in this arc, but I can't seem to find a way to make them work, so I'm here asking if it is even possible.

    Only two so far. First, is it possible to have an ambush required to be defeated for a mission to finish, or is there some way to make a similar effect happen that is required?

    Second, is it possible to have two of the same named enemy in a group, but with a different Rank? I have an EB you fight that joins you for the next mission, but when he can 1-hit KO all the enemies, I need to lower his rank down, but I'm not sure I can do that.

    As I work on the arc, I'll be adding more questions to here, but thank you in advance for the answers.
  16. *pokes this back up in hopes of getting a response.*
  17. Quote:
    Originally Posted by Dromio View Post
    Hu usually opens with a Molotov I think. But Breath is right up there on the list. In fact I think Breath is the reason that the Arsonist is so notorious for running in to combat. If it was changed so that he would only use it at the edge of its range it would make a huge difference in his survivability.
    He's so easy to be killed because he opens with that, giving him a huge aggro list and having most of the Alpha strike aimed at him if you don't do something to stop that beforehand.
  18. Everfree_Fire

    Is this right?

    I believe they are considered different in terms of the rule of 5, given different names (Small ranged boost vs. small E/NE boost, perhaps?). It should still be fine, since, if I remember correctly, when they changed the BotZ set bonuses, they set them up to be useable along with the other sets, like Thunderstrike.
  19. Everfree_Fire

    /Pain MM?

    I would assume yes.
  20. Honestly, as /traps, i can't imagine too many times where you'll be overwhelmed enough that you need Gang War that often, especially once you start reaching into your bag of tricks. Maybe someone with better testing between the two would know better, but I can't imagine such a case where just using your traps would be more effective.
  21. Everfree_Fire

    Sonic/Energy IOs

    Depending on what you get powerwise, I'd almost recommend at least some recovery due to some high end per second costs.
  22. Honestly, I can't tell you if the resist IO helps all that much, but the 20% resists on top of the near softcap (I'm /dark) means that, for the most part, my thugs are pretty survivable.

    Perhaps something else could work, but this is just my personal preference. I only use Gang War in an emergency, so it gets plenty of time to recharge.
  23. If you have six slots, use them. I tend to do mine as

    Level 18: Gang War -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg/Rchg(19), ExRmnt-EndRdx/Dmg/Rchg(19), ExRmnt-+Res(Pets)(21), C'Arms-+Def(Pets)(21), EdctM'r-PetDef(23)


    Easy recharge, and three of the four pet aura IOs. I normally have the fourth as the whole set in the t1 thugs.
  24. Quote:
    Originally Posted by MaestroMavius View Post
    Thing is, since they were so quick to acknowledge and correct the MM issues with the trials it has me questioning if this is an actual 'bug' or is WAI.

    To my knowledge, I've never seen a redname comment about it ever.

    More than likely, it's left in to ensure we aren't overpowered. Honestly, MM's are very formidable even while suffering the bug. It's just now with the +4 mobs that it's starting to weaken us thus the proposed level shift for pets.

    When you think about it. If we had that level of control over the pets we could break the game. Even more so with Incarnate powers.

    This is why I doubt it'll ever really go away.

    I could be wrong, feel free to point out a dev statement that it's being looked at. I'd like to be able to play my bots/storm without the little buggers turning into scrappers. I just don't think it's a bug like everyone else.
    My only issue with this is that it is EVERY pet. My Phantasm loves melee range for no reason, which makes it worse than it should be, since now it doesn't stay at a decent range for the Cone attack.
  25. Okay, long story short, decided to try a new defender, eventually decided on this one. Worked on the build, ended up sort of where I liked, but, as usual, had questions.

    First, the build.

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Christy Lewis: Level 50 Magic Defender
    Primary Power Set: Sonic Resonance
    Secondary Power Set: Dark Blast
    Power Pool: Leadership
    Ancillary Pool: Dark Mastery

    Hero Profile:
    Level 1: Sonic Siphon -- EndRdx-I(A)
    Level 1: Dark Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(7)
    Level 2: Gloom -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(9), Decim-Acc/EndRdx/Rchg(9), Decim-Acc/Dmg/Rchg(11)
    Level 4: Sonic Barrier -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam(11), TtmC'tng-ResDam/EndRdx/Rchg(13)
    Level 6: Sonic Haven -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(15), TtmC'tng-ResDam/EndRdx/Rchg(15)
    Level 8: Disruption Field -- EndRdx-I(A), EndRdx-I(17)
    Level 10: Dark Pit -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(21), Stpfy-Acc/EndRdx(23), Stpfy-Stun/Rng(23), Stpfy-Acc/Stun/Rchg(25)
    Level 12: Sonic Dispersion -- TtmC'tng-ResDam(A), S'fstPrt-ResDam/Def+(13), TtmC'tng-ResDam/EndRdx(19), TtmC'tng-ResDam/EndRdx/Rchg(19), S'fstPrt-ResKB(21)
    Level 14: Sonic Cage -- HO:Endo(A), HO:Endo(17), HO:Endo(48)
    Level 16: Tenebrous Tentacles -- Empty(A), Empty(25), Empty(27), Empty(27), Empty(29)
    Level 18: Moonbeam -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(31), Mantic-Acc/ActRdx/Rng(46), Mantic-Dmg/ActRdx/Rchg(46), Mantic-Dmg/EndRdx/Rchg(46)
    Level 20: Night Fall -- Empty(A), Empty(31), Empty(33), Empty(33), Empty(33)
    Level 22: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(34), LkGmblr-Def/EndRdx/Rchg(34)
    Level 24: Tactics -- GSFC-ToHit/EndRdx(A), GSFC-ToHit/Rchg/EndRdx(37), GSFC-ToHit(39), GSFC-Build%(39)
    Level 26: Clarity -- EndRdx-I(A)
    Level 28: Torrent -- Empty(A), Empty(31), Empty(36), Empty(37), Empty(37)
    Level 30: Assault -- EndRdx-I(A), EndRdx-I(50)
    Level 32: Liquefy -- LdyGrey-DefDeb/Rchg(A), UndDef-DefDeb/Rchg(39), DarkWD-ToHitDeb/Rchg(40), DampS-ToHitDeb/Rchg(40), UndDef-DefDeb/Rchg/EndRdx(40), Achilles-ResDeb%(42)
    Level 35: Life Drain -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(43), Decim-Acc/Dmg/Rchg(43)
    Level 38: Blackstar -- Empty(A), Empty(48)
    Level 41: Dark Consumption -- Efficacy-EndMod/Acc(A), Efficacy-EndMod/Rchg(43), Efficacy-EndMod/Acc/Rchg(45), Efficacy-Acc/Rchg(48)
    Level 44: Dark Embrace -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(45), TtmC'tng-ResDam/EndRdx/Rchg(45)
    Level 47: Soul Transfer -- Stpfy-Acc/Stun/Rchg(A)
    Level 49: Soul Drain -- GSFC-ToHit/Rchg/EndRdx(A), AdjTgt-ToHit/EndRdx/Rchg(50), AdjTgt-EndRdx/Rchg(50)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Cardiac Core Paragon
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 1: Vigilance
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(36)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A), P'Shift-End%(34), P'Shift-EndMod(36)



    As for the questions:

    I picked the Cardiac Alpha just because it made sense, what with the massive end issues and the free boost in Resistance Buffs. Would it be better to go with Musculature for the Damage and bonus to-hit debuffs for my attacks, or stay with Cardiac?

    Slotting the three cones...Better to slot as to-hit debuffs for general help, or just stick with basic TAoE slotting?

    Liquefy slotting good enough?

    Anything else for advice is welcome (except calls to reroll.)