Justice Blues

Legend
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  1. Quote:
    Originally Posted by peterpeter View Post
    Yeah, I got my fourth level 50 this fall. It takes me about one year of steady playing to hit level 50. You won't see me complain that the level speed is too fast. I did outlevel one of the early Kheldian arcs on my new Warshade, but I don't mind flashing back for that.
    Speed demon. I have managed to get 1 level 50 in 6 1/2 years. I really need to see about getting one of my villains up there, so I can start a couple VEATs and let them languish at low levels with the rest of my alts.

    Quote:
    Originally Posted by NightshadeLegree View Post
    I wish they'd expand the level ranges for the 10-14 Cap Au Diable contacts.

    It was already too easy to level straight past them unless you went to Cap at level 10 and ran the gauntlet of +2/+3 goldbrickers while doing your newspapers and mayhem. Now, if I do one story arc in PO I'll be 11 or 12 by the time I hit Cap, and 14 or 15 by the time I've done my newspapers. That's solo, on moderate difficulty settings (+1 or x 2)

    On the subject of PO, has anyone ever done Billy Heck's second story arc without turning off XP? I didn't even know it existed until someone pointed it out in another thread on a similar topic. Same question applies to the guy that Marshall Brass is supposed to intro you too in Cap, since I'm usually nudging 20 by the end of Brass's first arc, never mind his second.
    I used to work hard trying to figure out when contacts to take when, so I could hit the unlocked contacts and stuff redside. Then they added Ouroborous, so I could go back and get the missed stuff later, and finally they add in the ability to just stop at a level and finish everything. Both features would have saved me much frustration with doing villain content if they had existed years ago.
  2. Quote:
    Originally Posted by Rajani Isa View Post
    Sorry, you're wrong too.

    I was thinking dull pain because they like to put the Toxic resistance in the heals, and I could of sworn they had it in Dull Pain. Checking Paragonwiki.com, I realized I was thinking of Stone's DP clone.

    While Unyielding and Unstoppable both have +Toxic, Resist Elements does too.
    Resist Elements? Who the heck takes Res...


    Oh yeah, I do.



    Never mind.
  3. Quote:
    Originally Posted by Code_Red View Post
    Just a few examples:

    Anything involving PvP. At all.
    I did ITF today. Invuln Tank. 3/4 Alpha Strikes would kill me. No time to do ANYTHING.
    Oh, an AV? Either drop unstoppable, or just drop.

    Needless to say, the amount of damage I was taking? I did -not- feel like a tank. Not one bit. I spent more time in the red than anything else, and it's infuriating.

    EDIT: As one player told me, "Oh, you need to have Tough and Weave to be a decent tank at the top end". So that's TWO power Pools I'm apparently required to have (Fitness/Fighting) to be able to function worth a crap at the upper tier of the game. Purely ridiculous.
    I don't know about PvP anymore, haven't done anything in there since the changes in I13. But Tough and Weave? I don't use them on my Inv tank, and I have tanked the ITF with him. (He is getting IOed out though. Not finished, but getting there. It does make a difference in his abilities, which is good, because I am not a very experienced team tanker. )

    Quote:
    Originally Posted by Rajani Isa View Post
    Six, not seven. The seventh is Dull pain, which is +MaxHP/+HP, with some toxic resist thrown in (done to all Dull Pains and clones, when the Toxic damage type - note there is still no toxic attack type - was added into the game.)
    Sorry, wrong answer. Dull Pain does not have and has never had Toxic resists. Healing Flame does, Reconstruction does, but Dull Pain does not. The only Toxic resists that Invulnerability has come in Unyielding and Unstoppable.
    Which are more than enough when taken together.
  4. Quote:
    Originally Posted by Geek_Boy View Post
    I read that first post wrong. Guess that's what I get for not checking in on the forums yesterday. Hey, we were busy at work. Sue me.
    I didn't check yesterday because I was downloading the newest updates to LOTRO. Such is life.
  5. I am afraid the answers to all of your questions are no.

    The 2 bosses having a conversation shows up in game, but is not possible with the current MA limitations. It is also one of the most requested features, so we can hope it will be added sometime in the future.

    You can sort of fake the clue for the collectibles, but only if all of your glowies spawn in the same place every time, which there is no way to guarantee. If you want 4 crates, create an objective named "Crate" with three instances. Put in the plural and singular navbar text and set them to spawn in the middle. Create a second objective named "Crate " with one instance, with the exact same navbar text and set it to spawn in the back. Just put the clue info in the single objective.

    Assuming that the Middle and Back locations are not reversed (Which you should check on any map when glowie or boss encounters need to take place in a certain area.) the players should find it last and get the clue after touching all the crates. Unfortunately, because spawning is random, even if the map is correct and your settings are correct, it is still sometimes possible to have the glowie with the clue show up before some of the others.

    The only thing we can do with the standard mobs is change their colors. (Which is extremely useful and can help out your story a lot.) We can't do anything with their powers or add any lighting effects like glows or auras. Depending on the group, you may be able to create a reasonable facsimile with a custom critter. Most of the other groups in the game are pretty doable, as long as they don't have robes like the CoT or backpacks like Goldbrickers or Arachnos.
  6. Quote:
    Originally Posted by Westley View Post
    Oh. I guess I just enjoy playing the game from 1 to 50 and don't really care about "having stuff".
    That is what is great about the game. We can do both. My main is the second character I created and I enjoy adding to his abilities and history, even after more than 5 years of playing him. But I also have alternate versions of him on different servers, different powers, ATs, etc. but almost the same back story. So I get to play the same guy up from 1-50 multiple times, but I also get to keep making him better.

    As for the OP, yes I would. Not sure I could bring myself to giving up JB, but I have a couple of others that I could easily get to level 35 with stories that would fit. And actually, the MM JB would work very well and is almost 35 right now.
  7. Quote:
    Originally Posted by Rajani Isa View Post
    7 days and counting...
    Got it. Weeks ago.
  8. Quote:
    Originally Posted by Xalaqia View Post
    Me and Burner24 formed a team to complete his (spoiler!) Vanguard Traitors missions. You want a challenge? Try taking on Vanguard with a melee hero or villain.

    THEN we tried to fight Sefu Tendaji. URGH! Hits like a truck, HP like a tank, and KB effects that shove through Shield Defense Mez resists.

    Yeah, we found a challenge.

    You know, been playing for a while, and I was actually glad to get my butt handed to me. Forced the team to shape up and work together. Met some good people as well.
    I met the Vanguard for the first time on my Inv/SS tank. He is pretty tough, with some nice IO set bonuses (although more now then he had then) and I ran into the first spawn, then hit the floor. That was how I found out about their very strong anti-melee set up. Made for some slow missions while soloing, but I actually had to think about what I was doing rather then jumping in the middle and laying waste. The new difficulty system has done the same thing to a lot of other groups I didn't used to need to worry about. (Size 8 gives you a boatload of bosses on Arachnos missions. Add in the Lts and they strip your end and recharge, even with set bonuses.)

    Frankly, the group I always lowered my difficulty on was the Carnival. I use too much end taking them down, so the Dark Ring Mistress' -Recovery, along with the end sucking from the defeats, was way too likely to drop my toggles before I beat a spawn with an actual boss in it.
  9. Quote:
    Originally Posted by NightErrant View Post
    I've been chaining box codes. I have purchased a month, of course, but between the AE Edition, the Mac Pack, and a $4 Copy of CoV, I think I've spent more money on Superboosters than my subscription...
    Yes, you can do that. My account has all of them also. But you can't buy a second Mac Pack or AE Edition and put it on the same account a second time.
  10. Quote:
    Originally Posted by Lord Mayhem View Post
    Must be a US thing - I'm fairly deeply mired in SF/F fandom on the other side of the Atlantic and I've not heard of that /shrug.

    Wouldn't be the first time we were divided by a common language
    You haven't missed much believe me. Readers complaining about how much time, space, and money conventions waste on stuff like movies, anime, and actors, while the media fans complain about the fuddy-duddies stuck in their books. And people that like all of it wanting both sides to shut up. Most folks I know are actually in the middle group, but the most vocal ones seem to be in one of the two more extreme sides.

    I have met people that hate the fact that the Hugos are given to movies and even ::shudder:: TV shows! Come to think of it, I had a conversation with someone like that at Interaction a couple of years ago. But he was from NA by his accent. For a genre that is supposed to be about expanding and exploring the universe, there are some very close-minded people that like it.
  11. Quote:
    Originally Posted by Lord Mayhem View Post
    Unless you live in a different universe where books aren't considered a media form, the phrase is even more suspect than that
    Believe me, in SF/F fandom, media and books are two very different things. While I understand that most of the world doesn't see a difference, after enough years in fandom I think that way. So yes, I am in a different universe.
  12. Went pretty well. The under map return seemed to be fixed, which is good. Heroes did a second run, with 2 teams of 6. We managed to take the LW down with a couple of minutes to spare, so it doesn't have to be a swarm of players. Glad to see this, it should help keep interest up.

    I had 2 toggles dropped on the second run while I was getting zapped by Northern Lights. I don't know if it was the Northern Lights or the LW that did it. But it happened while just a couple of us were still beating on the LW. Everyone else had stopped to take down the 3rd Guardian.

    The reason I was still attacking the LW was, I was doing damage. The fog rolled in when he was down to about 25%, but I kept waiting for the "Unaffected" to show up above his head instead of damage. It never did. I was on a Dark/Dark scrapper, and both my melee and AoEs were doing damage to him while the Guardian was still up. I even moused over his HP and they were going down as I damaged him.

    If this is WAI, then it is a bit of a departure from the first two Guardian appearances. If not, I don't know why a couple of us were able to continue to hurt the LW. Especially since on the first 2 Guardian spawn points, my attacks did stop hurting him.
  13. Quote:
    Originally Posted by Grae Knight View Post
    I like Lord of the Rings Online alot, thought for sure it would be in the Top 10. The game is pretty amazing.
    I really enjoy it now also, especially with some of the improvements that have been made since it launched, but it really does not fit on that list. The best it could do would be "Successful transition of a non-media source to a MMO." And even that is sort of suspect since it definitely feeds off of the LOTR films as well as the books.
  14. The stuff Snowglobe linked to has some good information. I started out slow with my G15 v.1, basically just setting a few often used key combinations in, like my G6 key is set to shift+s. So on any character that has any stealth power, I bind that power to shift+s and know I can just hit G6 to toggle it.

    I recently started using the M2 and M3 sections of the G keys, to set up healing, rez, and shields for my various buffers and healers. So any of my support alts with healing powers have these binds:
    Code:
    H "powexecname Heal Other"
    lshift+h "powexecname Absorb Pain"
    lctrl+h "powexecname Healing Aura"
    lalt+h "powexecname Resurrect"
    p "targetcustomnext teammate dead"
    shift+p "targetcustomnext friend notteammate defeated"
    lctrl+p "targetcustomnext friend notteammate alive"
    NUMPAD1 "teamselect 1"
    NUMPAD2 "teamselect 2"
    NUMPAD3 "teamselect 3"
    NUMPAD4 "teamselect 4"
    NUMPAD5 "teamselect 5"
    NUMPAD6 "teamselect 6"
    NUMPAD7 "teamselect 7"
    NUMPAD8 "teamselect 8"
    NUMPAD9 "powexecname Healing Aura"
    SHIFT+NUMPAD9 "say Group heal near me!"
    Then G1 has a macro that causes it is hit the numpad1, then h. G2 is set to select numpad2, then h, etc. G9 is set up to heal non-team members, so it uses lctrl+p, then h. G10-17 are set up for resurrection, so they use the appropriate numpad then lalt+h, with G18 for rezzing non-teammates in things like Mother Ship or zombie raids.

    Setting up the forcefields is basically the same, unless you have a MM with FF and use your numpad for controlling the pets. I do, but none of them are FF, so I avoided that conflict.

    Using these binds:
    Code:
    h "powexecname Speed Boost"
    lalt+h "powexecname Increase Density"
    p "targetcustomnext friend notteammate alive"
    shift+p "targetcustomnext friend notteammate alive"
    I can use the G keys on the M2 setting for my kinetics when they are buffing, G1-G9 doing Speed Boost and G10-G18 doing Increase Density.

    When my alts are not teaming, I stay on the M1 setting, which also has the various non-team heals, rezzes and shields, to I can help out or buff passerby's when needed.
  15. Quote:
    Originally Posted by Ghost Falcon View Post
    Question for people that had the problem exiting Lord Winter’s realm and arriving outside the map:
    • Was it Heroes only, or did any Villains experience it?
    • Did you exit by clicking on the portal, or did you wait for the timeout to kick you from the zone?
    • Did you just enter the first instance and stay there, enter the second and stay there, or enter the first and then transfer to the second?
    • There was a short period when entry to the second did not work at the white present. Did you try and enter the second zone during this period and fail?
    Thanks again to everyone that participated in the 2009 Winter Event test!!
    1) I was on a hero when it happened to me.
    2) I was killing Frostlings and such until the timer kicked me out.
    3) I entered the first instance during the coordinated attack, stayed until we got the LW down, then entered the second instance and stayed there until kicked out by the timer.
    4) N/A
  16. I was also kicked out of the second Winter Realm (Which I was late getting to, I didn't realize it was there to go to.) and ended up almost a mile west of the hospital in SC. My loc was around 2138.1 930.0 1707.5, although I had flown upward for a while before getting that information.

    I agree about the lack of presents. There were a lot of heroes in Steel getting them, but they still seemed rather sparse.

    And like Dark Ether, when going through the portal on the luge my facing was random. First time through I was facing to the right, in first person, trying to run across the slope, second time I was running uphill toward the portal (Note: My avatar was running up slope toward me. My POV was looking past the portal location, seeing her run at me.) and the last time I came through looking to the left and trying to run across the slope.

    Using Walk on the slopes looks...weird. First the walk animation was going very quickly, then it would transition to the sliding animation. That seemed to alternate when ever I did a jump or used the portal. And my time Walking down the Luge was faster than my time flying it. (Neither fast enough for a medal though.) I don't have the Natural pack, so couldn't check out Ninja Run.
  17. Quote:
    Originally Posted by Weatherby Goode View Post
    I never noticed that, can you point out what mission they are in?
    Quote:
    Originally Posted by RemianenI View Post
    It's the first or second (door) mission of the arc, if I remember correctly. Marrowsnap is at the door (first mob group you encounter) and Marrow Drinker is a bit further in.
    What she said. That is one of the things about the Skulls that really downplays them in the game. There are arcs about Baron Zoria and the history of the CoT, the Warriors have a boss and real backstory, even the Hellions have an EB. But the Skull founders are basically only given "Also Appearing" credits in the only arc that has the Skulls really doing anything. Talk about losers.
  18. I haven't tried anything with them, so I don't know if that is WAI or a bug.
  19. Note that you actually meet both brothers in game in the Bonefire arc. Despite the fact they are the founders of the Skulls, they are just regular Bone Daddies and the fact they are the founders is never mentioned in the arc. (They aren't even the main bad guys for it. )
  20. Actually, they were added in I16. You may have to purchase them with tickets though.
  21. Quote:
    Originally Posted by Ultimo_ View Post
    The ability to name different things with the same name. For example, I wanted a mission in which the players have to defeat a villain named Lord Dire. However, to make it more difficult, I wanted several Lord Dire androids in the mission. The problem was that I had to name them something other than Lord Dire which kind of gave them away.
    Put a space at the end for the first duplicate, then 2 at the end for the 2nd, 3 for the 3rd, etc. etc. Same way works to have multiple glowies with the same name that shows, but only some are actually required for mission completion.
  22. When I do an outdoor map, I try to always have the boss and the surrounding group doing some kind of animation. The extra movement can help make them stand out more. If you can fit in either the flashy green casting or held animations, that is even better. Unfortunately, that doesn't always fit.
  23. Justice Blues

    Questions

    Quote:
    Originally Posted by Lady_Dee View Post
    1. How do you get it in the nav to say "place the last bomb" or something to that extent.

    For example if you choose to have five bombs in the mission to place. Ok plant four of them, get to the final one to plant or whatever and it just says <blank> bombs to plant.
    When you place objectives, there are two lines. Top one is plural, bottom one is singular. For your bombs, in the top one you would write "Bombs Left to Place" (It automatically adds the number in front) then in the bottom one for singular you write "Place the Last Bomb". If you are using 5 instances of the same bomb, that is all there is to it. If you are placing glowie objectives, with the player searching for clues, you can do the same thing, even if the glowies are all different. Just place the exact same thing in the Plural Navbar section for each glowie and they will be combined.

    Quote:
    Originally Posted by Lady_Dee View Post
    2. Going to assume this is a bug. The first mission escort some one out. Ok, they go to the door, open and leave. The next escort get them to the door and they just stand there. I DID make sure that the "Run to the nearest door" was marked. What gives?
    Yeah, that one is a bug. Escort and captive rescues are kind of wonky. You might get it to work by playing with the settings, but I doubt it.

    Quote:
    Originally Posted by Lady_Dee View Post
    3. Allies. I chose my ally to help aid the character upon entering. I chose the option no baddies around the ally. Guess what? Enter a mission and there is baddies around the ally. Bug again I assume?
    Did you choose the Single option? That is the one that prevents enemies around the ally. Or it may be that the ally and a regular spawn happened to be near each other.

    Quote:
    Originally Posted by Lady_Dee View Post
    4. Random blinkies and by random they have a mind of their own. I have a blinkie marked as IN the back, enter the mission and guess what? Its in the front! Go back and look, yep checked to be in the back. This a bug too?
    You pretty much need to test each map for glowie and other objective placement. Some work correctly, other place things marked Back in the Middle and things marked Middle in the Back. Others do the same kind of thing with Boss objectives. And some do it with both. This pretty much means you need to pick a map and use it specifically if the order of encounters is important to your story. Random maps are bad.

    The good news is, once you have the way the map works figured out, it stays that way. But testing is required.

    Quote:
    Originally Posted by Lady_Dee View Post
    5. Has anyone else notice for the contacts the description part is shorter then in game? You pick someone, I dunno like Lord Recluse, no information about that contact. Go to Wiki copy and past his information that IS in his description in the game. Comes back and says its too long. Maybe I missed something >_>.
    No, you didn't miss anything. The space there is smaller. I didn't notice it until right before I made my first arc Final for the Herocon contest and had to re-write the contact info.
  24. Quote:
    Originally Posted by Eva Destruction View Post
    My informant is a Circle mage, currently being held captive by some Skulls. Once I disrupt their holding spell he decides we will all die...so why is he casting Fortitude on his Skull "captor?" Perhaps something other than a boss detail would be more suitable.
    I hate to say it, but I never thought about making it a hostile captive. Which might solve the level differences in the arc and having to use a boss for the encounter. A prime example of getting stuck in a mindset and not looking at other options.

    Quote:
    Originally Posted by Eva Destruction View Post
    I beat him up again, even though he tries to escape, thus getting him out of the way. Although it sounds like he was planning to get himself out of the way anyway, so I'm sort of wondering why I didn't just save myself the effort. This is how many times I've beaten him up now? This mission doesn't have much in it other than Bonesnap, it could probably be combined with Mission 1 without losing anything.

    My next task is to go take out some Legacy Chain who have supposedly turned to the dark side, all the way in the Rogue Isles. The fact of a newbie hero getting to the Rogue Isles on the word of Mirror Spirit isn't explained. The Legacy Chain are all over the Hollows, maybe the evil ones should take over one of their bases there?
    These are actually related. Bonesnap wasn't getting out of the way, he was heading for the Rogue Isles to aid in the take over of the Legacy Chain. If they actually manage to give us the ability to have more than one outcome from a mission, I will add a mission where if he escapes in the 2nd mission, he shows up in the 3rd.

    And while it isn't really important to the story, when Mirror Spirit was elsewhere in the second arc, it was at that Legacy Chain base. Which is how she know the people there. If it was just in the Hollows, there would be no real reason for her to not appear in the second arc.

    One other thing, the evil Legacy Chain are not a long term thing. Part of what Mirror Spirit is doing is dealing with casting fortunes, trying to determine where you should be to find the needed information. So when you arrive in the warehouse, the entire situation has only been going on for a few minutes. If Bonesnap was there, it would have been much worse, if you were a few hours later, also much worse. No Bonesnap, early arrival, easier to stop the process. I apparently need to make that clearer.

    Quote:
    Originally Posted by Eva Destruction View Post
    I walk into a fight between the good Legacy Chain and the bad ones, and run into an allied group of those winged guys that died before I got there in the first arc. Wouldn't the Legacy Chain question the orders of their now-evil leader, seeing as he had clearly wandered over to the dark side? "They're held by some spells" is a bit of a cop-out, since so far we've been dealing with magical summoning, not magical compulsion. Also, seeing as they are dedicated to combating evil magic, wouldn't they suspect that just such evil magic might have corrupted their leader? And the dialogue implies that I deliberately killed him; not very heroic, I should perhaps be going after whoever decided a level 11 (dev-created) boss should have a pet and chain knockback.

    He does manage to tell me how the Future Skulls are getting to our time though, and again it's up to me to stop them. Again there are unanswered questions: If they're just spirits possessing people, how do these people turn into Future Skulls themselves? If they can come back in time, why don't they go back to before I stopped them in the first arc?
    I actually know the answers to most of these questions, the problem is getting them into the story without mass amounts of exposition that people will skip over. e.g. the bad Legacy are not just following orders, they are being corrupted by the summoned spirit, the good Legacy are quite sure there is evil magic behind the behavior of their brethren and leader (They are the Legacy Chain, they look for evil magic in everything.), but they are having problems getting to the source of the problem (especially since they don't know the ultimate source, the Future Skulls)

    The problem with the dialogue is there are 2 people speaking from one person with no way to indicate that in the output. You do not deliberately kill him, but his body can not handle the strain of the simultaneous physical and psychic struggle that is going on.

    Quote:
    Originally Posted by Eva Destruction View Post
    This mission has an odd technical issue as well, as the spawns are bigger than they should be on +0/x0. Two lieutenants at once, with Shadow Fall and Twilight Grasp are a pain to fight. Very Scrapper-appropriate, if not particularly heroic, boss defeat text on the Bonesnapper. Ah, ok so the Legacy Chain were possessed. Which makes the possessed Skulls turning into Death Skulls make even less sense, and doesn't quite jive with the assertion that not many had gotten through.
    No idea about the spawn issue. Believe me I know about the problems taking on 2 Death Skulls at once. They were originally minions, which did not last beyond the first outside playtest. And if they do come up with the branching tech, the Legacy Chain mission will be very different, with more Future Skulls and Legacy Chain members in stages of transformation, because Bonesnap will be there to help more spirits get through.

    Quote:
    Originally Posted by Eva Destruction View Post
    Ah, ok, now the Death Skulls make sense. The final mission is rather anti-climatic, since I've already fought two of the brides and I don't learn anything I didn't already know.
    Yeah, I really wanted a climactic final confrontation at the Midnighter Club, but it is very small with few spawn points. I had a timer on it, to give it some urgency, but the hostage leaving/mission fail with timers made me take it out. I really need to put it back in, and keep trying to convince Dr. Aeon to add more spawn points to the Midnighter Club map.

    Quote:
    Originally Posted by Eva Destruction View Post
    As an arc on it's own, this needs far more exposition. As a conclusion to a trilogy, it leaves too many loose ends. What is up with those winged guys, and what is this "Seeker" they speak of? A mysterious ally is fine, but I learn absolutely nothing other than that they are on my side. I feel the "Wizard did it" explanation was overused as well. Bonesnap is described as a savant at summoning, but how does that help him get his hands on Zoria's spells? Furthermore, "summoning" is generally taken to mean calling up weird entities, not bringing objects from the future. And I'm pretty sure the Pillar of Ice and Flame does not work that way. And how is it that his abilities are only now being blocked, and no one thought to block them before?

    The author mentioned somewhere that he constantly updates the arcs based on feedback, and unfortunately it shows; this one is most recent, has the fewest plays, and has the most issues. Aside from the CoT boss being friendly to his "captors" and that weird spawning issue with mission 4, it's all plot points. This arc could really use some smoothing out, get rid of anything not directly relevant to the overall storyline rather than trying to handwave it with "it's magic," and clean up the canon issues. Oh, and fix that level range.
    Some questions were deliberately not answered, especially the winged allies. I have the beginnings of the arc to answer those questions (No Future Skulls, they are done.), but the spawning issues created by I16 made it really hard to test a couple of the missions, so I set it aside until they were fixed. And the last few weeks, RL has really cut into my play time, most of which I have been devoting to the Halloween event and not MA stuff.

    When I can get the time to look at the arc again, will definitely keep your feedback in mind. I know it is the roughest arc of the three and definitely needs more work. If I can use a Lt. for a captive objective (Not sure if I can, need to check that.) then the current Madness Mage will be gone and the level difference will be gone. But if I am stuck with a boss, there is nothing I can do except decide between 5-10 and 11-15 for level ranges. That is the only boss in the CoT at that level and there is nothing that spans the range. I can set the mission levels to 5-14, but believe me, you don't want to meet a level 11 Madness Mage at level 5.

    One thing. You ask:
    Quote:
    And how is it that his abilities are only now being blocked, and no one thought to block them before?
    Because until this arc, no one knew he had those powers to block them? It is kind of like asking why the Japanese didn't stop the Manhattan Project so we couldn't drop atomic bombs on them.

    Thanks again for the play through and the nice feedback. Very helpful and informative.
  25. Quote:
    Originally Posted by Mr. NoPants View Post
    Quote:
    Originally Posted by Slashman View Post
    I thought BOB was the most well-known and infamous alliance group...
    BOB is only BOB.
    Well, technically, BOB was Kenny, and Kenny is now dead.