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This is quite handy, and I've referenced it in my newest guide: Mission Architect for Tickets and XP: I16 Compliance
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The new and more detailed mission difficulty sliders for i16 mean that Mission Architect is still a viable way to outfit your characters using the goodies purchased with tickets. I have come to rely on, and continue to rely on, architect tickets as the chief source of salvage needed for my characters' crafting. They can also be converted to inf if needed, by various strategies not really germane to this guide.
The new reward structure
On the other hand, the reward structure of custom groups and custom mobs has changed; it was apparently thought that "boss farms" were an exploit. It is less certain why all custom critters had their XP and rewards reduced, but there it is: any custom critter with only a Standard powerset is only worth 75% of the XP that a standard modifier standard critter gives.
To give full XP, a custom critter has to have both powersets set to Hard or higher. Such custom critters are likely going to be quite annoying, and should be used sparingly if at all.
A custom critter that has a single power from the Standard powerset taken away can now be made, but that critter will be worth no XP at all, no matter how many powers were added.
From the patch notes:
Quote:Also, the several ranks of available critters are also taken into account; this being done to discourage the creation of all boss or all lieutenant groups. Again, the patch notes:* Experience rewards for custom mobs in Mission Architect have been changed.
1. Enemies created using the Standard setting will reward 75% of normal experience.
2. Enemies created using the Hard and Extreme setting will reward 100% of normal experience.
3. The total amount of experience an enemy is worth is split evenly between their two power set choices. Their primary set adds an amount to the experience, and then the secondary set adds an amount.
4. The specifics numbers for individual sets are as followed:
1. Standard: 37.5%
2. Hard/Extreme: 50%
3. If a mob is created that has a standard primary and a hard secondary, it will be worth 87.5% of the normal experience (37.5% + 50%)
4. A mob created with a hard primary and a hard secondary will be worth 100% experience (50% + 50%)
Quote:* Custom villain groups will suffer an experience penalty if they do not have at least one minion, lieutenant, and boss within them.
1. If one rank is missing, there will be a 50% experience penalty applied to all enemies in the group.
2. If two ranks are missing, there will be a 75% experience penalty applied to all enemies in the group.
3. Players will still receive full experience for an enemy in their own unique groups if they are spawned in the "Fight a Boss" objective. This only applies to the specific enemy spawned in this manner and not the group spawned along with them.
So, what does this mean?
Custom groups are still allowed. Only custom critters are penalized.
You can continue to create custom groups of characters to fight. You may pick and choose from any of the supplied critters; you do not have to take entire factions as-is. You may continue to rename or re-color standard critters; doing so will not reduce their rewards.
The changes strike hardest at those creators who devised entire factions of their own critters. If you are content using standard or modified standard critters, your rewards are not diminished provided that you follow the 3-tier rule.
There is, unfortunately, no provision in the current search engine to distinguish custom groups made up of standard critters versus custom groups using custom critters. Both show up as "Custom Group". If you are using standard critters in custom groups, it may be helpful to point that out in your description explicitly.
The 3-tier rule
The only needed qualification is that you must include at least one minion, one lieutenant, and one boss in your resulting custom group. They need not be from the same factions, either.
If you set to not spawn bosses solo, bosses will spawn as lieutenants. with lieutenant hitpoints and rewards (but boss powers). Even though the 3 tier rule requires that your custom group to have bosses, there is no penalty for choosing player settings that do not spawn them as bosses.
Note also that some named characters listed as "bosses" are actually elite bosses, and will continue to spawn as elite bosses if included. Other named character bosses spawn as "Hero" or "Villain" and are significantly harder than bosses. They too spawn with full hitpoints and powersets.
As in standard content, bosses are relatively infrequent. A custom critter with no powers can occupy the boss slot. This will satisfy the 3-tier rule, even though the boss yields no rewards. Such a boss can be ignored unless the completion condition of the mission requires its defeat.
Tailor your custom group to your character's wants
When I tested the changes to MA in i16, I created custom groups of Council and Fifth Column. I purged the factions of various annoyances: damage resistant, flying robots; war wolves; vampyres; Galaxy critters with slows and immobilizes. The resulting faction obeyed the 3-tier rule nevertheless. These characters had ranged knockdown and stun attacks, but the characters I played against them shrug those attacks off.
I have also created groups of Circle of Thorns from which Spectres have been banished, and the spawns were reweighted against the appearance of so many Thorn Casters.
Study of Culex's guide to enemy XP mods is worthwhile. You may prefer not to use critters that have an XP penalty. No standard critter gives rewards higher than 100% in the Architect.
Different characters may get better results from different mobs. I despise the Circle of Thorns spectres on melees; control based characters may not mind them, and they are favored for XP. I don't mind mobs with melee stun attacks on tankers and scrappers; my blasters would not want to face hordes of them. My archery blaster doesn't mind Carnies at all; they don't die next to her. She has a map full of Carnie lieutenants and minions, with a Banished Pantheon mask to fill the obligatory boss spot.
You know what you like to fight, and what you hate to fight. Obey the three tier rule, but fill your mission with stuff you like to fight.
Add missions
Remember that the later missions in a story arc have a ticket reward. You get 20% more tickets from a fifth mission than you do from a first mission in a story arc. By adding initial missions that are easily completed, you can create arcs that yield tickets more efficiently on the mission you intend to milk. -
Quote:Yes - that's an old-school build, as I noted. My most recent /dark melee tanker is inv/dark, and that one does use Enfeebled Operation.If cost is an issue, yes, that's one way of doing it. If money isn't an issue, then it's not the best choice. (Another reason I don't post builds - budgets are different from person to person.)
Immobilize resistance. That's the ticket! It's like -- if you get enough immobilize, and that seems to be the most frequent debuff that stacks enough to break through, it doesn't last as long! What's not to like?
(Actually, I do like a rather eccentric desire for run speed on non-Stone tankers. But given the many players who turn on travel powers inside missions, which is a bit of a pet peeve, they aren't as useful as they might have been. The omnipresence of kinetic this and that doesn't help, either.) -
Quote:Nobody lets me have any fun.No, I absolutely refuse to say something else is more effective (in terms of effectiveness) when it isn't in reality just to drop prices. Defense is highly sought after because it's a very strong way to build.
Quote:Make sure to slot MG as an attack, not an immobilize. I think Midnight's Grasp is the second best DPA in the set, so you don't want to skimp on its damage enhancement.
So run speed really is the way to go. Seriously. Q. E. D. -
Quote:It actually works fairly well. I have seen a couple on Victory.Hey folks, quick questions about a new toon Im going to be rolling. 1st is the most obvious, can I do Dual Blades and Stone Armor?
Dual blades requires a fairly free and undemanding primary. Stone benefits from fast recharge and low per-attack endurance costs. This makes the two sets work fairly well together.
I recommend the "Sai" or the "Red Cap dagger" weapon sets to go with Granite. -
I personally see nothing wrong with the question per se; it just belongs on the technical forum rather than the story and lore forum. It probably should simply be moved.
The recipe can also be inferred from the patch notes: use standard critters.
You can still create custom groups. Using the recolor or rename functions will not reduce their XP. Just make certain that your custom group includes one minion, lieutenant, and boss.
This guide lists the known mobs that give more or less than standard XP. -
Quote:I, for one, have no plans to create anything for MA until the XP nerf for custom characters with standard powers is reversed. Yes, I do care about XP and rewards, especially for levelling characters. Custom characters let me fight things I'd never seen before while levelling; I never ran MA exclusively on any character, although there were some level ranges where it was more heavily resorted to than others. The added variety is what will chiefly be missed.We are past the fad now. Past the exploitation as well. I expect that the people who like to play new content and people who like to be creative will slowly return to the AE.
Good xp is one thing, but I care more about new and interesting stories and I am not the only one. Maybe in time it will grow popular again for the proper reasons. One thing that might help is when we create some 'eventlike' things we can do with the AE and then promote it of course.
Like a few Halloween themed arcs next month.
I don't recall any great demand for the customization they gave us, the ability to remove standard powers; but the idea that custom characters with the standard powers are weaker than standard characters with two or three powers is simply false. The one thing I have made since i16 is an arc called "Welcome to the Future", not really a story arc, but very much a proof of concept "arc" that illustrates how the custom critter changes completely missed the boat. I've made some "improvements" in it from the version on Test, too.
That said, I've come to depend on MA tickets, mostly because over the last few issues I've learned to avoid the marketplace. There's too much inf still floating around out there chasing too few goods, so market prices aren't affordable with the inf gained during levelling play.
So I am still playing. But I'm mostly playing farms. -
Quote:This is because there are too many other players pursuing defense bonuses. We need to tell them that they aren't worth bothering with and that something else - say, run speed bonuses - is really the way to go.Keep in mind that defense is also far more expensive to build if money is a concern / constraint. A lot of the advice given will vary if you're on a tight(er) budget than if you're able/willing to blow hundreds of millions.
What other players will enjoy is going to be subjective. All I can say is that my Willpower characters that got both QR and Stamina very early were characters I looked forward to playing, and moved up in level very quickly. The toggles don't do a whole lot early on, especially not when you stack HPT, RttC, and Health. -
Quote:WP/DA is a great combination. I've played it to level 50 on a brute and a tanker.ok so i think i finally found a tanker build i enjoy, WP/DA, my problem is that i'm not sure on the slotting, i have powers and everything in mind, just how to slot them, that always seems to get me, if anyone can give me some tips or pointers that would be great, thanks in advance to anyone who can help.
Skip Dark Consumption, you don't need it.
Recharge, recharge, and more recharge is your friend.
Be like everybody else and get Stamina at level 20. You can put off Mind over Body and Heightened Senses to work it in. You'll enjoy playing your character a lot more this way.
Don't even think about skipping Taunt.
Once you get Tough and Weave on, you can respec out of Strength of Will if you want to free up a power pick. If you work them in before 32, you never need to pick it.
Supplement your weak AoE capability with epic/ancillary pool picks. I recommend Earth Mastery; it puts several large and useful ones within reach without going to third tier.
This is my old-school wannabe build for my WP/DM tanker, actually largely finished with the exception of some of the low-priority healing sets. It's old school, built around +hp and +regen rather than defense bonuses. Works pretty well, and this is my tanker of choice for Lady Grey, Rikti raids, and Maria Jenkins bosses.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Melaena: Level 50 Magic Tanker
Primary Power Set: Willpower
Secondary Power Set: Dark Melee
Power Pool: Flight
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Earth Mastery
Hero Profile:
Level 1: High Pain Tolerance -- Heal-I:50(A), Heal-I:50(3), Heal-I:50(7), S'fstPrt-ResDam/Def+:30(33)
Level 1: Shadow Punch -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(7), C'ngImp-Dmg/EndRdx/Rchg:50(17), C'ngImp-Acc/Dmg/Rchg:50(25), C'ngImp-Acc/Dmg/EndRdx:50(43), Zinger-Dam%:21(43)
Level 2: Fast Healing -- Heal-I:50(A), Heal-I:50(3), Heal-I:50(5)
Level 4: Shadow Maul -- Oblit-Acc/Rchg:50(A), Oblit-Acc/Dmg/Rchg:50(5), Oblit-Acc/Dmg/EndRdx/Rchg:50(17), Oblit-Dmg/Rchg:50(27), Oblit-Dmg:50(42), Zinger-Dam%:30(43)
Level 6: Indomitable Will -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(46)
Level 8: Rise to the Challenge -- Mrcl-Heal:40(A), Numna-Heal/EndRdx:40(9), Numna-Heal:50(9), Mrcl-Heal/EndRdx:40(11), DarkWD-Slow%:50(15), Taunt-I:50(15)
Level 10: Air Superiority -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(11), C'ngImp-Acc/Dmg/Rchg:50(42), C'ngImp-Acc/Dmg/EndRdx:50(46), C'ngImp-Dmg/EndRdx/Rchg:40(46)
Level 12: Quick Recovery -- EndMod-I:50(A), EndMod-I:50(13), EndMod-I:50(13)
Level 14: Fly -- Flight-I:50(A)
Level 16: Swift -- Run-I:50(A)
Level 18: Health -- Heal-I:50(A), Heal-I:50(19), Heal-I:50(19)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)
Level 22: Mind Over Body -- ImpArm-ResDam/EndRdx:40(A), ImpArm-ResDam/EndRdx/Rchg:40(23), ImpArm-ResDam:40(23), ImpArm-ResDam/Rchg:40(31)
Level 24: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg/Rng:50(25)
Level 26: Siphon Life -- Numna-Heal:50(A), Numna-Heal/Rchg:50(27), Mrcl-Heal:40(34), Mrcl-Heal/Rchg:40(34), Acc-I:50(37), Acc-I:50(37)
Level 28: Soul Drain -- AdjTgt-ToHit:50(A), AdjTgt-ToHit/Rchg:50(29), AdjTgt-ToHit/EndRdx/Rchg:50(29), AdjTgt-EndRdx/Rchg:50(33), AdjTgt-Rchg:50(34), Acc-I:50(40)
Level 30: Heightened Senses -- GftotA-Def/EndRdx:40(A), GftotA-Def/EndRdx/Rchg:40(31), GftotA-Def:40(31), GftotA-Run+:40(33)
Level 32: Boxing -- Acc-I:50(A)
Level 35: Touch of Fear -- DarkWD-ToHitDeb/Rchg:30(A), DarkWD-ToHitdeb/Rchg/EndRdx:30(36), DarkWD-Rchg/EndRdx:30(36), DarkWD-ToHitDeb/EndRdx:30(36), Acc-I:30(37), Acc-I:50(48)
Level 38: Midnight Grasp -- TotHntr-Acc/Rchg:50(A), TotHntr-Acc/EndRdx:50(39), TotHntr-Acc/Immob/Rchg:50(39), TotHntr-Dam%:50(39), Dmg-I:50(40), Dmg-I:50(40)
Level 41: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(42), RctvArm-ResDam/EndRdx/Rchg:40(48), RctvArm-ResDam:40(48)
Level 44: Weave -- S'dpty-Def/EndRdx:40(A), S'dpty-Def/EndRdx/Rchg:40(45), S'dpty-Def:40(45), S'dpty-EndRdx:40(45)
Level 47: Salt Crystals -- RechRdx-I:50(A)
Level 49: Quick Sand -- P'ngTtl-Acc/Slow:50(A), P'ngTtl-Acc/EndRdx:50(50), P'ngTtl-EndRdx/Rchg/Slow:50(50), P'ngTtl--Rchg%:50(50)
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Level 1: Brawl -- C'ngImp-Acc/Dmg:50(A)
Level 1: Sprint -- ULeap-Stlth:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Gauntlet -
Just a bump to call attention to the fact that I have updated the guide for i16 and added an evaluation of Electric Melee.
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I am fairly well impressed with my Shield/Electric Melee tanker's damage output at level 30, and think she'll be a beast by 39. It isn't any one attack that makes the set, but the multi target output is easily the best of any tanker secondary I've seen, and the endurance efficiency seems reasonable so far as well, partly because your attacks can return endurance to you. Of the five damage dealing attacks I plan to take on the tanker, four of them have some kind of multi-target capacity. The set is rather slow, and you may eventually want Hasten, though.
If your ambition is to solo archvillains, forget this and go Shield/Dark Melee. If you plan on mowing down several spawns at once and working the Roman wall, go Shield/Electric. I haven't gotten mine to that point yet, but I suspect it will work well there. -
Felicem diem natalem tibi spero! Happy birthday!
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There are few things more fun than being a tanker on a team full of other tankers. No worries, and you just bowl over stuff without worrying who is squishy and getting aggro.
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Quote:I've mentioned before: the basic problem is that we now have three (or four) separate currencies that are "backed" by different commodities.Basically, the OP wants the same thing I do. I want a place I can go pay INFLUENCE for whatever I want.
Reward merits are "backed by gold" - they purchase recipes at a pegged rate.
AE tickets are "backed by silver" - they purchase uncommon and rare salvage at a pegged rate.
Inf is "backed" by recycled cardboard - it buys SOs, DOs, and TOs at a pegged rate.
The problem is that since i9 the goods bought by inf are largely obsolete; while not every character I play is going to be fitted with IO sets, most of them do try to replace SOs with generic IOs above level 30; they're at least as good, and you stop the bleeding trying to keep them in the green.
Thus, the trend has ever been to see the relative value of inf fall measured against the other two currencies and the things they can buy.
(Then, there are Vanguard merits, which are like an exotic currency, say Dutch guilders. You only need to acquire enough of them to buy the goods that are only for sale in Amsterdam. When you are done shopping there, you can't use them elsewhere.)
Only one of these currencies - inf - can be regularly traded to other players. Inf is the only currency that the market accepts, as well. The result has been that inf has tended to fluctuate, and hit a fairly deep low in i15. The value of inf relative to salvage has risen; relative to IO set recipes, it still seems fairly low. Holding inf is risky relative to holding merits or even AE tickets.
Those who subscribe to the reigning ideology of this forum will not acknowledge that there's even a problem. There is a problem, though. Those who defend the prices that come about on the markets ignore the fact that those prices are indeed out of reach if all the inf you get in ordinary game play - i.e. running missions and defeating mobs. They may not be out of reach to people who farm for purple drops, random rolls to sell, or the meta-game of manipulating the market. They are out of reach for players who play as intended.
I do think that dev action is needed to shore up the relative value of inf, by pegging it to a more valuable commodity than SOs. I'd allow the uncommon Pool A recipes to be bought with inf from a crafting table, just as generic recipes can be bought. -
My suggestion would be:
Spines scrapper; Spines/Fire for pure AoE, not quite as tough, and may have sustainability issues. Spines/Willpower; the defense set adds little to your AoE, but you can easily sustain your offense continually.
/Electric tanker; I've only played it to 27 but already I am impressed. Shield/Electric is my character, which I am enjoying quite a bit so far; that too adds AoE from the defense primary. Fire/Electric and Dark/Electric might also be promising.
/Fire tanker, with some of the same combinations.
Any tanker can solo with impunity most of what the game can throw at them. It's standing up to the demands of holding aggro for a team that requires some know how. Holding aggro is not a big issue, especially if you are used to playing WoW, where my memory is that it was very fussy and required specific talents. Your challenge is maintaining your survivability while being the front line fighter. -
Quote:I have taken to random rolling, usually on the character I typically use to run AE content, with AE tickets. The tickets are easier to replace, and that can be done solo, on a character built to run AE content. Still, much of the random roll stuff ends up getting crafted and saved rather than sold. I still prefer to have IOs banked than inf, even if inf is regaining some of its value versus salvage.There are items for which this is not true in general. What they are varies over time and what side you're on (hero or villain). Basically by definition, they are usually the most expensive things on the market which you can also buy with merits, often by a wide margin.
And the things I tend to really want (sets of Kinetic Combat, especially not including the Chance for Knockdown proc) or consider essential to quality of life (Numina and Miracle uniques) --- these things usually fall into that category; it takes less time and bother running a few evenings of task forces than it would to farm up the inf to buy them on the market. And after the collapse of AE powerlevelling and their expanded usefulness in general levelling, task forces are easier to get started now. -
Quote:This bothers me, a bit. Purples, I don't need. The bonuses, while attractive, are not what I am looking for.Seriously, if I were poor & lazy, I'd be a lot more bothered by Kinetic Combats going for 75M than Armageddon's for 250M. Good thing I'm neither.
Fortunately, KC's can be bought outright with merits. So I hoard merits and buy, not random rolls, but what I need. And now that everything gives XP to non-50s, I can farm merits on my characters while they level as well.
I still think that the workers need to organize themselves, cast off false consciousness, and seize the means of production. I'm working on translating this vision into something that works in game. -
Quote:FWIW, the "tanker" and "scrapper" designations of MA critter power sets are there for the sake of familiarity. I don't think there is any difference in damage output or power between the two; so "tanker" Dual Blades is the same as "scrapper" Dual Blades, and the same for each power set they share.I gave the Custom Boss Tanker Stone Melee and Tanker Super Strength (Hard/Hard), because I noticed that MOBs will not cycle through all of the attacks. They will stick with one attack group, and every once in a while switch over to the other attack group (Given enough time.). I selected Tanker attacks because they should be lower damage, but I did not care enough to verify this.
The AI issue with mobs not using their powers has been around for a long time. I wanted to make annoying shield mobs with Phalanx Fighting, but half the time they do not even activate their shield. -
I always publish after minimal testing, and only start promoting them once I think they're reasonably polished. You can edit the published missions, so there's no reason not to get XP, inf, and tickets while you test.
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Quote:I will not be promoting any of my arcs until this is fixed, myself. Nor will I be writing any more; all of my ideas are based around factions of custom critters, and there's no point right now.When this XP issue is fixed, someone please post it loud and clear, cause I won't be visiting the MA forum that often for the foreseeable future.
I did put up my demonstration arc that shows that the custom critter changes miss the target completely, mostly so my spines scrapper can continue to collect tickets for salvage and recipes. I may tweak it to add more interesting features. But it's not really ready for prime time. -
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I do occasionally slot attacks for threat. But those attacks would be things like Fault, that do minimal or no damage on their own. Taunt sets can add valuable features like recharge to them, and are usually inexpensive to frankenslot, especially since few other than Tanker players ever buy them.
And technically, Taunt itself is an attack. -
Quote:Exactly. The tanker is trying to concentrate the spawn to make your AoE more effective, not so that he can kill them all first.Or you know you could just not be a spaz and wait for the tank to gain aggro, then hit your AoEs of doom. Don't worry, you'll still get the kills, it'll just be a little safer.
The same goes with AoE immobilizes, holds, debuffs, and so forth. Use them; just don't shoot them over my shoulder when I'm charging the mobs. -
I probably need to roll and play an electric primary tanker as well; I have all the rest of 'em in the high 40s now, and I intend to get a 50 for each primary. But frankly, resistance based sets have issues that mixed and defense based sets can avoid. So I'm not really in any hurry.