Oedipus_Tex

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  1. I'm not speaking canonically, but my gut tells me a character who boosts kill rate with attacks of his or her own is more useful than general support in this specific instance. Support can help some, but killing stuff is where the value in even bothering with this kind of mission is.

    This is assuming the "farmer" has the ability to survive the enemies in the first place (i.e. probably soft capped at a minimum). If that condition isn't met, I would bet on Empathy first. But the main character would need purples to boost up to the soft cap.

    The reason I put stock in Empathy and not a lot else is that part of the reason this mission works is that the lead can swallow inspirations as they come raining in, leading to very high resistance values even on characters who don't always have it. However, you can't eat a pill for the +100% recharge in AB, and the sheer survivability of that power helps a lot. If not Empathy, I'd say Kinetics for recharge and kill speed. This mission really is about mowing enemies down at maximum rates.

    (Note that if the mission is done on "basic" settings, with bosses turned off, my vote switches to some kind of Ice Controller with Arctic Air. That's because Arctic Air has few limits on AoE caps, and the masses of confused enemies chew into each other. A Plant Dominator can do this to some extent with bosses on, but it's not quite the same trick.)
  2. Quote:
    Originally Posted by Sentry4 View Post
    Can you make the interrupt time for the computer 0 seconds?

    I wanted my tickets and now i've got debt from dying twice -_-

    I just wanted to do the mission for the tickets anyway. All 8 of them.

    The ticket rewards for doing missions like these are really low. These sorts of missions are basically the AE equivalent of beating an AV or GM.
  3. Tried it with two characters, both set on the easiest settings I could manage: -1x0 no bosses, no AVs. One character was the Ice/Fire/Fire Dominator who did the Scrapper challenge previously. When he died due to lacking a self heal, I switched to an Ice/Radiation/Psi Controller, who did much better, but didn't have the damage output to kill things very quickly.

    On the second character I was able to get as far as the Netherfrosts without dying. By kiting enemies around I was able to outpace their damage pretty easily despite a couple of scares where both AM and IW went down. I died when I got more or less one-shot by a something/Ninjitsu elite boss that I didn't know I was fighting. At that point there were about 6 elite bosses running around that I might have been able to kill, but would have taken me a really long time. If any of the enemies had had heals, it would have been almost impossible for me.

    It did occur to me that some game mechanics are extremely arbitary in their level of power. Arctic Air was very useful simply because all-boss spawns weren't turned on. If they had been, AA would have been next to worthless.

    Mission well done. I do want to try it on a team eventually, although from what I've seen so far, am sure it will be painful.
  4. Quote:
    Originally Posted by Golden_Avariel View Post
    Oh lord... does that mean when I slot my 3rd tier in my ice controller the Ice Slick is going to cause things to scatter like it does rikti monkeys now? Yuck.

    No, Ice Slick will not throw enemies based on level difference. It will only throw the ones with an inherent vulnerability to knockback.
  5. Quote:
    Originally Posted by je_saist View Post
    In the CoH engine there is only One Single Knock Effect

    There is no existing mechanic that separates the knock-effects outside of the effect magnitude scaling.


    This is why when you slot knockdown powers with knock-increase, stuff goes flying.

    I don't understand what you mean. What seperates knockup from knockback is the relationship with the position of the caster. Knockback throws a creature backward along the angle between caster and victim. Knockup throws a creature straight up into the air without much (any?) regard for the caster's position. When you slot knockback into knockup powers, stuff does indeed go flying... mostly straight up. They are the same only in the sense that both move the enemy in some direction. The difference is what direction the enemy moves.

    In terms of the animation that plays when a creature gets knocked up or back, I believe but haven't exclusively tested that KBs or KUs less than the KB threshold do not really do a "full" short range knockback. What they do instead is play a stock animation that is more or less like a type of custom hold. I don't have access to my logs, but I think it is usually called SWEEP_LOW or SWEEP_HIGH. SWEEP_LOW looks like the knockdown in Ice Slick, SWEEP_HIGH looks like the flip through the air in Air Superiority. I need to test this more with knock up though.

    In any case, the game does have the mechanics to "lock" the magnitude of a KB effect and prevent it from changing when creatures of higher or lower level are encountered. This effect currently exists in Repel, Repulsion Field and Whirlwind to prevent you from standing on top of high level enemies with an autohit KD toggle. I also think it might be used by Ice Slick and Earthquake, as low level enemies do not bounce out of those like you'd expect.
  6. They probably decided the need for the power first, and the name second. A similar problem exists with Beanbag and Stunning Arrow: getting hit with a blunt tip stuns you but actual bullets or arrows never do.
  7. Quote:
    Originally Posted by slainsteel View Post
    For an ill/cold? plenty.







    Let me name a few,
    • Def power - manuevers, CJ
    • Aid Self with int reducer
    • LOTG holders
    • 4 out of 5 fire ancillary powers
    • hover and SS
    • 3/4 fighting set
      This is assuming you have the 'essentials' already

    Unless you are 100% soloing AVs, I would not recommend skipping Spectral Terror. Even then, I still wouldn't skip it. Unless you are focusing exclusively on soloing AVs who do not summon ambushes.

    BTW, as mentioned above, Fear + Rain does not make enemies run away immediately. What it does is root them with a chance to attack or run every so often, which from my observation seems to be identical to the "proc schedule" of the power (on first cast and every 10 seconds after).
  8. Unfortunately I'm out of town this week and can't try the mission til I get back on Friday. I'll post a preliminary play by play around then if no one else gets to it first.
  9. Confession: I do not really like teaming with Masterminds. I would never say anything about it to someone in game, or kick them over it, but the pets mostly annoy me. It isn't just that they tend to block doors. It's that having them run around makes it hard for me to judge the size of enemy groups, where the team is moving, or who is getting attacked by what. In some missions it feels like I'm just shooting wild, and I find myself intentionally running ahead of the group just to get away and have some visibility. It brings a level of detachment to the action that I do not find very fun. Thugs is the worst for me since they tend to look like basically humanoid, and have Gang War.

    The AT is fine, but I would much rather deal without their visual clutter. Just the sheer amount of special effects going off is enough.
  10. Quote:
    Originally Posted by Doomguide View Post
    A very solid summary of how to handle AE arc challenge mission.

    Quick question, I'm not following you here- "Cold is a almost required set because of the -Recharge resistance." Cold has recharge resistance? My Cold/Ice/Power defender has only 20% from a Winter's Gift proc and he has all 9 Cold powers in the latest Mids build.

    Yes, it's in Arctic Fog. Controllers, Defenders and Dominators all have the same resistance value (60%). It also protects from -Speed. Unless the description is bugged, that is (wouldn't be the first time for that particular power).
  11. Quote:
    If you can construct a team with the ability to simultaneously high mag hold, sleep, confuse, terrorize, placate, and knockback everything in a wide area, well then I might run out of ideas except SS/Will. But we'll see: this is as much a learning experience for me as any team that might try this thing.

    I may be dooming myself by informing you of what my default strategy recommendation would be for the team, but it may give you insight to holes you can plug in the pilot version of the mission. My apologies, because this post is a little rambly.

    My assumption going into this is that what the enemies are tossing at you is far too dangerous for the team to stand toe to toe in. In whatever ways possible, the players need to minimize their contact with the enemies and keep away from them.

    The first thing players need to consider is how they are going to keep the fight on their terms. We know some basic things about the AE. Firstly, because the AE has such a large tactical disadvantage, nearly all difficult fights will likely begin as ambushes; the AEs strategy needs to be turning as many things as possible into a fire fight. That means ambushes, ambushes, ambushes. Ambushes cannot happen unless the players complete or partially complete an objective of some kind. This means that for the players, the first step needs to be identifying any likely triggers. Specific things to look out for would be:
    - any obvious bosses hanging around
    - glowies
    - defeatable objects

    Defeatable objects and bosses are capable of triggering multiple ambushes. Care should be taken to limit the rate at which damage is done to them. But before even doing that, players should take the time to eliminate any minions they can identify, and take them out first. If the players are unable to tell the actual boss from the other enemies, the difficulty increases extraodinarily.

    In any case, the sheer amount of horror enemies are capable of throwing at you means kiting them around an obstacle is probably a requirement. Even a team with +300% defense will go completely red if more than 5 or 6 Earth/Rads show up. On the ship map specifically, I would probably want to fight in the narrow corridor room. Someone with Force Bubble would stand around the corner, blocking enemy entry as much as possible. This won't keep everything out--most armored creatures can waltz through it, as can AVs. But it keeps out anything with ranged/debuff combos, or at least slows them down. This strategy isn't absolute, and can backfire if the enemy group turns out to feature massive number of buff-bot sets (Empathy, Kinetics, Force Field, Cold Domination, Thermal, Pain Dom, mostly.) But it limits the possibility of enemies simply one-shotting you.

    On the other side of the wall, players need to work to create a "wall of hardship." Ice Slick, Earthquake, Quicksand, etc. This is to make it so anything trying to reach them is slowed down enough that Force Bubble has a chance to eject them. This won't stop everyone--Teleporting enemies especially. But it's at least creating a buffer to slow enemies down. Pets should be kept in this region to whatever degree possible to encourage enemies to blow long recharge cooldowns on them. This frees you up to single target (mostly) enemies that make it through to you. The reason this is a good idea is it limits the AEs ability to trick you into destroying a boss/objective that allows the AE to throw more ambushes at you.

    Enemies should always be pulled. ALWAYS.* To whatever degree possible, this should be done with pets. The reason for this is simple. Enemies in the AE have insane abilities that are far stronger than anything encountered in the main game. You want them to blow as many of these attacks as possible on a pet. A player simply will not survive getting hit by 16 Aim + Infernos no matter what his defense and resistance look like.** You may be able to relax this rule some on multiple runs once you have an idea of what enemies can do to you. In any case, Phantom Army is a godsend here due simply to the fact that it is 100% immune to anything the AE can throw at it.

    [*EDIT: Rethinking this, I'd pull them after attempting to confuse them first. Reasoning is the same for a pet pull: you want them to blow long recharge powers, and you get the side benefit of them possibily obliterating each other. However, there is the risk that they might blow away a creature that spawns multiple ambushes. Mind, Illusion, and Electric Control and I think also Fortunatas are the sets most suited for this. This specific strategy is also why I think confusion resistance/protection is such a must-have for enemies. Sticking snipers or enemies that see through invisibility in the pile make this a lot harder to do.]

    [**Actually, you could survive, but I still wouldn't try it.]

    Ambush spawns are a total dice roll and IMO by far the most dangerous and unpredictable part of the mission. If they spawn on top of the team, the team might end up in a very bad predicament, especially if there are a large number of additional enemies still hanging around from the spawn that triggered the ambush. The only real strategy I can think of here is "everyone throw a mezz at them and hope to hell it lands." This is one situation where Black Hole is potentially very useful, for buying time if nothing else. But Black Hole can also make all the other mezzes miss, so that could backfire. If there is a Tanker present, s/he could try to grab aggro as fast as possible. Depending on what the enemy is, he or she is also likely to die. The goal here is almost damage mitigation via death triage; try to limit the number of people hit by the enemies, and resurrect everyone else. Most enemies don't have teleport protection, so if all else fails, a fast moving Gravity may want to try throwing the new group around the wall outside Force Bubble.

    For groups of AVs, or loads of enemies with armor secondaries, you are pretty much forced to take them head on. I'm at a total loss to think of a default strategy, because it depends so much on the powersets they have. For the bosses, you can at least be reassured that enemies can't combine a buff set with an armor. A buff/debuff AV on the other hand could be a thing of such terror that I'm at a loss to think of an effective strategy, other than: engage via Phantom Army and hope it didn't ambush you. If it's a group of debuffing AVs... well hopefully you have a lot of resistance to whatever debuff they're selling.

    [EDIT: If you actually read all of that, the other significant factor players have to account for are patrols. To my knowledge, patrols can't trigger an ambush, but they can definitely turn up at the wrong times. The existence of patrols makes me question whether fighting in the narrow hallway is a good idea at all. But I don't really know of anywhere where patrols are unwilling to go. One sick possibility that I'm not sure would work is to have one player suicide into the patrol, and then teleport him or her back. Does the patrol stop moving then? If not, this doesn't work. And it's kind of an insane "tactic" in any case. The alternative is to scout the map and kill the patrols early, but sheer map size combined with the right "filler" enemy group could make this impossible.]
  12. Quote:
    Originally Posted by Emgro View Post
    So, from looking at this thread, the ideal AE buster toon designed to adapt to as many buster-buster missions as possible would be a Fire/Cold Corruptor with the Leadership Pool, primarily for Tactics and Vengeance.

    This, if memory serves, offers several vital tools:
    -Recharge protection
    Strong defense boosts
    Some unique flavor debuffs from Cold that are rarely resisted directly
    A primary damage type that is not heavily resisted, except by one armor set
    A kickass -Res -Def power that can't really miss
    Vengeance to protect against cascade effects from characters getting unlucky/surprised/burst-DPSed and causing the whole team to fail due to defensive buffs falling apart

    And a flashy nuke, because when all else fails, blowing yourself up in a wall of flame is extremely satisfying.

    In a fit of bizarro, I just realized you could purposely slot a build like this to have ED-level acc enchancements in your single-target attacks in order to specially target uber defense enemies. Doesn't high base acc benefit more from boosted To-Hit from Leadership: Tactics?

    Nota bene: Obviously this is a team-support toon, not a solo one. In case anyone thought I was suggesting that a bubbler was a great solo char.

    Also, nobody has suggested a VEAT instead of the straight-eight def/corr/troller setups? I would think the better leadership toggles, mind link, or pets/omega maneuver would be welcome additions for the bizarre, highly artificial situations you'd encounter in AE challenges.

    Cold is a almost required set because of the -Recharge resistance. I'm much more skeptical of Fire Blast. Fire Blast's best ability would probably, IMO, turn out to be Rain of Fire. In an ideal setting I'd favor Ice Blast over that, for the stacking slows, single target hold, and two ranged placeables, one them being a nuke. But I still wouldn't want more than 2 or 3 Colds. You're left too wide open to some of the more exotic attacks, and have no mezz protection or heals to speak of.

    In terms of damage resistance, the assumption should be that many enemies will have very strong resistance to most attacks period. I don't feel like any set really has an advantage there.

    Vengeance, of course, applies to any character. The Corruptor version of it is about equal to a Controller or Mastermind, and somewhat weaker than a Defender.

    VEATS might be an effective class to consider. I've looked at them but don't know all of their actual strengths and weaknesses. Widows are basically like someone just copy-pasted all of the best powers from 4 or 5 different Psi sets, gave it mezz protection, removed the nuke crash, and soft capped it to everything. I still probably wouldn't use them for the whole team though I can see how they might have a place. Their major weaknesses are the lack of endurance recovery or healing, sleep powers (particulary Mass Hypnosis), or exotic mezzes like Fears or knockdown patches enemies have trouble coping with.

    I also wouldn't call the AE "highly artificial." It's a different environment, and it would be silly to say that any character is the most or least powerful based on their performance in it, but at the same time the STF, ITF, Apex and the rest are arbitrary in the same way, and people DO say those things based on performance there. Erroneously, IMO.
  13. Quote:
    Originally Posted by Melancton View Post
    I appreciate the discussion; many interesting replies.



    This is a possibility, but the Well has currently been singled out as "the" way to become "Incarnate" as I interpret the presentation. You could be right, but I also do not sense the Coming Storm as being particularly different morality-wise from the Well.



    I think this is my own biggest objection. The Well is "it." The Well is "the" source.

    And yes, I "Mystery Science 3000" that aspect, but I am not happy that the official lore makes the ultimate force of the universe the Well. It does not officially affirm Good nor Evil, but just the desire to have Power. I think the Devs figured that makes it "Neutral," but by favoring Cole, I cannot see how that does not make it "Evil."




    Well, I am, and I suppose a lot of folks are. But at some point, the game may well go over a line officially that endorses things that will make me too uncomfortable to go on. To use an extreme example: I will not play the Grand Theft Auto series because of the official presentation of a number of crimes and other acts; it is no good trying to ignore it and pretend it is really a Smurfs adventure.

    I have no problem with game mechanics that allow Vigilantes and outright Villains, because they are on parallel tracks to the same general level of power. You are not shoehorned to a particular moral decision in order to hit level 50, say. Not so if you want the next level of power, which the Devs have unfortunately presented as it stands.

    The Well of Furies previously was something non-sentient and passive; simply "a" means of becoming Super. Two guys found it, drank from it and the uses that they made of the abilities that resulted were guided by their respective moralities. That is different from a sentient Well making what are ultimately moral choices by favoring the evil Tyrant above all. Further, we are told that the Well has to be "resisted" or it will take you over completely. While this is all presented as not having any particular morality, and thus "amoral," I would agree with those that have concluded the Well is acting in an Evil fashion, and if Stupid is as Stupid does, the Well is Evil. And the Well is running the whole show as it is presented. So I ignore that aspect for the moment, since it is incompatible with my own lore. I am just getting antsy that the Devs will push this further and further to where participating at the highest level will mean having, if I may draw the comparison, to wear some form of an armband that I do not ever care to wear.

    Are you saying you aren't thrilled that you now GET to share an origin with Marcus Cole, the most heroic and yet most vile, most powerful and yet most emotionally vulnerable, most humorless and yet most charismatic man ever to live in any timeline, plane of existence, or marketing campaign since the dawn of Adam (who, it will later be revealed, was actually an aspect of Marcus Cole)?
  14. Quote:
    Originally Posted by Doomguide View Post
    Granted no indestructible pets on the team. What else do you believe is missing from that team Illusion would bring?

    Adrenaline Boost is not only a potent +recharge (+100%) buff but has substantial resistance (80%) to recharge debuffs, run speed debuffs, jump height and distance debuffs, and fly speed debuffs. There's 4 Emps on that team (and a Kin).

    Hmmm ... started big reply here, but it boils down to the team wasn't very reliant at all on mez ... defender secondaries are blasts, the team is 6 defenders and 2 controllers one of whom was Mind. Our insane mitigation had far more to do with mowing everything over than any mez the controllers might have been dropping, including Flashfire. Doubt my Emp/Rad really cared if the Tarantula Queen or Bane Spider Executioner was mezzed or not (not entirely true of course but), first they will likely miss me, if she does hit the non-psi portion of the attack hits sonic shields and my own Dark Embrace, what gets by that hits a defender with 2000% regeneration and likely can't be mezzed by anything said the foe(s) have (since I have 2 or 3+ CM on me at all times). And that said --->

    Nope the Gauntlet (good choice in name ) is no STF ... better not be or that team will destroy it.

    And yes on my ideal team I'd probably want to swap in ... maybe an Ill/Cold. I'd probably keep the Kin at least initially (some fairly unique buffs like ID in the set) and drop one of the 3 defender Emps. Two is all one needs to crank out near constant 1800%+ team wide regeneration buff to go with capped defense. If it gets by both defense and resistance it still needs to then overcome rather potent +regen (enough to send my health bar from bottomed out to topped out in around 10 seconds without me otherwise lifting a finger). I posted that team not so much cause it is an 'ideal' team as much as it was basically a bunch of folks grabbing their favorite character and running a Task Force. In other words not hand picked to beat the Gauntlet per se but a very potent 'normal' PvE team and I'd be curious just how well they would do. Outside of mezzing the foes in one shot to prevent retaliation, which by and large they didn't do, that team had some incredible mitigation levels. Not sure I've ever been on a team before or since with that sort of mitigation capability which is saying something.

    The STF is not a particularly hard Task Force. It has the brick wall at the end that is the AVs, but not so much because they throw a train at you. They are big bags of HP and, IMO, kittens compared to what the AE could do to you. Recluse is a tank and spank that happens to require killing 4 other objects before attacking him, but standard fare none the less.

    The AE is capable of throwing out ambushes of Illusion/Fire Blasters who are armed with: Confusion, Group Invisibility, Phantom Army, Aim, Inferno. Then there are the Ice Control/Storm Summoners who are able to hit you with -400% Recharge each and are invisible, have confusion protection, three autohit slows, -fly, and capped exotic damage because of stacking Steamy Mists. There are Ninjitsu Dominators, Masterminds with Kinetics, ambushes of all-Earth Control Dominators with autohit -Defense, enemies with PBAoE heals, 16 mezz protected bosses running Hurricane and casting Tornadoes, and all other forms of nightmares. Oh, and that thing we call the soft cap? It's five times higher than what the Tank needed to deal with Recluse...

    Addition: The reason you need mezz, specifically, is that without it the enemies are free to buff each other the same way your team can buff itself. There are restrictions on how many enemies can attack a player at a time, but none at all on how many can stand around buffing their allies. And the attack powers of AE creatures outstrip anything in the game by a HUGE amount. You have to shut them down if you can--altho if the mission is almost entirely AVs, that won't be (as) possible. The strategy would probably begin to revolve around groups of Illusion and Mind Controllers stacking Confusion on the AV prior to the fight (some people would suggest a Mind Dominator but IMO its not worth losing the buff secondary).
  15. Quote:
    Originally Posted by Arcanaville View Post
    On the subject of maps: I would rather challenge the players with the critters, and not exotic map locations. I want to balance giving the players options without letting them dictate the fight completely. That's why I like those ship maps for challenge missions. Each compartment isolates the different parts of the map from each other, which means the players cannot always see what's coming or what's next until it approaches. Conversely, high ceilings mean things like flight and hovering are not nullified like they are in caves. If teams can literally destroy anything I can put in a map like that, I would consider using map geometry to further reduce the options players have. But for now, I think the ship maps are a relatively even playing field.

    This isn't so much a question of fairness, as it is the point is to give a strong team a challenge for their abilities, not constrain their abilities. A fight in a phonebooth can be advantageous for the players if they choose it, but it can also eliminate options and give the critters a huge advantage by taking away one of the areas players excel over them: smart movement.

    If you want to really throw the hammer at Controllers, look for some way to prevent or limit immobilizing AVs. You just cut their damage in half.

    P.S. is that Famine enemy from the LGTF available in the AE? I'm not sure if he's the one who's hit me for -300% Recharge before, but something in that Task Force is able to floor me.
  16. Quote:
    Originally Posted by Doomguide View Post
    @Oedipus_Tex, just for discussion I'll point out one reason I think the team I mentioned above was so potent was the fact it was buff vs debuff heavy. Not saying I'd want nothing but buffers but buffs typically don't suffer from foe resistances ... an advantage more pronounced vs +4 AV's than elsewhere. Buffs also usually don't involve the risk of getting them in play as can be the case with debuffs (though many patches like QS, Sleet and FR can be used from around or behind cover).

    Such teams are potent, but the environment in an AE Gauntlet (as I've come to think of them, due to their resemblance to the insanity of that old game from the 1980s) is quite a different environment than the STF. Just glancing at your lineup, the lack of an Illusion Controller would worry me greatly. You also do not have enough -Recharge resistance to overcome the likes of 2 or 3 Ice Control/Storm enemies--god forbid an entire boss level ambush full. And although I am possibly missing it, I think Fire/Kin is a poor pick for a Gauntlet. The enemies are virtually guaranteed to have mezz protection via bubbles, which eliminates ALL of your controls (well, except Bonfire), and its too dangerous to get close for Hot Feet. Not saying your group wasn't great, and might even do ok on a blind Gauntlet like this, but I don't think the STF is really comparable at all.

    EDIT: Re-read what you wrote and realized I was responding to the wrong point. I agree that buffers would be very useful because of their ability to act pre-emptively. I still think you'd want a very heavy dose of debuff and control too though.
  17. Quote:
    Originally Posted by Zamuel View Post
    Personally, I think Intangible is perfectly valid for NPCs if kept at a minimum since it does act as disruption. Limiting it would be based on enemy choice and perhaps powerset since the argument fluctuates between AoE and ST sources.

    Concerning KB, I wouldn't be so quick to dismiss players being affected by it due to some things like Force Bolt having high mag.

    Also, you missed an effect, Teleport. Only a few armors offer protection against it and only Gravity's Wormhole is a valid source of it. While not directly a debuff in itself, it adds to the disruption factor by splitting the team.

    Looking at the version of Wormhole available to enemies, it looks like it doesn't actually do Teleport. It appears to be just an AoE stun with knockback. But in the right circumstances Wormhole could be hugely useful to players, because if you were to pick enemies up and throw them out of the radius of radial mezz protection, you might cause them toggle drop.

    On enemies, Force Bolt is Mag 9. That would be enough to cause some issues. IMO the best player strategy is defense buffing so that most of the bolts miss. But ID helps too. Luckily it appears that Force Bolt is pretty much the only KB available to custom enemies that rises above Mag 8 (two -kb IOs). Most other KB powers appear to be around Mag 3 or less, with a few exceptions (Wormhole, Power Push) at around Mag 7 or 8. I should note that Bonfire appears to be able to throw you even if you have protection. At least, it seems like my characters with Mag 4 protection get thrown sometimes despite Bonfire supposedly being Mag 3, maybe due to stacking KB, or maybe because enemies actually use the same pet players do so the values shown in the AE detailed view are wrong?

    The other effects I left out were Taunt and Placate. Getting a Tanker in this mix really wouldn't be a bad idea IMO. Mainly for the autohit Taunt and it's associated -Range, which in some circumstances you may be able to abuse to heck and back with the right map and clever use of Force Bubble. If I had to drop one support set, it would be the extra Radiation character in favor of a (probably) Dark Armor Tanker. We'd just have to pray s/he was able to actually hit enemies with the heal. But if nothing else, that autohit Mag 30 stun in the self rezz would be nice to have around.
  18. I think to really put the nail in the coffin for a team of 8 people, you have to look for the seriously hindering abilities that very few sets protect from. To make it more extreme, then try to push this through in a way so that sets that bring relatively less to the table more or less become required, to squeeze the team away from other major advantages they would have.

    Like most of the rest of the posters, I tend to feel the buff/debuff sets are the ones to beat, so I'll look mostly at those here.

    -Recharge: Cold Domination offers 60% resistance to this. This more or less makes 2 Cold Dominators "required" on the player team, at least IMO. -Recharge absolutely wrecks players otherwise, and a lot of it is available in an autohit format.

    -Defense: No sets offer explicit protection (except Shield), but lots of them let you stack defenses so high it may not matter.

    Confusion: Several sets offer protection. Stacked Tactics may be the most effective counter for players. Enemies almost certainly need some Storm Summoning users to prevent massive exploitation of this ability.

    Fear: Only protection I can think of is in Dark Miasma or castables. Assuming you are able to hit the players, this one is extremely exploitable.

    Sleep: Protected by castables or after the fact by healing. But more importantly, is available to critters via Mind Control, which bypasses some portion of defense, and via Electric Control's sleep patch, which is massively annoying. Note that the fact that for critters this requires a castable, players may be able to sneak up and sleep groups, especially due to Mind Control's aggroless sleep power.

    Stun, Hold: Covered by any big bubble. IMO Sonic Resonance may be the set to go with for critters for one simple reason: when first encountered, they have no cooldown on Liquefy. And Sonic's normally very redundant clear-mind type power isn't so much wasted here. Note that groups of Controllers or Dominators may be able to bust through a Hold.

    Knockback/Down: For players, IOs eliminate a portion of this. Critters without armor will at a minimum fall victim to it unless one of them can cast ID. I'm not sure if having an enemy spending time casting that instead of some of the nastier abilities in Kinetics is worth it. The fact that many critters won't be protected from knockdown/back and that it is available in autohit form (Ice Slick, Earthquake, Bonfire) may be a significant leverage point for players to exploit.

    Repel: In the maingame I'm not a fan. In this kind of play though, I'm completely unsure. Almost nothing without actual armor has immunity to repel, including players. ID from the Kinetics set protects against it. However, enemies with Force Bubble will not run the power continuously. They will turn it on only for a few seconds at a time. It is is still massively annoying. Note that one way I experimented with killing players is giving them an "ally" that ONLY has Force Bubble, which results in it following the player around aggroing everything within a 100ft radius, and simultaneously forcing groups apart.

    Endurance Drain: Throwing a ton of this at players forces the issue for them greatly. However the question is what source to use. IMO Freakshow Super Stunners may be a partially good one. Or maybe not. In any case, by throwing enough of it at players, you almost force them into having a Force Fielder for the ~85% resistance.

    Intangible: Kind of sucks in the main game. In this situation though, maybe not so much. NOTHING grants protection to it to my knowledge. Black Hole would be almost a must-have power for Dark players. For critters, I agree with Arcana that including it would just make the whole thing irritating.

    -Run Speed: For players, likely nullified by Cold and Kinetics. For the critter group, two enemies with Arctic Fog give them 100% resistance, at least unless players can detoggle them.

    -Regen: Not protected against anywhere. IMO the enemy team shouldn't even be considering it.

    -Healing: Cold Domination again. But it's single target.

    Afraid: As far as I'm aware, nothing protects against this. However, it doesn't affect players, so the enemy group has no special use for it. Players can use it to exploit enemy behavior, and it is available in some autohit powers (e.g. Arctic Air).


    Based on all of this, knowing nothing about what specifically will be in the mission, and assuming I could just roll them up like NPCs:

    BUFF/DEBUFF SETS
    x2: Cold Domination
    x1: Empathy
    x1: Force Field - preferably with Force Bubble, job is to bubble and create lockout zones around corners when ambushed
    x1: Dark Miasma - preferably with Black Hole
    x1: Kinetics
    x2: Radiation Emission (mainly for the autohit toggles)

    PRIMARY/SECONDARY
    x1 Illusion Control (minimum)
    x1 Mind Control (minimum) - preferably with Telekinesis
    The other sets are up for debate but Fire and Gravity Control and any Defender set without debuffs would be some of my last preferences; Archery may still be ok though. I'd be working the assumption that enemies have lots of Confusion protection, so Plant Control is valued here more for Creepers than anything else.

    Of course, once you know something about the actual mission to be run, this lineup could change. Part of the challenge of this thread, if we do identify a real great lineup, would be to theorycraft the mission that busts them.

    [Side note: IMO, stacked Vengeance needs to be ruled out as a valid tactic for either enemies or players. I'm not saying that shouldn't be used ever, but I think that in reporting victory the team would have to fess up to how many Vengeances were used, with "higher scores" going to teams that use it less often.]
  19. Quote:
    Originally Posted by Venture View Post
    No sane, ethical person would have anything to do with the Well as described.

    Interesting statement. IMO, the Well isn't necessarily the devil setting up a Faustian bargain.

    It could be God.

    Desire to make this game still play in Peoria (Praetoria?) limits how far the storyline could ever carry this, but to me at least there ARE some compelling possibilities. Even if they will never be fully realized as official canon. But setting up any magical entity as the "source of everything" has definite metaphysical implications, intended to be read that way or not.
  20. Quote:
    Originally Posted by Arcanaville View Post
    Even with bosses off, beating it is still not easy. Its certainly a far harder challenge than the RWZ challenge.

    As to ways to make it harder, its actually been tweaked downward many times. I removed excessive confuses from it, and I took out smoke when too many players noted that without +perception, it turns the thing into an impossible mission. At one time there were a lot of fire guys in there with fire damage auras, but those were bugged to do double damage, so they got removed also.

    I'm using this mission as the foundation to make the Ultra Killer Mission for this thread. I've been rebuilding the minions. They are already plenty scary, before I've added the upgraded LTs. And believe me, I'm using all my knowledge of making nasty critters from the ground up: the minions aren't throw aways.

    Yeah, the names are not very tricky. That's going to change in this mission. They won't deliberately lie, but neither will they say what the thing is so blatantly.

    If I'm lucky, I might have an early alpha of this thing up this weekend some time. Depending on how many ITFs I end up on, of course - still got those two badges to work on.

    PS: Glad you enjoyed the mission. Its not intended to blatantly assassinate players. It is intended to be beatable by a strong enough player or set of players. But its intended to make people think it took effort to do it, even for strong players.

    PPS: I gotta fix the contact. Its not supposed to be a boulder, but the devs keep patching things in ways that alter my missions in weird ways.

    I went back and tried it with bosses. Knowing what I know now about the structure, I was smart enough to clear out the area before attacking the main boss, and kited him around while I took out everything else in the area. His vulnerability to Ice Slick is exploitable to an extent. I was very very glad to be an Ice Dom and not a Fire. Plant or Mind might have had a somewhat easier time due to their ability to confuse bosses, which Arctic Air can't. On the other hand, the ability to slow them seemed to help me out a lot, and let me at least race behind boxes. The Masterminds summoning their minions right into my AA was pretty LOL too, when they'd all show up and blow the MM away.

    It was all smooth sailing until the second ambush wave. Holy carp. Instant death the moment they spawned on top of me. I came back, managed to pull 2 or 3 bosses at a time. They still killed me. More an issue of not having the sustained DPS of a "true" damage archetype and the serious handicap of mezzes failing. A Mind Dominator might have had an easier time, although I can see many full teams wiping on that second wave. Still I think it's a cool mission. It scares me to think of how much harder this could be.
  21. Quote:
    Originally Posted by Arcanaville View Post
    My goal would not be to make a mission that tried to outlast the players. That would be boring, and there are trivial ways to do that. My goal would be to make a mission that killed the players, in tricky ways. That would be more entertaining and more in the spirit of the challenge.

    By the way, the Scrapper Challenge mission actually has some design rules in it, which I set for myself to test a theory. I theorized it was possible to make an extremely difficult mission without resorting to the conventional way the devs do it: by scaling numbers, especially health, aka the big bag of health syndrome.

    So the rules were:

    1. No AVs. The mission actually contains no Archvillains.

    2. No indestructible critters. None of the critters in the mission is designed to be ludicrously difficult to kill. They are all individually defeatable, but extremely dangerous.


    This time around, I would use AVs. Even very tough EBs would probably not be strong enough to take on the strongest possible teams out there, with purpled builds and alpha shift. But the goal would be to make a mission that was dangerous in an interesting way. The Scrapper Challenge is dangerous in I think an interesting way. If you want to see what I consider an interestingly dangerous mission, that's the place to start.

    Just tried it on my Ice/Fire/Fire Dominator, Solar Icecap. Great mission. I don't have any characters hardcore enough to solo something like this, so I did it on +0x8 with bosses turned off. I don't get to claim the fame of saying I beat it at the intended difficulty, but it was a lot of fun regardless. It wasn't as hardcore as what we've been talking about, but met a different challenge niche (that is, doable with practice by many people). I included a few screenshots of the action.


    Here is the character meeting the contact, wearing perhaps one of the least intimidating superhero costumes currently registered in Paragon City.



    Walking into the opening and spotting the Sonic Resonance bubbles, I knew immediately I was going to be breaking some rules of typical Scrapper challenges. Kiting was absolutely going to have to happen. Luckily I had an inspiration load of about 10 greens, 2 break frees, and whatever other random inspirations I happened to pack.



    Opening with a pull onto Ice Slick seemed the way to go since I had no idea what attack these guys were packing.



    This evolved into a firefight when the mini robots started showing up. Around this time, Domination kicked in and I was able to immobilize them despite the giant bubbles.




    The first couple of groups of just robot guys went ok, but then the ambushes started. I was handling that with modest success, running back and forth between sides of the mission to kite the enemies across Ice Slick. But eventually there were so many I had to face them head on.



    Eventually it got to where there were at least 3 or 4 different kinds of enemies shooting at me. One of them was some kind of Energy Blaster that had a nasty melee attack and moved REALLY fast. Luckily they didn't seem able to hit me too often, but at this point I was running low on green inspirations.



    Things got more desperate as more and more enemies of different kinds kept showing up, forcing me to abandon my hiding spots.




    Suddenly, the word "Confused" appeared on my screen. Oh crap, Illusionists. At this point I was reduced to running and hidding and hoping I could catch them in Rain of Fire when I was unconfused. No luck.



    Rather than use Rise of the Phoenix, I decided I needed to depart to the hospital. I didn't bother buying new inspirations despite being out of greens. On my return, my only option was to try to single target the Illusionists before they could spot me.




    After this part, I thought I still had to defeat the entire boat. But to my surprise after ranging the two enemies downstairs, the glowie showed up. I snuck past the enemies and grabbed it, claiming my 54 tickets!



    Great mission. A lot more fair than anything we've talked about in this discussion. Some lessons learned for me:

    - Having an AoE sleep power is surprising valuable against enemies with shields. You can throw out an AoE hold first, then follow with the sleep, and hope the detoggle from the sleep in turn forces the hold to hit.

    - However, Ice Control's ranged sleep power still mostly sucks.

    - Naming your enemies "Illusion Challenge" greatly assists the players in figuring out who keeps Confusing them. Had you named them "Sword Challenge" you probably could have wrung 2 or 3 extra deaths out of me. A dirty trick, but this is a dirty thread.

    - Mezzes completely wreck solo squishies. Not that that's suprising given what we know.

    - Had you hit me with -Speed and -Recharge (especially from an autohit set) I would have faceplanted a lot more. However the encounter may also have teetered far into the "extremely frustrating" category.

    - Masking which entity summons the ambushes makes the whole affair a LOT deadlier.

    - Having a couple of groups of easy enemies between big fire fights keeps players guessing. Even though I could handle hordes of robots fairly easily, the chance that one of them might summon another ambush kept me from getting too aggressive.

    Great mission. I may do it again sometime when I want a reminder of how much less my characters can solo than a melee when the game actually ramps up the challenge meter.
  22. Quote:
    Originally Posted by Dispari View Post
    On that note, WP AVs are hilariously durable. With the massive +regen and +HP buffs on top of a unit that already has huge numbers in those things, on top of RES, they can be super impossible to kill.

    True story, I have a WP AV in my only published arc. I toned her down and removed powers a few times until I finally just made her super offensive-oriented by giving her Rage and whatnot. Having her run around with +20% ToHit doing 2000-3000 damage is much better than the alternative. Through all the rebalances and whatnot, many versions of her were almost impossible to kill. More than a few times I watched full teams of 8 struggle to even kill her. Adding SoW makes the encounter hilarious.

    And back when the rezzes had normal recharge times, when she'd die she'd get a big chunk of time with +100% recharge, and then revive with all that HP and still have a bunch of regen and RES. I never once took a team through it that could kill her in the window before she could just rez again and again and again.

    The best part is that WP has resistance to -regen.

    I can second this. I remember in the early days of the AE, before the Meow farms came into proliferation, when it seemed like every arc featured some ridiculously powerful AV. Willpower was pretty much unkillable. And, actually, putting any of the full armor sets on an AV is so overpowered that it kind of becomes farcical.

    And then there is /Ninjitsu, the armor suited for combining with the blast set of your choice, so that anyone with less than Tanker armor dies in a flash of surprise nukes.
  23. Quote:
    Originally Posted by Arcanaville View Post
    I've been looking for an excuse to get back into the AE, maybe this is it.

    I'd like it if something like this got started. It not something you can do in any other MMO.

    My only concern is about AVs. They are pretty easy to make so irritating that the mission stops being challenging and just becomes boring. IMO a common sense rule needs to apply to them. I think it's ok for them to be hard, but IMO the only challenge should not be "lets see you out DPS THIS."
  24. Keep in mind that some things that do not do damage are flagged purely as one type, usually the positional. They are somewhat more rare in the main version of the game, but I run into them all the time in AE missions. Some of the ones I know about (and including a few powers that do do damage):

    Entangling Arrow: Ranged only
    Flash Arrow, Poison Gas Arrow, Acid Arrow: AoE only
    Siphon Speed, Siphon Power, Transference, Transfusion: Ranged only
    Sonic Siphon: Ranged only
    Seeds of Confusion: AoE only
    Volcanic Gasses: AoE only
    Fearsome Stare: Negative energy only
    Detention Field: Ranged only
    All powers in Mind Control: Psi only
    Flash: AoE only
    Blind, Decieve: Psi only
    Spectral Terror's fear power ("Terrify"): Ranged only

    Weird ones in Thermal Radiation (was this set originally planned as an "Energy support" set?):
    Heat Exhaustion: Checks Ranged and Energy, not Ranged and Fire
    Melt Armor: Checks AoE and Energy, not AoE and Fire