Janrith

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  1. I'll be there to assist as well.
  2. I've been thinking about respeccing my Shield Defense/Energy Melee tank now that I've gotten used to the powersets and started researching the forums to see what was said about SD and defense. I haven't been happy with his END usage and he doesn't seem to currently stand up in the meat shield department as well as other tanks I've seen (I was amazed the other day when I saw a tank holding aggro for Ghost Widow, Maco, Scirroco and Black Scorpion at the same time).

    I did some research and came across Tenacious_T's thread discussing a buildout for an SD/Stone tank. Taking many of the suggestions from that thread, I came up with a similarly styled build. Comparing my original w/ this one in Mids, it looks like quite an improvement. However I have a couple of quesitons:

    Given the differences in secondaries, are there any suggestions for improvement? Also, given current market trends, I'm wondering if I can even finance this build...

    Anyway here's the respec I'm thinking of. Please feel free to critique it to your heart's content

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    SAM Mark V: Level 50 Technology Tanker
    Primary Power Set: Shield Defense
    Secondary Power Set: Energy Melee
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Fighting
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Deflection -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/Rchg:50(3), LkGmblr-EndRdx/Rchg:50(3), LkGmblr-Def/EndRdx/Rchg:50(5), LkGmblr-Def:50(5), LkGmblr-Rchg+:50(7)
    Level 1: Barrage -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/Rchg:50(7), C'ngImp-Acc/Dmg/Rchg:50(9), C'ngImp-Acc/Dmg/EndRdx:50(9), C'ngImp-Dmg/EndRdx/Rchg:50(11), C'ngImp-Dmg/EndRdx:50(11)
    Level 2: Battle Agility -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(17), LkGmblr-Def/Rchg:50(19), LkGmblr-Def/EndRdx/Rchg:50(19)
    Level 4: True Grit -- Numna-Heal/EndRdx:50(A), Numna-Heal/Rchg:50(13), Numna-Heal:50(13), S'fstPrt-ResDam/Def+:30(15), Aegis-ResDam:50(15), TtmC'tng-ResDam:50(17)
    Level 6: Bone Smasher -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(25), Mako-Dmg/Rchg:50(25), Mako-Acc/EndRdx/Rchg:50(27), Mako-Acc/Dmg/EndRdx/Rchg:50(27), Mako-Dam%:50(29)
    Level 8: Hasten -- RechRdx-I:50(A), RechRdx-I:50(23), RechRdx-I:50(23)
    Level 10: Against All Odds -- EndRdx-I:50(A)
    Level 12: Active Defense -- RechRdx-I:50(A), RechRdx-I:50(21), RechRdx-I:50(21)
    Level 14: Super Speed -- Clrty-RunSpd:50(A), Clrty-Stlth:50(39)
    Level 16: Hurdle -- Jump-I:50(A)
    Level 18: Health -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:50(34), RgnTis-Regen+:30(34)
    Level 20: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(33), P'Shift-EndMod/Acc:50(33), P'Shift-End%:50(34)
    Level 22: Stun -- Amaze-Stun:50(A), Amaze-Stun/Rchg:50(29), Amaze-Acc/Stun/Rchg:50(31), Amaze-Acc/Rchg:50(31), Amaze-EndRdx/Stun:50(31), Amaze-ToHitDeb%:50(33)
    Level 24: Taunt -- Zinger-Dam%:50(A), Mocking-Taunt/Rchg:50(36), Mocking-Taunt/Rchg/Rng:50(36)
    Level 26: Shield Charge -- Armgdn-Dmg:50(A), Armgdn-Dmg/Rchg:50(40), Armgdn-Acc/Dmg/Rchg:50(40), Armgdn-Acc/Rchg:50(40), Armgdn-Dmg/EndRdx:50(43), Armgdn-Dam%:50(43)
    Level 28: Whirling Hands -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(36), Sciroc-Dmg/Rchg:50(37), Sciroc-Acc/Dmg/EndRdx:50(37), Sciroc-Dam%:50(37)
    Level 30: Build Up -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(43), GSFC-ToHit/Rchg/EndRdx:50(45), GSFC-ToHit/EndRdx:50(45), GSFC-Build%:50(45)
    Level 32: One with the Shield -- Heal-I:50(A)
    Level 35: Boxing -- Acc-I:50(A)
    Level 38: Tough -- Aegis-Psi/Status:50(A), Aegis-ResDam:50(39), Aegis-ResDam/EndRdx:50(39), Aegis-ResDam/Rchg:50(48), Aegis-ResDam/EndRdx/Rchg:50(50)
    Level 41: Weave -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(42), LkGmblr-Def/Rchg:50(42), LkGmblr-Def/EndRdx/Rchg:50(42)
    Level 44: Phalanx Fighting -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(46), LkGmblr-Def/Rchg:50(46), LkGmblr-Def/EndRdx/Rchg:50(46)
    Level 47: Grant Cover -- RedFtn-Def:50(A), RedFtn-Def/EndRdx:50(48), RedFtn-Def/Rchg:50(48)
    Level 49: Conserve Power -- EndRdx-I:50(A), EndRdx-I:50(50), EndRdx-I:50(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet -- Empty(A)
    ------------
    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!


    SAM Mark V: Level 50 Technology Tanker
    Primary Power Set: Shield Defense
    Secondary Power Set: Energy Melee
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Fighting
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Deflection
    • (A) Luck of the Gambler - Defense/Endurance: Level 50
    • (3) Luck of the Gambler - Defense/Recharge: Level 50
    • (3) Luck of the Gambler - Endurance/Recharge: Level 50
    • (5) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
    • (5) Luck of the Gambler - Defense: Level 50
    • (7) Luck of the Gambler - Recharge Speed: Level 50
    Level 1: Barrage
    • (A) Crushing Impact - Accuracy/Damage: Level 50
    • (7) Crushing Impact - Damage/Recharge: Level 50
    • (9) Crushing Impact - Accuracy/Damage/Recharge: Level 50
    • (9) Crushing Impact - Accuracy/Damage/Endurance: Level 50
    • (11) Crushing Impact - Damage/Endurance/Recharge: Level 50
    • (11) Crushing Impact - Damage/Endurance: Level 50
    Level 2: Battle Agility
    • (A) Luck of the Gambler - Defense: Level 50
    • (17) Luck of the Gambler - Defense/Endurance: Level 50
    • (19) Luck of the Gambler - Defense/Recharge: Level 50
    • (19) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
    Level 4: True Grit
    • (A) Numina's Convalescence - Heal/Endurance: Level 50
    • (13) Numina's Convalescence - Heal/Recharge: Level 50
    • (13) Numina's Convalescence - Heal: Level 50
    • (15) Steadfast Protection - Resistance/+Def 3%: Level 30
    • (15) Aegis - Resistance: Level 50
    • (17) Titanium Coating - Resistance: Level 50
    Level 6: Bone Smasher
    • (A) Mako's Bite - Accuracy/Damage: Level 50
    • (25) Mako's Bite - Damage/Endurance: Level 50
    • (25) Mako's Bite - Damage/Recharge: Level 50
    • (27) Mako's Bite - Accuracy/Endurance/Recharge: Level 50
    • (27) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 50
    • (29) Mako's Bite - Chance of Damage(Lethal): Level 50
    Level 8: Hasten
    • (A) Recharge Reduction IO: Level 50
    • (23) Recharge Reduction IO: Level 50
    • (23) Recharge Reduction IO: Level 50
    Level 10: Against All Odds
    • (A) Endurance Reduction IO: Level 50
    Level 12: Active Defense
    • (A) Recharge Reduction IO: Level 50
    • (21) Recharge Reduction IO: Level 50
    • (21) Recharge Reduction IO: Level 50
    Level 14: Super Speed
    • (A) Celerity - RunSpeed: Level 50
    • (39) Celerity - +Stealth: Level 50
    Level 16: Hurdle
    • (A) Jumping IO: Level 50
    Level 18: Health
    • (A) Miracle - +Recovery: Level 40
    • (34) Numina's Convalescence - +Regeneration/+Recovery: Level 50
    • (34) Regenerative Tissue - +Regeneration: Level 30
    Level 20: Stamina
    • (A) Performance Shifter - EndMod: Level 50
    • (33) Performance Shifter - EndMod/Recharge: Level 50
    • (33) Performance Shifter - EndMod/Accuracy: Level 50
    • (34) Performance Shifter - Chance for +End: Level 50
    Level 22: Stun
    • (A) Absolute Amazement - Stun: Level 50
    • (29) Absolute Amazement - Stun/Recharge: Level 50
    • (31) Absolute Amazement - Accuracy/Stun/Recharge: Level 50
    • (31) Absolute Amazement - Accuracy/Recharge: Level 50
    • (31) Absolute Amazement - Endurance/Stun: Level 50
    • (33) Absolute Amazement - Chance for ToHit Debuff: Level 50
    Level 24: Taunt
    • (A) Perfect Zinger - Chance for Psi Damage: Level 50
    • (36) Mocking Beratement - Taunt/Recharge: Level 50
    • (36) Mocking Beratement - Taunt/Recharge/Range: Level 50
    Level 26: Shield Charge
    • (A) Armageddon - Damage: Level 50
    • (40) Armageddon - Damage/Recharge: Level 50
    • (40) Armageddon - Accuracy/Damage/Recharge: Level 50
    • (40) Armageddon - Accuracy/Recharge: Level 50
    • (43) Armageddon - Damage/Endurance: Level 50
    • (43) Armageddon - Chance for Fire Damage: Level 50
    Level 28: Whirling Hands
    • (A) Scirocco's Dervish - Accuracy/Damage: Level 50
    • (36) Scirocco's Dervish - Damage/Endurance: Level 50
    • (37) Scirocco's Dervish - Damage/Recharge: Level 50
    • (37) Scirocco's Dervish - Accuracy/Damage/Endurance: Level 50
    • (37) Scirocco's Dervish - Chance of Damage(Lethal): Level 50
    Level 30: Build Up
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 50
    • (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 50
    • (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 50
    • (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 50
    • (45) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50
    Level 32: One with the Shield
    • (A) Healing IO: Level 50
    Level 35: Boxing
    • (A) Accuracy IO: Level 50
    Level 38: Tough
    • (A) Aegis - Psionic/Status Resistance: Level 50
    • (39) Aegis - Resistance: Level 50
    • (39) Aegis - Resistance/Endurance: Level 50
    • (48) Aegis - Resistance/Recharge: Level 50
    • (50) Aegis - Resistance/Endurance/Recharge: Level 50
    Level 41: Weave
    • (A) Luck of the Gambler - Defense: Level 50
    • (42) Luck of the Gambler - Defense/Endurance: Level 50
    • (42) Luck of the Gambler - Defense/Recharge: Level 50
    • (42) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
    Level 44: Phalanx Fighting
    • (A) Luck of the Gambler - Defense: Level 50
    • (46) Luck of the Gambler - Defense/Endurance: Level 50
    • (46) Luck of the Gambler - Defense/Recharge: Level 50
    • (46) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
    Level 47: Grant Cover
    • (A) Red Fortune - Defense: Level 50
    • (48) Red Fortune - Defense/Endurance: Level 50
    • (48) Red Fortune - Defense/Recharge: Level 50
    Level 49: Conserve Power
    • (A) Endurance Reduction IO: Level 50
    • (50) Endurance Reduction IO: Level 50
    • (50) Endurance Reduction IO: Level 50
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Gauntlet
    ------------
    Set Bonus Totals:
    • 5.5% DamageBuff(Smashing)
    • 5.5% DamageBuff(Lethal)
    • 5.5% DamageBuff(Fire)
    • 5.5% DamageBuff(Cold)
    • 5.5% DamageBuff(Energy)
    • 5.5% DamageBuff(Negative)
    • 5.5% DamageBuff(Toxic)
    • 5.5% DamageBuff(Psionic)
    • 3% Defense(Smashing)
    • 3% Defense(Lethal)
    • 9.25% Defense(Fire)
    • 9.25% Defense(Cold)
    • 4.88% Defense(Energy)
    • 4.88% Defense(Negative)
    • 3% Defense(Psionic)
    • 3% Defense(Melee)
    • 6.75% Defense(Ranged)
    • 10.8% Defense(AoE)
    • 1.8% Max End
    • 82% Enhancement(Accuracy)
    • 32.5% Enhancement(RechargeTime)
    • 10% FlySpeed
    • 238.9 HP (12.8%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • MezResist(Held) 6.05%
    • MezResist(Immobilize) 9.9%
    • 13% (0.22 End/sec) Recovery
    • 62% (4.85 HP/sec) Regeneration
    • 6.3% Resistance(Fire)
    • 6.3% Resistance(Cold)
    • 3.13% Resistance(Negative)
    • 10% Resistance(Toxic)
    • 8.63% Resistance(Psionic)
    • 15% RunSpeed
    • 2.5% XPDebtProtection
    ------------
    Set Bonuses:
    Luck of the Gambler
    (Deflection)
    • 10% (0.78 HP/sec) Regeneration
    • 21.1 HP (1.13%) HitPoints
    • 9% Enhancement(Accuracy)
    • MezResist(Held) 2.75%
    • 3.13% Resistance(Psionic)
    • 7.5% Enhancement(RechargeTime)
    Crushing Impact
    (Barrage)
    • MezResist(Immobilize) 2.2%
    • 21.1 HP (1.13%) HitPoints
    • 7% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    • 2.5% Resistance(Psionic)
    Luck of the Gambler
    (Battle Agility)
    • 10% (0.78 HP/sec) Regeneration
    • 21.1 HP (1.13%) HitPoints
    • 9% Enhancement(Accuracy)
    Numina's Convalescence
    (True Grit)
    • 12% (0.94 HP/sec) Regeneration
    • 35.1 HP (1.88%) HitPoints
    Steadfast Protection
    (True Grit)
    • 3% Defense(All)
    Mako's Bite
    (Bone Smasher)
    • MezResist(Immobilize) 3.3%
    • 28.1 HP (1.5%) HitPoints
    • 3% DamageBuff(All)
    • MezResist(Held) 3.3%
    • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
    Celerity
    (Super Speed)
    • MezResist(Immobilize) 2.2%
    Performance Shifter
    (Stamina)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 35.1 HP (1.88%) HitPoints
    • 2.5% (0.04 End/sec) Recovery
    Absolute Amazement
    (Stun)
    • 4% (0.07 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    • 5% Resistance(Toxic)
    Mocking Beratement
    (Taunt)
    • 1.8% Max End
    Armageddon
    (Shield Charge)
    • 4% (0.07 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    • 5% Resistance(Toxic)
    Scirocco's Dervish
    (Whirling Hands)
    • 10% (0.78 HP/sec) Regeneration
    • 3.13% Resistance(Negative)
    • 9% Enhancement(Accuracy)
    • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
    Gaussian's Synchronized Fire-Control
    (Build Up)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 35.1 HP (1.88%) HitPoints
    • 2.5% (0.04 End/sec) Recovery
    • 2.5% DamageBuff(All)
    Aegis
    (Tough)
    • 5% RunSpeed
    • 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
    • 2.5% XPDebtProtection
    • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
    • 3% Resistance(Psionic)
    Luck of the Gambler
    (Weave)
    • 10% (0.78 HP/sec) Regeneration
    • 21.1 HP (1.13%) HitPoints
    • 9% Enhancement(Accuracy)
    Luck of the Gambler
    (Phalanx Fighting)
    • 10% (0.78 HP/sec) Regeneration
    • 21.1 HP (1.13%) HitPoints
    • 9% Enhancement(Accuracy)
    Red Fortune
    (Grant Cover)
    • MezResist(Immobilize) 2.2%
    • 1.26% Resistance(Fire,Cold)
  3. [ QUOTE ]
    Can some one help me with the costume change emote binding them to numpad 0 to numpad 3 you can email me at batmanntulsa74112@sbcglobal.net

    [/ QUOTE ]

    You mean like:

    <font class="small">Code:[/color]<hr /><pre>
    /bind numpad0 "cc 0"
    /bind numpad1 "cc 1"
    /bind numpad2 "cc 2"
    /bind numpad3 "cc 3"
    /bind numpad4 "cc 4"
    </pre><hr />

    you can learn alot about what keys you can bind to just by doing:

    <font class="small">Code:[/color]<hr /><pre>
    /bindsavefile foo.txt
    </pre><hr />

    and then opening the file from %COH_Install_Dir%\Data\foo.txt and taking a look at it.
  4. [ QUOTE ]
    Hi.. I'm kind of new to the game and have been looking into doing these binds for a few days now. I am having problems with the multiple power activation issue of only having the last power activate on key press.

    here is what I'm trying to do

    /bind n "emote May the darkness protect me!$$powexec_toggleon dark embrace$$powexec_toggleon dark shroud"

    What happens is I get the thought bubble and the dark shroud activates. to get the dark embrace to active I can pres n again and the thought bubble comes up again.

    I only want the bubble to appear once and have both powers toggle on. How would I go about doing this?

    Thanks in advance for any help.

    [/ QUOTE ]

    Except for the "I only want to say the emote once" thing, this is actually possible:

    <font class="small">Code:[/color]<hr /><pre>
    /bind n "+down$$-down$$powexec_toggleon Dark Embrace$$powexec_toggleon Dark Shroud"
    </pre><hr />

    What this will do is trigger the bind on both the *downpress* and *release* of the key. Also note, this will only work reliably with "Toggle" class binds. With standard "Trigger" binds, what ends up happening is the first (or last depending on how you look at it) bind in the chain will get queued up if it's not currently executing, which can be problematic.

    As to the emote; you have a choice as to whether you want to do it twice, not at all, or bind it to another key and just say it when you want to. Or do the other bindloadfile tricks posted in other responses to this trhead.
  5. I'd like to see them not try to grief your text fields for having html style text in there... I mean, if they don't utilize &lt;grin/&gt; as a tag, what does it matter to them?
  6. We received info from Arcanaville that the Crey map was pulled because of buggy spawn points and that War Wench was PMd about it.
  7. [ QUOTE ]

    Lastly, I'm looking for a map to use that I can't find on AE. It's one of the ones I've played with those Shaman badguys who have Storm powers, Zombies, etc. It's a round outdoor mish with some trees and tombstones. It has a round outer ledge and then a step drop off to the round ground section. At the back center of the map is a castle like structure on the bottom (not at at the center on a bridge). Does anyone know what this map is called or where to find it?


    [/ QUOTE ]

    Look at the graveyard maps... I've seen it used in a few recent MA arcs.
  8. ArcID 156389
    Arc Title: Kiss Hello Goodbye
    Author: @Kitsune9tails
    Length: Long 5 mishes (but the maps are well chosen and not extravagantly large)
    Synopsis: A film noir/harboiled pulp fiction story arc. Warning! This arc hijacks your character's inner monologue for the feel of the story. An optional Elite Boss in each mission. "A beautiful dame. A missing Child. The dark underbelly of Paragon City. Hot passion... and ice cold revenge!" [SFMA]


    This was a fun arc; another well crafted arc that's not your usual fare. Gals running the mish may be put off; it's definitely going for the Sam Spade style. Overall the arc pulls off the tone very well with a nice choice of maps and great dialog. And, Superadine was spelled correctly! Most folks don't.


    Mish1: great initial mission to set the style of the arc. It was a small map, but it pulled you right in.

    Mish2: lol like the NPC taunt text. The crate nav text could be a little more enlightening... as it is, it just has the item name there. Security Chief description text flows a little oddly. maybe not have "now" in the same sentence twice? maybe change the girls to rescue from "Kidnapee" to "Kidnapped girl"? The mish return text has an extra space after $name and the period (sentence is "I thought you were a professional $name ." &lt;-- extra space here.

    Mish3: Typo in Old fossil rescue text: "[NPC] Old Fossil: Thanks, kid, I owe ya one. But on't worry about me. I'll draw their attention; you find the girl." Gorilla G text seems a bit out of character for Film Noir here... "humpity bumpity?" "mosh pit?" The custom group is well balanced. Ligeia description text is a little rough: "She was a mutant or something that uncontrollably emitted a chemical that made her able to influence the minds around her." &lt;-- try not to dupe words in the same sentence; could split it in two or rewrite... Love the Blender clue... however there is a typo there... should be "weird" not "wierd".

    Mish4: nice setup. Should try to make it so we encounter the blender before the body. Lack of mish exit text seemed to break the style I got used to on the first 3 mishes.

    Mish5: Oddly... Goon didn't target anyone before triggering his percep text: "[NPC] Gorilla G Goon: Hey, $name , let's skip to the chase, and I can just add you to my list of kicked butts right now, okay?" Not much can be done about it (and I'm not dinging because of it), just found it interesting; Typo in Dame Fatale clue "beleive" should be "believe". Again, there was no mish text on exit... Mish return success text has typo "erasiong" should be "erasing". It also says that I'm keeing the locket to remember Ligeia, but there's no locket souviner... I found myself looking forward to having that little trinket and the story it would contain.

    I had loads of fun on this one and the author took the story in a slightly different direction that our team figured it was going so that was well done. Despite the above, I rated this a 5.
  9. Thanks for the review Eva, you hit some good points and found some glaring typos that slipped past from previous edits. There are a vew things I wanted to touch base on the clarify the "design decisions" as it were...

    [ QUOTE ]

    I accept, and he mentions the name Boyle, as if I should have heard it before. I have a "who's that guy?" moment. Even after playing through and knowing who he is, it seems more of an oversight than deliberate foreshadowing.


    [/ QUOTE ]

    As for the "Boyle himself" reference... That was put in after the contact was made, but *before* I realised that Context description text was *completely unavailable to the player*. I thought I'd cleared that reference up to make up for what you couldn't see, but it looks like I spaced that. I will need to make that clearer.

    [ QUOTE ]

    I find the clue and am a bit confused...I clicked a desk, and the begin interaction text tells me I'm examining a cell phone. The object is labeled "Cell phone," but I don't look at that, it's a desk. The text could be rewritten so the begin interaction text tells me I found a cell phone, then the interact bar tells me I'm examining it.


    [/ QUOTE ]

    I like your idea here... I was struggling on how to get that idea across when there's no real appropriate objects of that type there... I think I'll be stealing this

    [ QUOTE ]

    Then I find the stage manager and...EB! I'm one of those people who appreciates being warned about EBs. Furthermore, I don't think he's important enough to be an EB. I kick his butt, he says some stuff about Boyle, further driving home the point that he's just a lackey.


    [/ QUOTE ]

    He's not important enough to be an EB, but since that was the only way to make him be part of the group and not show up in patrols and/or the general milling groups, that was my only option.

    [ QUOTE ]

    As I leave I am informed he's going to take out the Dark Magii "tonight." When did he say it was tonight? A slight tweak to his text would explain that better.


    [/ QUOTE ]

    Canon missions give us extra information on exit that isn't a rehash of what was in mish quite often; I could have put this in a defeat or mish exit clue I suppose, but some folks don't look at the clues either, so I chose to put this in a more "in your face" location. Again, I followed the dev lead here as it were.

    [ QUOTE ]

    On to mission 3. The intro text gives the impression it may be timed, so I assume it is, but some people might not, so you might want to make it more obvious to be on the safe side. After I accept, the contact text is just...awkward. I get what I'm supposed to do, but it just doesn't sound right. I can't pinpoint exactly what's wrong with it though.


    [/ QUOTE ]

    If you can think of what seemed off, let me know and I'll see what I can to to rephrase.

    [ QUOTE ]

    I head out, I rescue Jett, who's bio says he's the "base" player, and lead him out. It's not a big map, but I keep losing him as he goes into his "rescued" animation repeatedly. This might be a problem with rescues in general, I suggest just getting rid of his rescued animation entirely. Also, the stranded animation isn't really appropriate, why does he fall down?


    [/ QUOTE ]

    I think some of the animations availabe for this particular characer were changed post 5/5 -- I don't recall giving him a falldown animation. I'll have to take a look at that. Thanks for pointing it out.

    [ QUOTE ]

    I find the rest of the band members, it's pretty obvious what happened to them, but the lack of interact bar text just bugs my eyes.


    [/ QUOTE ]

    I had to make a couple of sacrifices in the mission since it's pushing 99.98% at the moment... this spot seemed like a good candidate, but maybe not...

    [ QUOTE ]

    Also, they're lazy? Really? You would think going out of your way to develop a new strain of SuperDyne is the opposite of lazy. It's Dyne by the way, not Dine.


    [/ QUOTE ]


    Well yes and no... If you read the official site... the full name is "Superadine", Dyne is just one nickname:
    &lt;snip from http://www.cityofheroes.com/game_inf...rolls.html&gt;

    Superadine, a street drug often called Supes (or more recently Dyne), not only causes the Troll mutations in users, but has also become integral to the gang’s initiation rites, and in fact is a part of all gang rituals.
    &lt;/snip&gt;

    [ QUOTE ]

    Also, what are the Family doing here? Yes we know they're involved with Dyne distribution, but some connection should be established, or at least hinted at somewhere. There is absolutely no interaction anywhere between Family and any of the custom groups, they seem like they're just there to fight me. And what's with the transformation pods? I can sorta guess based on the evidence I found, but some hints could also be dropped, either in the object description or in the guards' dialogue. Overall I think this mission had the most problems, as it should wrap everything up nicely and in some ways fails to do so.


    [/ QUOTE ]


    I see what you mean here about the Family. I can see about maybe changing the group that is guarding Jett in the previous mish to be Family... that would probably give an appropriate in mish "aha" moment instead of leaving it to a contact reveal. It would make the player feel like they discovered it instead of the contact.

    The transformation pods were selected to mesh with a very specific map, and when that was pulled it kind of took some of the epic feel from this last mish. I can only hope that it comes back when they fix the spawning bugs it had.

    [ QUOTE ]

    Overall: I think it's appropriate to the level 20-30 range, story-wise, maybe even up to 40, but definitely small-time stuff for a 40+ I would like to have more sense of the contact's personality, as this is personal for him, and he comes across as a typical CoH contact; he gives you the information you need and not much more. The third mission is the strongest, it has a definite atmosphere to it, which the rest of the missions are lacking. The missions progress logically, they tell me what I need to know to proceed, up until the final mission I know all I need to. The problem is they pretty much ONLY tell me what I need to know, aside from a few patrols in the third and last missions there isn't any "flavor" stuff.


    [/ QUOTE ]

    Yes the story is personal for the character, but I'm purposefully only hinting at it to avoid any "Mary Sue-isms" it might elicit. And yes, the first two missions are a bit mundane, trying to peel an onion here to get to the third mission. As mentioned previously, the big finish was supposed to be in the Crey Hero Lab map, and before that was pulled, it helped visually tie things together nicely. After however, the arc suffered.

    I think it's a bit small time for arcing across all levels as well actually, and it was originally leveled at 1-14, 1-15, 1-19 and 1-20. However, the overwhelming feedback I received from folks that initially played the arc was that they wanted to play it across the full level range, so I took out the restraining background battles that artifically dropped it down. Given that Supatrolls cap at 19th level, that would make more sense to me; I chose to cater to the player feedback at the time and made my own versions of the Supatrolls so they's scale for all levels.

    This is great constructive feedback; I'll definitely be taking some of it to heart to make the arc better where I can (and agree).

    Thanks for taking the time on this.
  10. ArcID 148594
    ArcName: Dorks &amp; Dungeons
    Author: @doctor 7
    Length: Short (1 mish)

    Synopsis: Dudes playing DND open a rift, bring their characters (and the bad guys) from their latest adventure to the real world.

    As a DM of 20 years, I had high hopes for this one. It has a kind of Joel Rosenburg "Guardians of the Flame" feel to the intro. However, that was never realized in the mission itself.

    I never got why the characters being turned real would turn out to be villains and not allies trying to prevent the Vikings from having their way in this world.

    Speaking of which... I was asking myself, why is it that the "player" was concerned that we wipe out their Characters, but didn't seem overly concerned that we'd be leaving behind a whole slew of vikings to [censored], pillage, etc... This storyline seemed like it should have been a defeat all ("please, clean up the mess we made and make sure *none* of these dudes escape").

    Also, all the vikings and PCs seemed to continually spout metagame injokes that only the *players* would understand. Here we have characters saying things like "So then I killed the Goblin King with a natural 20.." I can see a player saying that, but a character? If these were really characters turned real, they wouldn't have that type of dialog.

    Think of "The Last Action Hero", and how out of place Arnie's character was in the "real" world. That feeling was missing here. There were other out of character references by the vikings that blew the immersion for me.

    Also... Viking Necromancers? really?

    On mission exit, the dialog calls the player's own characters terrible? That seems self disparaging in a way.

    Minor technical issues: Mish entry text… Dungeon Master should be capitalized; Only the PCs and the bosses had descriptions noting who they were... the Minions and LTs had the "so and so is only marginally more powerful than..." style text.

    As for the main glowie... the language is really rough: "you begin the process of picking up the book" &lt;-- what? why not just say "you pick up the book"?

    All in all I think it was a fun story to play, but I didn't feel like I really *cared* about completing it (although I did complete it). It wasn't hard, but it didn't grab me.

    I think there's great potential here; Maybe if it had taken a slightly different tack and had the players actually *becoming* the characters (again nod to Guardians of the Flame) and needing rescuing to return to their true selves, etc...
    If at the least it was made into a multi mission arc, the PCs were made into Allies instead of villians, the dialog was fixed up, and the vikings took more than breaking a cauldron and getting a book to get rid of, it would be more engaging.

    I gave it a 3 ingame... mostly because of the story potential, overall the balanced design of the custom group (again except for the Necromancers.. who's heard of a viking necro???), and it *was* fun to run through.



    ---------------------
    ---------------------
    Would anyone care to tackle "Avenging the Dead" (see my sig)? I've gotten a review of "Superhero Downtime" (thanks PownUNoobs)... would like to get one of AtD to see what work I can do to it to improve it.

    Thanks all!
  11. OK so I was looking on the test area's Undocumented changes /fixes thread today and saw this posted by Arcanaville (from 05/07/09):

    [ QUOTE ]

    [ QUOTE ]

    [ QUOTE ]


    It would, I think, be useful to start a list of the undocumented changes / fixes from the last patch. Some of these break missions, while others make things work that didn't work before, i.e.:

    Breaks:


    Crey Hero Lab map has been removed




    [/ QUOTE ]

    That one's been needing to go for a while. I reported in open beta that the non-standard setup of the last room was leading to glowies spawning inside walls. Heck, it was in Arcanaville's arc, so I even sent her a message since I figured she might be able to get more notice than the standard bug report I'd already submitted.

    I'm guessing it'll be back when they can fix that problem.



    [/ QUOTE ]


    I /bugged it, reported it, reported it, and reported it again. And then it got pulled the patch before last, sigh. However, the good news is that War Witch tells me its on the list of maps to fix so they can be put back. Bad news is I have no idea how long that will take. If there are as many people helping War Witch with maps as there are helping BaB with animations, by the time the map reappears Cloning could be a technology available at Walmart.

    I'll check on it periodically, but I can't speed the process by annoying the devs about it.

    [/ QUOTE ]

    (emphasis in yellow mine...)

    So at least for the Crey Hero Lab, we have "the Word" (or as close to it as we're gonna get) as to what happened.
  12. Thanks for taking the time to review this one...

    [ QUOTE ]
    Mission 4: ***1/2 Plot's losin a little of its depth, but it's still good. I fail to see how the mission fits in with what the contact was telling me. The mission itself was short, but enjoyable.

    [/ QUOTE ]

    I troed to convey in the mish text the idea that the antagonists backtracked to the contact and grabbed him, then set a bomb to burn down their apartment building to hide the fact that he was taken.

    It was hard to find a map that would work for a tenement apartment, and that one was the closest one I could find for a somewhat close in apartement hallway feel while still having a basement.

    If I get a better map and/or more space I'll try to rework that area. skirting 99.98% at the moment, so sweeping changes are a bit hard to do...

    Thanks again and I'm glad you enjoyed the arc!
  13. I've given folks a bunch of reviews for their arcs ingame, but this is the first one that I've done that's not limited by the terseness of ingame tells...

    ArcID: 119228
    ArcName: Hero Therapy! (TM)
    Author: @Ridiculous Girl
    Level range: Ramps up nicely from beginning to end.
    1st mish: lvl 5-20
    2nd mish: lvl 20-29
    3rd mish: lvl 30-40
    4th mish: lvl 41-54
    Synopsis: You can't sleep; the weight of the world is on your shoulders from all the superheroing you've been doing and your fellow heroes referred you to a therapist to help get you back in the game...

    Review: This is what I like… a non-standard, interesting premise for a story. It's well put together, and the humor works without trying too hard. I was kind of hoping that I'd get clues after each mission -- isn't that what therapy is all about? But the mission exit dialog actually performed that function. Having clues would have been a bit more long-lasting while doing the arc.

    The maps are well selected... somewhat gloomy and spooky in line with going deep into the psyche.

    The objectives in this whole arc are very well thought out and enjoyable; they are very appropriate for the story. Writing a story alluding to things the main character "did" without actually giving specific is hard to pull off, especially while making it appropriate for many different main characters. This one pulls it off very well. Overall a very engaging arc... I couldn't wait to get to the next part to see what other surprises my "subconscious" had for me and actually had me trying to avoid the end objective to find all the gems the author put in the arc.

    Minor technical issues (occasional spoiler):

    1st mish: in the mission intro text there's a minor misspelling (I think the only one I saw):

    "refered" should be "referred"

    also, the Navigation Text Single appears to be missing for the Librarian;

    I *might* try to put the librarian in the main room w/ the bookcases instead of the cave, but YMMV.

    2nd mish: I think perhaps the allies that were supposed to be in mish 2 got killed. They weren't present despite the entry text saying they would be (and I spent an extra 10 minutes checking the whole map to look for them).

    The siphon speed spamming from the Nightmares is intense... they spammed up to 6 and 8 instances on me at the same time. Was that intended or is that fallout from the 5/5 patch?

    3rd mish: The allies did show up as advertised in this one (not that I needed them for the PB I was running, but it was good to see they were working). Nice effect on the boss here. The mask used makes her look true to her name;

    4th mish: In the final room, The main ally barged in before I was in percep range of final boss and got himself killed so he was unavailable to assist in that battle. The final map is one of my all time favorites! Glad to see it again

    Overall I give this a 5 on story, 4 on the few technical issues (some of which appear to be patch related)... I gave this a 5 in game.

    -------------
    I have two arcs I'll put into the crosshairs:

    #1:
    ArcID: 7326
    ArcName: Avenging the Dead
    Author: @Saunik
    Length: Long (4 missions)
    Alignment: Heroic
    Faction: Custom;Family
    Recommended level: (any can play it, but I'd suggest having some crowd control for certain areas)
    Synopsis: Many years ago the Dead Zone, a metal band on the rise, discovered their roadies used their shows to shuttle Superadine around Paragon city. When they found out, they were discredited and killed. Now Stalwart Records is at it again and someone's not happy about it...

    First 3 missions run the full range of levels. Due to the Family having a broken spread (they're lvl 1-40, then 45-50), the last mish gets nerfed to 1-40. If they fix that issue w/ the Family the last mish will also span the full range.

    With the recent (5/5) patch, the last mish got nerfed from using the Crey Hero Lab map. I put in another one that has the same geometry but is dressed differently. It has a similar play but the feel just isn't quite there in the end encounter. Rumor has it that the map was pulled due to spawn issues; I look forward to it being fixed and re-enabled. Also, may want to bring along some Lucks due to the power changes that were introduced in 5/5 as well. It should be soloable if you're careful.

    #2:
    ArcID: 135096
    ArcName: Superhero Downtime
    Author: @Saunik
    Length: Very Long (5 missions)
    Alignment: Heroic
    Faction: Custom, Council
    Recommended level: This one's runs the full gamut from 1-50.
    Synopsis: All you wanted was a little quiet time to catch up on your favorite TV show... Is a little relaxation too much to ask?
  14. Ah I was thinking passive vs. Non-Combatant...
  15. I'm in the same boat on my first arc...

    Abrahms, can you give us the reference to the training room thread where this was discussed? I've been trying to find this info all week.

    Thanks.
  16. Janrith

    Ally/Captive

    Not at the moment; the ally will always at some point percep you, and or be triggered by enemies changing the animation they're playing.
  17. Where is the RedName citation for this? We've been completely in the dark on this. No word on test, no word in the patch notes, and no word on any of the forums that I've seen since the 5/5 patch came out have said *anything* to acknowledge that these maps have even been removed, much less whether it's permanent, or temporary, or even *why* they were pulled.

    So far it's all baseless speculation. I'd just like clarification from someone "in the know" -- either a Redname (who's word will be gospel obviously) or someone w/ an appropriate citation to a redname.
  18. I'm thinking you're right on the money there w/ the wrongbow I've put your arc on my list of ones to check out.

    I also think having lady wrongbow would work to be a dark mirror of the caNon faction.

    (now if only someone could actually make Siergen's Cannnonites, all would be gravy)
  19. ah, well harder to have a villain objective of a burning forest w/o one... true
  20. Oh also, can't you make the rescuee a combatant as opposed to passive so they can be attacked?
  21. And spawn an ambush triggered on the rescue.
  22. I thought that the clues showed up in the list based on when they were completed in the mish, not in the order they were created in the mission... at least that's how it appears to be for the arcs I've written.

    Or am I just subconsciously completing in the order I wrote them?
  23. There are quite a few of us out there w/ ganked arcs atm. Hopefully it's just to fix buggy spawn locations and not a permanent issue. However, given the silence so far, we're in a black hole of info. For now, I just moved to a different, but structurally similar map for AtD. If they ever give back the Hero Lab (which is the other pulled map), then I can go back to it to reset my arc to its former glory

    In the meantime, could you try to use a similar map and re-work the story temporarily to "prevent' the fire instead of having it already happening? Just a thought.
  24. /br doesn't work. You can just enter your paragraph breaks as normal (enter/enter) and then the editor saves the file it will convert them all to &lt;br&gt;&lt;br&gt; for you.

    If you're close to the 100k limit on file size and have lots of these, you may have to replace all the &lt;br&gt;&lt;br&gt; text w/ the "real thing" in order to publish (as actual newlines take 1 char each vs. the 4 for &lt;br&gt.
  25. Other than contacting support for assistance, if you shared out your .storyarc file to a few of us, we may be able to look at it and see if we can find any issues that aren't showing up in the editor.