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Here's the low down on the 2 new Trials:
Quote:To the Incarnates opposed to Emperor Cole, TPN Campus, the state-run and sponsored media complex, presents a valuable opportunity to broadcast the truth about the Emperor to the citizenry and gain their support against him. Cole, for his part, sees an opportunity of his own, and sends his elite IDF and DUST forces to TPN, under the leadership of Maelstrom, to stop the Incarnates and prove his strength. Into this battle steps H.D., master of TPN Campus, who knows that the battle will lead to unparalleled access to the citizens of Praetoria, and will extend his assistance to whomever puts on the best show.
Should Maelstrom drive off the Incarnates, the message of Cole's superiority will resonate throughout the world. But, should the Incarnates succeed, the message of Cole's treachery will shock the world, amplified ever more by the power H.D. lends to the broadcast.
Synopsis
The event takes place in and around the TPN Campus complex in the heart of Imperial City. Players are tasked with fending off Emperor Coles forces as they fight their way into the facility's broadcast stations to initiate the broadcast, then continuing to maintain their broadcast. Throughout the trial, players are tasked with building Public Opinion to a point where the citizens of Praetoria become sympathetic to their message. All the while, the Emperor's forces will be deployed to turn Public Opinion in his favor, including IDF Technicians to disable the broadcast, Telepaths to turn protesting citizenry against the Incarnates, and Maelstrom himself, whose presence calms the people. Each of the later phases is also punctuated by a battle with Maelstrom, who has quite a few tricks up his sleeve, and will use them in an effort to prove the superiority of Emperor Cole's regime.
Rewards
TPN Campus will award Physical Incarnate XP. Additionally, on completion it will award 2 Empyrean Merits. During the 20 hour cooldown, TPN Campus awards 1 Empyrean Merit for each completion.
Some of the Unique Powers- Marked for Death: During the second battle against Maelstrom, he will mark all players standing near him with a target, which is displayed over their heads. Should a marked player remain too close to him when he follows up with the Time to Die attack, that player will be defeated instantly.
- Teleport Kicks: The Maelstrom Device makes Maelstrom a master of teleportation. Combining the technology with powerful martial arts moves, Maelstrom will teleport to his targets during the final stage and deliver devastating kicks. Because of the nature of his teleportation mastery, nowhere on the surface is safe from Maelstrom when he begins using these powers.
- Whirlwind Blast: His mastery of martial arts amplified by the Maelstrom Device, Maelstrom channels a massive amount of energy into his hands, which he then unleashes in a single, swift punch. This causes a massive shockwave which knocks all opponents within 30' back, clearing the way for Maelstrom to use his teleport kicks more often.
- Telepathic Interference: The Seer Telepathists deployed to TPN Campus create a massive field around them which allows them to interfere with the minds of those around them at significant distances. This manifests as continuous damage whenever they are around, out to a distance of 150'. To make matters worse, the Telepathists have also staggered themselves in such a way that their fields can overlap with one another's.
- Pacify: Another weapon in the Telepathist's arsenal, Pacify sends out a soothing signal to the minds of the enemy forces. Though this effect would be enough to completely lock down most people, the powerful Incarnates only suffer penalties to their combat effectiveness. Still, if Telepathists are left unattended and this debuff stacks, the league will be significantly hampered, perhaps even to the point where Cole's forces can overwhelm them.
So no sign of Katie yet, but Desdemona's back for more - and Penelope Yin looks like she'll be a major player in it too.Quote:Introducing the Minds of Mayhem Incarnate Trial
Note: This is for Beta Testing Only and will not be Live at the launch of Issue 21 Special Update: Media Blitz
Storyline
After the successful broadcast at TPN Campus, the Incarnates expected that the world would come to see the need to depose Emperor Cole. As the hours pass, however, the opposite happens: the people of Praetoria become more loyal to Cole than ever before. Then, members of the Resistance begin turning to support Cole. Soon, nearly all of Praetoria is enthralled in support of Cole, leaving the Incarnates and a small band of those resistant to the control to investigate the problem. It is discovered that Shalice Tilman now inhabits the minds of both Penelope Yin and Aurora Borealis, exponentially increasing Mother Mayhem’s power. This has allowed Mother Mayhem to project the now-perfected Mindwashing across the entire planet, bringing all but a few under the her (and the Emperor’s) thrall. Physically protected within Mother of Mercy Hospital, which is encased in an impenetrable barrier, the Incarnates are left with only one option to stop Mother Mayhem: enter the Seer Network, free Penelope and Aurora, and sever Shalice Tilman's connections to the Network from within.
Synopsis
The event takes place, in the real world, in the abandoned Underground beneath First Ward. There, players will meet up with Desdemona and other individuals who remain free of Mindwashing's control. With Desdemona's assistance, a gateway will be opened into the Seer Network which will allow players to first deal with Mother Mayhem's "firewall", Malaise, and then to take progressive steps pushing the mind of Shalice Tilman out of those she controls. Eventually, after learning more of Praetoria’s secrets, players will find themselves disconnecting Shalice Tilman from the Seer Network... though to do so will require her in a place where no one can come to aid them.
Rewards
Minds of Mayhem will award Psychic Incarnate XP. Additionally, on completion it will award 2 Empyrean Merits. During the 20 hour cooldown, Minds of Mayhem awards 1 Empyrean Merit for each completion.
Some of the Unique Powers- Nightmares: Malaise is a master of the dream world, and when players come to confront him, he is prepared. Looking into their minds, Malaise finds memories of vicious monsters, abominations and machines they have fought in the past and brings them to life to fight on his behalf.
- World of Anguish: During the battle against his Nightmares, Malaise will create deadly voids of psionic energy on the ground. These voids will target multiple players and will gradually expand to cover a wide swath of the battlefield. When these voids appear, mobility is key, as a void is capable of defeating a player in seconds when at its largest extent.
- Psionic Typhoon: The network node in which Penelope Yin can be found is wracked by a titanic psionic storm, the manifestation of the ongoing battle between Penelope and Shalice Tilman for control over her body and mind. While players are within her node, this storm will deal continuous damage, but there is a way for players to find respite from the Typhoon through the assistance of an ally.
- Shared Suffering/Suffer in Silence: When players come to finally confront Mother Mayhem, she will see to it that they suffer for daring to challenge her. She will cast one of these two powers at a random target. Depending on which power is chosen, the affected target will need to gather allies around him/herself to split the damage amongst all around them or will need to flee away from his/her allies in order to minimize the amount of damage done to everyone.
- Desdemona's Blessing: Throughout each battle but the last, Desdemona will be in constant contact with players, as it is she who holds open the portal linking reality to the Seer Network. Because of this link, Desdemona is periodically able to raise fallen players, granting them full health, full endurance, resistance and defense to psionic damage and protection against some deadly attacks found within the network. This comes at a cost, however, as each blessing accepted reduces the amount of energy she has to maintain the portal, and pushes players closer to the point that they will become trapped in, and annihilated by, the network.
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I wonder if the Battalion will use a 3-legged rig? Our last alien invasion was sadly lacking in the giant 3-legged war machine area.
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Quote:It came from the evil mind of the sinister Sean "Dr. Aeon" McCann.It's a real shame there's an AV in it. When I first arrived and saw H, I was 'omg coool!' and then 5 mins later I was raging angry.
Which dev wrote this one? It's not bloody Johnny Ambush again is it?
Also, this arc is a good example of just how difficult it going to be to make soloable content for Incarnates - challenging enemies can be impossible for some ATs and power sets to solo, but quite easy for other ATs and power sets. -
Quote:Well, it's unlikely they'll make dozens of Incanrate arcs - it's more likely that there'll be 2-3 to start with, and a few more added over time - so thre solo path will be the constant replaying of the same handful of arcs, hoping that the random reward table at the end gives you the rare/very rare component you're looking for, and if it doesn't, you've got a 20 hour cooldown timer on each arc before you can try again.Given that the problem with the raid grind is based on repetition rather than time taken, I'd say that it's not necessarily going to be the same problem. Then I remember that a 20 minute (if your the type that actually takes the time to read the text), three mission story arc is apparently worth $5 and realized that, yes, the solo path will be a grind too.
And considering that there have been 20+ streaks of common drops for some people during the Trials, a similar streak like that on the Incarnate arcs would be just as likely - plus, with the need to make the arcs challenging, that will mean ambush and EB heavy missions that not every AT or power set can solo. -
You will get some solo Incarnate content eventually - but it's going to be a lot slower progression, which means that if you think that he Trials are a "grind", then the solo Incarnate content will be even more of a "grind" to you.
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On UStream yesterday, Zwillinger said the 4-legged rig open up new possibilities, but he couldn't say anymore.
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CoH: Freedom's been out for a few weeks now - has anyone won yet?
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Quote:And in any future systemWell, one might suggest that sitting around doing nothing while waiting for the queue to fill or for a raid to form is more a problem not be willing to not do the same work.
Soloing allows for more activity, but less produced from that activity under the current system.
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Quote:The devs have already soid that it'll be a slower process - so it'll probably use the usual 20 hour cooldown timer on rewardsI don't see them adding any soloable incarnate path that will be nearly as affective as the incarnate trials since doing so would cause everyone that is capable of soloing content to do so in droves. I know they ARE going to add something soloable or with eight man runs.. but I'm more then sure it will pale in comparison to the speed in which a gamer with more free time can reach T3+ powers.
Plus it's quite likely they could make them like mini-Trials, with tough bosses with all kinds of special tricks - as well as a random reward table at the end of each arc, with only a handful of arcs to play, and a 20 hour cooldown on the rewards for each arc. -
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Desdemona and Fusionette won't be dying
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Congratulations!
