Phoebe_Ponderas

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  1. Hmm...I wonder how hard it would be to soft-cap a Willpower without giving to much up in the process? Considering soft-capping makes you (generally) get hit pretty rarely the massive regen would more than likely refill your hp bar between the hits you do take. On the other hand Willpower doesn't do nearly as much good as, say, Shield Defense when you haven't actually taken damage.

    Shields would give me a better overall kill speed and is VERY easy to softcap (on a tanker you don't even need the +3% IO's, may or may not need them for a scrapper) but if I get hit I'm going to need to get healing on my own. On the other hand, Willpower will give me the endurance I need to sustain the long fights with an army of grapes as well as recover me when I do get hit, but it's a lot harder to softcap and won't give me any damage benefit at all.

    Also, when trying to soft-cap, if your going tank/scrapper is Melee the best one to shoot for since thats where you are? On a Shield it doesn't matter, you can soft-cap all positional defenses very easily. But on a Willpower I'm not so sure you can soft-cap all three.

    I suppose the fact that I can't decide what to play means the company is doing a good job. If there was only one choice to make it wouldn't be very much fun now would it?

    [edit] Just to bring in the things I've been told on the main two forums so far in combo with this one...

    If I do tank: Seems fairly even-up on choosing Willpower or Shield Defense. One for insanely high regen with near soft-cap, one for great damage. Neither seems to be pulling ahead on this one.

    If I do scrapper: Pretty much universally said Shield Defense unless I want to play a set that is mutually exclusive with shields, then go Willpower

    For offense: So far Fire is winning by a mile on both sides :P
  2. It's funny you post this today. Just last night I was pouring through Mids trying to figure out the best new solo character to make when it occured to me that, unless I planned on spending on defense bonus IO's, that I would be playing sub-par to what I could be doing. I originnaly tried making a mids build for every tank armor type just to see what I liked best and could only come up with two real conslussions. Keep in mind I am not some numbers-guru for this game, I only know what I see.

    Shield Defense: Offers massive damage bonuses and is able to pretty easily soft-cap melee. For a lot more money can soft-cap all three positional stats.

    Willpower: Offers massive regen bonuses and has the same soft-cap situation as Shield Defense.

    None of the other armor sets seem...I dunno...as nice after doing the numbers. Resistance based sets are better at lower level, but they pale in comparison to defense at high level. On the other hand, any AT can soft-cap all their defenses now for the right amount of money so it pretty much comes down to how much you really need tanks. I will still personally play a tank mostly for the great taunt and the 1000+ boost to HP, but really any AT can tank now it seems, assuming the player has the money needed to invest in the IO's to do it.
  3. Well I made a post on the scrapper forum, now it's the tanks turn. They gave me their ideas and now I want yours

    Tank is generally my preferred melee character over scrapper, mainly because I can survive pretty much anything. However I am quite aware that tank damage can be...underwhelming at times. However, the ability to swim into mobs and (mostly) not have to even watch your HP is a bit of a nice bonus.

    My question is, what sort of setups do you think could swim into the new i16 fully maxed out mobs solo and come out on top? My general idea was either a soft-capped shield defense or a nearly soft-capped willpower. Both have some fairly obvious advantages (those being damage and regen of course) but figuring out a primary to stack with either is throwing me off.

    Dark Melee is always good, drops their accuracy, but very little AoE power. Super Strength is always an option of course, but if you hit a rage crash in the middle of an army of purples you might not walk out of it. Electric Melee actually seemed a possability also, it has some nice AoE ability even if it is a little lacking in single-target ability.

    Any ideas on the best way to do this?
  4. After posting on the main Archtype forums and having a small debate on the whole tanker vs scrapper for soloing, I figured I would ask a question in here since the general idea seems to be that scrappers solo better than tanks.

    Now generally I would hold that idea to be true, BUT, with i16 coming out I have to ask this: If I wanted to solo 8-man spawns set to max difficulty, would I want to do that on a tank or a scrapper? The loss in ~1000+ hp seems rather nasty, despite being able to soft-cap defenses on either a scrapper or tank (admittedly I tend to only soft-cap melee defense since trying to soft-cap all three costs an absolute fortune and most of my time is spent in melee).

    So my question is, if I want to go swimming into massive swarms of purple mobs, do I want to mess around on a scrapper or stick with a tank?
  5. Hmm, thanks for all the replies so far. I think what it comes down to is, with i16 allowing us to pad our own spawns...what do you think would take down a maxed out setup while solo? I've been playing with mids and can soft-cap both a tank and a scrapper (at least for melee, not so easily others if I focus on melee) but the loss of 1000+ hp makes me feel a tiny bit uneasy when swimming into 10+ purples >.>

    And this assumes I even stay with dark melee and shields. Willpower for the 1000%+ regen, super strength for foot stomp, and several other sets are looking appealing the more I look into things.

    I suppose the real question is staring to become, what sort of characters can really take on fully maxed-out settings on their own and do well :P
  6. Leave it to me to forget to send a data chunk...



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  7. I had actually forgotten the whole scaling system coming out with i16. Meh, that does complicate things a little bit...well, not really I guess. I still want a shield scrapper/tank, and if I get even more damage buffs out of it now even better. I can sit at an easy ~80% damage buff all the time, would make jumping into mobs with my shield teleport even tastier. On the other hand...meh, dunno It does make me wonder what sized mobs I want to mess with now. Would a shielder get eaten fast enough to not make it worth it...

    Great, now I don't know who to solo with :3
  8. I've been messing around with a Shield Dark-Melee build for a while and am a bit unsure which direction to take them in. Being able to softcap defenses easier on the tank means I have more free space to enhance damage with IO's. On the other hand, scrappers already do more damage but will take more IO's dedicated to my defense away from attacks.

    Not really sure which will be better in the long run, any ideas?
  9. Alright, I made some modifications based on recommendations. I moved hover/fly around, switched to psychic (I didn't realize the psychic had a T1 hold, I took elec only for the hold, not the immob), and took Aim and Blizzard. The problem is getting slots for them.

    The over-slotting is pretty much entirely for sake of AoE/Ranged defense, not for the powers themselves, although I tried to pick sets that would benefit said powers.

    Anyway, better?

    [edit] Also...my fiance is going to be level-pacting this character with me and wants to be a tank and/or scrapper. She wants to know what type of armor would synergize best. I figure a defense set since dark drops to-hit a lot, but I'm not so sure she really needs to worry all that much about what to pick. Does she?

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

    NoName: Level 50 Magic Defender
    Primary Power Set: Dark Miasma
    Secondary Power Set: Ice Blast
    Power Pool: Fitness
    Power Pool: Leadership
    Power Pool: Flight
    Power Pool: Teleportation
    Ancillary Pool: Psychic Mastery

    Hero Profile:
    ------------
    Level 1: Twilight Grasp Nictus-Heal:50(A), Nictus-Heal/HP/Regen/Rchg:50(3), Nictus-Acc/Heal:50(3), Nictus-Acc/EndRdx/Heal/HP/Regen:50(5), Nictus-%Dam:50(5)
    Level 1: Ice Bolt Empty(A)
    Level 2: Tar Patch RechRdx-I:50(A), RechRdx-I:50(37)
    Level 4: Darkest Night DarkWD-ToHitDeb/EndRdx:50(A), DarkWD-ToHitdeb/Rchg/EndRdx:50(33), DarkWD-Rchg/EndRdx:50(33), DarkWD-ToHitDeb/Rchg:50(33)
    Level 6: Howling Twilight Stpfy-Acc/Rchg:50(A), Stpfy-EndRdx/Stun:50(7), Stpfy-Acc/EndRdx:50(7), Stpfy-Stun/Rng:50(29), Stpfy-Acc/Stun/Rchg:50(29), Stpfy-KB%:50(31)
    Level 8: Shadow Fall RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(9), RedFtn-EndRdx/Rchg:50(9), RedFtn-Def/EndRdx/Rchg:50(11), RedFtn-Def:50(11), RedFtn-EndRdx:50(27)
    Level 10: Swift Flight-I:50(A)
    Level 12: Fearsome Stare SipInsght-ToHitDeb:30(A), SipInsght-Acc/ToHitDeb:50(13), SipInsght-Acc/Rchg:50(13), SipInsght-ToHitDeb/EndRdx/Rchg:50(15), SipInsght-Acc/EndRdx/Rchg:50(15), SipInsght-%ToHit:50(27)
    Level 14: Health Heal-I:50(A)
    Level 16: Freeze Ray Lock-Acc/Hold:50(A), Lock-Acc/Rchg:50(17), Lock-Rchg/Hold:50(17), Lock-EndRdx/Rchg/Hold:50(23), Lock-Acc/EndRdx/Rchg/Hold:50(25), Lock-%Hold:50(25)
    Level 18: Petrifying Gaze Lock-Acc/Hold:50(A), Lock-Acc/Rchg:50(19), Lock-Rchg/Hold:50(19), Lock-EndRdx/Rchg/Hold:50(21), Lock-Acc/EndRdx/Rchg/Hold:50(21), Lock-%Hold:50(23)
    Level 20: Stamina P'Shift-End%:50(A), P'Shift-EndMod:50(42)
    Level 22: Ice Storm Det'tn-Acc/Dmg:50(A), Det'tn-Dmg/EndRdx:50(46), Det'tn-Dmg/Rchg:50(48), Det'tn-Dmg/Rng:50(48), Det'tn-Dmg/EndRdx/Rng:50(48)
    Level 24: Maneuvers LkGmblr-Def/EndRdx:50(A)
    Level 26: Tactics EndRdx-I:50(A)
    Level 28: Hover Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(31), Zephyr-ResKB:50(31)
    Level 30: Fly Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(39), Zephyr-ResKB:50(39)
    Level 32: Dark Servant BasGaze-Acc/Hold:30(A), BasGaze-Acc/EndRdx/Rchg/Hold:30(34), BasGaze-Rchg/Hold:30(34), BasGaze-EndRdx/Rchg/Hold:30(34), BasGaze-Acc/Rchg:30(40)
    Level 35: Bitter Freeze Ray Lock-Acc/Hold:50(A), Lock-Acc/Rchg:50(36), Lock-Rchg/Hold:50(36), Lock-EndRdx/Rchg/Hold:50(36), Lock-Acc/EndRdx/Rchg/Hold:50(37), Lock-%Hold:50(37)
    Level 38: Blizzard Det'tn-Acc/Dmg:50(A), Det'tn-Dmg/EndRdx:50(39), Det'tn-Dmg/Rchg:50(40), Det'tn-Dmg/Rng:50(40), Det'tn-Dmg/EndRdx/Rng:50(43)
    Level 41: Aim GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(42), GSFC-ToHit/Rchg/EndRdx:50(42), GSFC-Rchg/EndRdx:50(43), GSFC-ToHit/EndRdx:50(43), GSFC-Build%:50(50)
    Level 44: Dominate Lock-Acc/Hold:50(A), Lock-Acc/Rchg:50(45), Lock-Rchg/Hold:50(45), Lock-EndRdx/Rchg/Hold:50(45), Lock-Acc/EndRdx/Rchg/Hold:50(46), Lock-%Hold:50(46)
    Level 47: Recall Friend Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(50), Zephyr-ResKB:50(50)
    Level 49: Assault EndRdx-I:50(A)
    ------------
    Level 1: Brawl Empty(A)
    Level 1: Sprint Empty(A)
    Level 2: Rest Empty(A)
    Level 1: Vigilance
    ------------
    Set Bonus Totals:
    16.5% DamageBuff(Smashing)
    16.5% DamageBuff(Lethal)
    16.5% DamageBuff(Fire)
    16.5% DamageBuff(Cold)
    16.5% DamageBuff(Energy)
    16.5% DamageBuff(Negative)
    16.5% DamageBuff(Toxic)
    16.5% DamageBuff(Psionic)
    5% Defense(Smashing)
    5% Defense(Lethal)
    14.7% Defense(Fire)
    14.7% Defense(Cold)
    18.8% Defense(Energy)
    18.8% Defense(Negative)
    4.38% Defense(Melee)
    33.8% Defense(Ranged)
    29.4% Defense(AoE)
    2.25% Max End
    18% Enhancement(Accuracy)
    5% Enhancement(Heal)
    3% Enhancement(Stun)
    10% Enhancement(Held)
    23.8% Enhancement(RechargeTime)
    14% FlySpeed
    72.5 HP (7.13%) HitPoints
    14% JumpHeight
    14% JumpSpeed
    Knockback (Mag -12)
    Knockup (Mag -12)
    MezResist(Confused) 20%
    MezResist(Held) 28.8%
    MezResist(Immobilize) 22.2%
    MezResist(Sleep) 23.3%
    MezResist(Stun) 20%
    MezResist(Terrorized) 20%
    9.5% (0.16 End/sec) Recovery
    1.26% Resistance(Fire)
    1.26% Resistance(Cold)
    3.75% Resistance(Energy)
    14% RunSpeed
    4% XPDebtProtection
  10. The idea I wanted with this character was to get as many holds as possible. I think four is the max, one in dark, two in ice, one in anc. pool. I could have missed one somewhere but I think this is about right. On top of the holds I wanted to get my positional defenses (AoE and Ranged at least) as high as possible. The build does softcap Ranged and almost softcaps AoE. More than likely going to break my bank trying to make the character of course but it seems playable to me. Just wanted to get some opinions since Defenders are really not my normal character.

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

    NoName: Level 50 Magic Defender
    Primary Power Set: Dark Miasma
    Secondary Power Set: Ice Blast
    Power Pool: Fitness
    Power Pool: Leadership
    Power Pool: Flight
    Power Pool: Teleportation
    Ancillary Pool: Electricity Mastery

    Hero Profile:
    ------------
    Level 1: Twilight Grasp Nictus-Heal:50(A), Nictus-Heal/HP/Regen/Rchg:50(3), Nictus-Acc/Heal:50(3), Nictus-Acc/EndRdx/Heal/HP/Regen:50(5), Nictus-%Dam:50(5)
    Level 1: Ice Bolt Empty(A)
    Level 2: Tar Patch P'ngTtl-Acc/Slow:50(A), P'ngTtl-Dmg/Slow:50(34), P'ngTtl-Acc/EndRdx:50(34), P'ngTtl-Rng/Slow:50(34), P'ngTtl-EndRdx/Rchg/Slow:50(37), P'ngTtl--Rchg%:50(39)
    Level 4: Darkest Night DarkWD-ToHitDeb/EndRdx:50(A), DarkWD-ToHitdeb/Rchg/EndRdx:50(33), DarkWD-Rchg/EndRdx:50(33), DarkWD-ToHitDeb/Rchg:50(33)
    Level 6: Howling Twilight Stpfy-Acc/Rchg:50(A), Stpfy-EndRdx/Stun:50(7), Stpfy-Acc/EndRdx:50(7), Stpfy-Stun/Rng:50(29), Stpfy-Acc/Stun/Rchg:50(29), Stpfy-KB%:50(31)
    Level 8: Shadow Fall RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(9), RedFtn-EndRdx/Rchg:50(9), RedFtn-Def/EndRdx/Rchg:50(11), RedFtn-Def:50(11), RedFtn-EndRdx:50(27)
    Level 10: Swift Flight-I:50(A)
    Level 12: Fearsome Stare SipInsght-ToHitDeb:30(A), SipInsght-Acc/ToHitDeb:50(13), SipInsght-Acc/Rchg:50(13), SipInsght-ToHitDeb/EndRdx/Rchg:50(15), SipInsght-Acc/EndRdx/Rchg:50(15), SipInsght-%ToHit:50(27)
    Level 14: Health Heal-I:50(A)
    Level 16: Freeze Ray Lock-Acc/Hold:50(A), Lock-Acc/Rchg:50(17), Lock-Rchg/Hold:50(17), Lock-EndRdx/Rchg/Hold:50(23), Lock-Acc/EndRdx/Rchg/Hold:50(25), Lock-%Hold:50(25)
    Level 18: Petrifying Gaze Lock-Acc/Hold:50(A), Lock-Acc/Rchg:50(19), Lock-Rchg/Hold:50(19), Lock-EndRdx/Rchg/Hold:50(21), Lock-Acc/EndRdx/Rchg/Hold:50(21), Lock-%Hold:50(23)
    Level 20: Stamina P'Shift-End%:50(A), P'Shift-EndMod:50(42)
    Level 22: Ice Storm Det'tn-Acc/Dmg:50(A), Det'tn-Dmg/EndRdx:50(46), Det'tn-Dmg/Rchg:50(48), Det'tn-Dmg/Rng:50(48), Det'tn-Dmg/EndRdx/Rng:50(48)
    Level 24: Maneuvers LkGmblr-Def/EndRdx:50(A)
    Level 26: Tactics GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(40), GSFC-ToHit/Rchg/EndRdx:50(40), GSFC-Rchg/EndRdx:50(40), GSFC-ToHit/EndRdx:50(42), GSFC-Build%:50(42)
    Level 28: Bitter Ice Blast Empty(A)
    Level 30: Hover Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(31), Zephyr-ResKB:50(31)
    Level 32: Dark Servant BasGaze-Acc/Hold:30(A), BasGaze-Acc/EndRdx/Rchg/Hold:30(43), BasGaze-Rchg/Hold:30(43), BasGaze-EndRdx/Rchg/Hold:30(43), BasGaze-Acc/Rchg:30(50)
    Level 35: Bitter Freeze Ray Lock-Acc/Hold:50(A), Lock-Acc/Rchg:50(36), Lock-Rchg/Hold:50(36), Lock-EndRdx/Rchg/Hold:50(36), Lock-Acc/EndRdx/Rchg/Hold:50(37), Lock-%Hold:50(37)
    Level 38: Fly Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(39), Zephyr-ResKB:50(39)
    Level 41: Electric Fence Empty(A)
    Level 44: Shocking Bolt Lock-Acc/Hold:50(A), Lock-Acc/Rchg:50(45), Lock-Rchg/Hold:50(45), Lock-EndRdx/Rchg/Hold:50(45), Lock-Acc/EndRdx/Rchg/Hold:50(46), Lock-%Hold:50(46)
    Level 47: Recall Friend Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(50), Zephyr-ResKB:50(50)
    Level 49: Assault EndRdx-I:50(A)
    ------------
    Level 1: Brawl Empty(A)
    Level 1: Sprint Empty(A)
    Level 2: Rest Empty(A)
    Level 1: Vigilance
    ------------
    Set Bonus Totals:
    16.5% DamageBuff(Smashing)
    16.5% DamageBuff(Lethal)
    16.5% DamageBuff(Fire)
    16.5% DamageBuff(Cold)
    16.5% DamageBuff(Energy)
    16.5% DamageBuff(Negative)
    16.5% DamageBuff(Toxic)
    16.5% DamageBuff(Psionic)
    5% Defense(Smashing)
    5% Defense(Lethal)
    13.8% Defense(Fire)
    13.8% Defense(Cold)
    20.3% Defense(Energy)
    20.3% Defense(Negative)
    4.38% Defense(Melee)
    36.9% Defense(Ranged)
    27.5% Defense(AoE)
    2.25% Max End
    5% Enhancement(Heal)
    10% Enhancement(Held)
    27% Enhancement(Accuracy)
    2.5% Enhancement(JumpSpeed)
    3% Enhancement(Stun)
    23.8% Enhancement(RechargeTime)
    2.5% Enhancement(JumpHeight)
    2.5% Enhancement(FlySpeed)
    2.5% Enhancement(RunSpeed)
    14% FlySpeed
    72.5 HP (7.13%) HitPoints
    14% JumpHeight
    14% JumpSpeed
    Knockback (Mag -12)
    Knockup (Mag -12)
    MezResist(Confused) 20%
    MezResist(Held) 31.6%
    MezResist(Immobilize) 22.2%
    MezResist(Sleep) 24.4%
    MezResist(Stun) 20%
    MezResist(Terrorized) 20%
    9.5% (0.16 End/sec) Recovery
    1.26% Resistance(Fire)
    1.26% Resistance(Cold)
    1.88% Resistance(Energy)
    14% RunSpeed
    3% XPDebtProtection
  11. Well, I did some modifications...moved Stamina down lower, gave it a shot with replacing buildup with another attack...all in all I'm still fairly pleased. My numbers either went up or down a tiny bit, not very noticible though, as far as defense/hp/regen etc.

    Considering another alteration, meneuvering tough/weave/accuracy/physical perfection around to let me put a couple heal IO's into PP to give me just a little more regen, not sure if it's needed or worth it. Also not sure if I need those LOtG recharge IO's in there really...

    Anyway, lemme know what you think of the altered setup.

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

    Phoebe Ponderas: Level 50 Magic Tanker
    Primary Power Set: Willpower
    Secondary Power Set: Electric Melee
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Ancillary Pool: Energy Mastery

    Hero Profile:
    ------------
    Level 1: High Pain Tolerance GA-3defTpProc:50(A), S'fstPrt-ResDam/Def+:30(3), RgnTis-Regen+:30(3), RgnTis-Heal/EndRdx:30(5), RgnTis-Heal/Rchg:30(5), RgnTis-Heal/EndRdx/Rchg:30(9)
    Level 1: Charged Brawl T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(31), T'Death-Dmg/Rchg:40(33), T'Death-Acc/Dmg/EndRdx:40(33), T'Death-Dmg/EndRdx/Rchg:40(33), T'Death-Dam%:40(34)
    Level 2: Havoc Punch T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(34), T'Death-Dmg/Rchg:40(34), T'Death-Acc/Dmg/EndRdx:40(36), T'Death-Dmg/EndRdx/Rchg:40(36), T'Death-Dam%:40(36)
    Level 4: Fast Healing Numna-Heal:50(A), Numna-Heal/EndRdx:50(9), Numna-Heal/Rchg:50(11), Numna-Regen/Rcvry+:50(11)
    Level 6: Combat Jumping Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(7), Zephyr-ResKB:50(7)
    Level 8: Rise to the Challenge Mrcl-Heal:40(A), Mrcl-Heal/EndRdx:40(13), Mrcl-Heal/Rchg:40(13), Mrcl-Rcvry+:40(15)
    Level 10: Indomitable Will LkGmblr-Rchg+:50(A)
    Level 12: Quick Recovery P'Shift-End%:50(A), P'Shift-EndMod:50(42)
    Level 14: Jacobs Ladder Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(15), Oblit-Dmg/Rchg:50(17), Oblit-Acc/Dmg/Rchg:50(17), Oblit-Acc/Dmg/EndRdx/Rchg:50(31), Oblit-%Dam:50(31)
    Level 16: Mind Over Body ImpArm-ResDam:40(A), ImpArm-ResDam/EndRdx:40(43)
    Level 18: Thunder Strike Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(19), Oblit-Dmg/Rchg:50(19), Oblit-Acc/Dmg/Rchg:50(21), Oblit-Acc/Dmg/EndRdx/Rchg:50(21), Oblit-%Dam:50(29)
    Level 20: Heightened Senses LkGmblr-Rchg+:50(A), LkGmblr-Def:50(46), LkGmblr-Def/EndRdx:50(46), LkGmblr-Def/EndRdx/Rchg:50(46)
    Level 22: Super Jump Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(23), Zephyr-ResKB:50(23)
    Level 24: Taunt Zinger-Taunt:50(A), Zinger-Taunt/Rchg:50(25), Zinger-Taunt/Rchg/Rng:50(25), Zinger-Acc/Rchg:50(27), Zinger-Taunt/Rng:50(27), Zinger-Dam%:50(29)
    Level 26: Swift Run-I:50(A)
    Level 28: Chain Induction KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(40), KntkC'bat-Dmg/Rchg:35(42), KntkC'bat-Dmg/EndRdx/Rchg:35(42)
    Level 30: Health Numna-Heal/EndRdx:50(A), Numna-Heal:50(37), Numna-Heal/Rchg:50(37), Numna-Heal/EndRdx/Rchg:50(37)
    Level 32: Stamina P'Shift-End%:50(A), P'Shift-EndMod:50(43)
    Level 35: Boxing Empty(A)
    Level 38: Lightning Rod Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(39), Oblit-Dmg/Rchg:50(39), Oblit-Acc/Dmg/Rchg:50(39), Oblit-Acc/Dmg/EndRdx/Rchg:50(40), Oblit-%Dam:50(40)
    Level 41: Tough ImpArm-ResDam:40(A), ImpArm-ResDam/EndRdx:40(43)
    Level 44: Weave LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(45), LkGmblr-Def/EndRdx/Rchg:50(45), LkGmblr-Rchg+:50(45)
    Level 47: Focused Accuracy GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(48), GSFC-ToHit/Rchg/EndRdx:50(48), GSFC-Rchg/EndRdx:50(48), GSFC-ToHit/EndRdx:50(50), GSFC-Build%:50(50)
    Level 49: Physical Perfection P'Shift-End%:50(A), P'Shift-EndMod:50(50)
    ------------
    Level 1: Brawl Empty(A)
    Level 1: Sprint Empty(A)
    Level 2: Rest Empty(A)
    Level 1: Gauntlet
    ------------
    Set Bonus Totals:
    19% DamageBuff(Smashing)
    19% DamageBuff(Lethal)
    19% DamageBuff(Fire)
    19% DamageBuff(Cold)
    19% DamageBuff(Energy)
    19% DamageBuff(Negative)
    19% DamageBuff(Toxic)
    19% DamageBuff(Psionic)
    23.5% Defense(Smashing)
    23.5% Defense(Lethal)
    10.4% Defense(Fire)
    10.4% Defense(Cold)
    10.4% Defense(Energy)
    10.4% Defense(Negative)
    6% Defense(Psionic)
    30.7% Defense(Melee)
    14.8% Defense(Ranged)
    14.8% Defense(AoE)
    42.5% Enhancement(RechargeTime)
    45% Enhancement(Accuracy)
    21% Enhancement(Heal)
    20% FlySpeed
    295.2 HP (15.8%) HitPoints
    20% JumpHeight
    20% JumpSpeed
    Knockback (Mag -8)
    Knockup (Mag -8)
    MezResist(Held) 5.5%
    MezResist(Immobilize) 8.25%
    MezResist(Stun) 6.6%
    MezResist(Terrorized) 2.75%
    10% (0.17 End/sec) Recovery
    54% (4.22 HP/sec) Regeneration
    24% RunSpeed
  12. Any passive that wants to give me even more regen for hp and stamina is a happy toy to get on my WP tank :P
  13. Yea, that does make sense about getting them early. It just seems difficult to squeeze in for some reason. Maybe put off superjump for a while with all the temp powers.

    Also, after going through and checking again just to make sure, my single-target attack chain is basically two attacks. Buildup is nice and all but I am still somewhat leaning towards picking up that third attack just to fill in some gaps and dropping Buildup. I could do flight/air superiority instead but losing the defense from the universal travel set in combat jumping wouldn't be much fun. And even then dropping Buildup in favor of a third (fourth with AS) could be an option...
  14. Maybe, just maybe...skip buildup for the extra attack? I know how useful buildup is, don't get me wrong, but most of the time I forget to even use it since I generally just don't need it.

    [edit] Meh, sorry, was supposed to be an edit and not a new post...
  15. Since i16 is coming soon, I'm working on my new build...but it's been so frigging long since I played I don't remember what I'm doing. I'm coming back after an 8 month or so hiatus since I miss the game, found some things changing aaaaaand here we go.

    The character is going to be linked with a controller in a perma-duo, we will group occasionally, but this is mostly reserved as a duo.

    My only concern with this build is the lack of havoc punch...might not have a very good attack chain at all. And I mean at all lol.

    Also, I keep reading doomsayers...is ElM a bad set for tankers? I keep reading that it underperforms, but I'm wondering if it really does or if people are just finding something to whine about.

    Anyway, if you don't feel like reading the whole thing...the main points are this:

    *I managed 40% in all defense types except ranged and AoE which are only 26.5%, but since I have 40% in everything else I'll still get to dodge those also. If I can see a way to drop my melee defense without harming the other defenses that might not be a bad idea. Since, unless I'm mistaken, a Fire-based melee attack uses either my fire or my melee defense stat, whichever is higher...not 100% sure on that.

    *I would have 764% base regen, scaling up to 908% in groups of 4 mobs and only getting higher past that (can hit 1195% in groups of 10 mobs)

    *I have 4.0 endurance/second regen and only 1.61 endurance/second drain (not counting my attacking of course)

    *I would have 2716 max HP (not counting accolades)

    *I have Mag 10+ protection to every status ailment except taunt, placate and teleportation

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

    Phoebe Ponderas: Level 50 Magic Tanker
    Primary Power Set: Willpower
    Secondary Power Set: Electric Melee
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Fitness
    Ancillary Pool: Energy Mastery

    Hero Profile:
    ------------
    Level 1: High Pain Tolerance GA-3defTpProc:50(A), S'fstPrt-ResDam/Def+:30(3), RgnTis-Regen+:30(3), Numna-Heal:50(15), Numna-Heal/EndRdx:50(15), Numna-Heal/Rchg:50(37)
    Level 1: Charged Brawl T'Death-Acc/Dmg:35(A), T'Death-Dmg/EndRdx:40(17), T'Death-Dmg/Rchg:40(17), T'Death-Acc/Dmg/EndRdx:40(19), T'Death-Dmg/EndRdx/Rchg:40(36), T'Death-Dam%:40(37)
    Level 2: Fast Healing Numna-Heal:50(A), Numna-Heal/EndRdx:50(40), Numna-Heal/Rchg:50(42), Numna-Regen/Rcvry+:50(42)
    Level 4: Jacobs Ladder Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(5), Oblit-Dmg/Rchg:50(5), Oblit-Acc/Dmg/Rchg:50(11), Oblit-Acc/Dmg/EndRdx/Rchg:50(13), Oblit-%Dam:50(13)
    Level 6: Combat Jumping Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(7), Zephyr-ResKB:50(7), LkGmblr-Def:50(9), LkGmblr-Def/EndRdx:50(9), LkGmblr-Def/Rchg:50(11)
    Level 8: Rise to the Challenge Numna-Heal:50(A), Numna-Heal/EndRdx:50(43), Numna-Heal/Rchg:50(43)
    Level 10: Indomitable Will LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(19), LkGmblr-Rchg+:50(23), LkGmblr-Def:50(23)
    Level 12: Quick Recovery P'Shift-End%:50(A), P'Shift-EndMod:50(42)
    Level 14: Mind Over Body ImpArm-ResDam:40(A), ImpArm-ResDam/EndRdx:40(50)
    Level 16: Thunder Strike Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(31), Oblit-Dmg/Rchg:50(31), Oblit-Acc/Dmg/Rchg:50(31), Oblit-Acc/Dmg/EndRdx/Rchg:50(34), Oblit-%Dam:50(34)
    Level 18: Heightened Senses GftotA-Def:40(A), GftotA-Def/EndRdx:40(48)
    Level 20: Super Jump Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(21), Zephyr-ResKB:50(21)
    Level 22: Build Up Rec'dRet-ToHit:20(A), Rec'dRet-ToHit/Rchg:20(29)
    Level 24: Taunt Zinger-Taunt:50(A), Zinger-Taunt/Rchg:50(25), Zinger-Taunt/Rchg/Rng:50(25), Zinger-Acc/Rchg:50(27), Zinger-Taunt/Rng:50(27), Zinger-Dam%:50(29)
    Level 26: Boxing Empty(A)
    Level 28: Chain Induction KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(34), KntkC'bat-Dmg/Rchg:35(36), KntkC'bat-Dmg/EndRdx/Rchg:35(36)
    Level 30: Tough ImpArm-ResDam:40(A), ImpArm-ResDam/EndRdx:40(37)
    Level 32: Weave LkGmblr-Rchg+:50(A), LkGmblr-Def:50(33), LkGmblr-Def/EndRdx:50(33), LkGmblr-Def/EndRdx/Rchg:50(33)
    Level 35: Swift Run-I:50(A)
    Level 38: Lightning Rod Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(39), Oblit-Dmg/Rchg:50(39), Oblit-Acc/Dmg/Rchg:50(39), Oblit-Acc/Dmg/EndRdx/Rchg:50(40), Oblit-%Dam:50(40)
    Level 41: Health Numna-Heal:50(A), Numna-Heal/EndRdx:50(43), Numna-Heal/Rchg:50(46)
    Level 44: Focused Accuracy GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(45), GSFC-ToHit/Rchg/EndRdx:50(45), GSFC-Rchg/EndRdx:50(45), GSFC-ToHit/EndRdx:50(46), GSFC-Build%:50(46)
    Level 47: Physical Perfection P'Shift-End%:50(A), Mrcl-Rcvry+:40(48), Mrcl-Heal:40(48), P'Shift-EndMod:50(50)
    Level 49: Stamina P'Shift-End%:50(A), P'Shift-EndMod:50(50)
    ------------
    Level 1: Brawl Empty(A)
    Level 1: Sprint Empty(A)
    Level 2: Rest Empty(A)
    Level 1: Gauntlet
    ------------
    Set Bonus Totals:
    16.5% DamageBuff(Smashing)
    16.5% DamageBuff(Lethal)
    16.5% DamageBuff(Fire)
    16.5% DamageBuff(Cold)
    16.5% DamageBuff(Energy)
    16.5% DamageBuff(Negative)
    16.5% DamageBuff(Toxic)
    16.5% DamageBuff(Psionic)
    23.5% Defense(Smashing)
    23.5% Defense(Lethal)
    10.4% Defense(Fire)
    10.4% Defense(Cold)
    10.4% Defense(Energy)
    10.4% Defense(Negative)
    6% Defense(Psionic)
    27.9% Defense(Melee)
    14.8% Defense(Ranged)
    14.8% Defense(AoE)
    45% Enhancement(Accuracy)
    6% Enhancement(Heal)
    35% Enhancement(RechargeTime)
    20% FlySpeed
    295.2 HP (15.8%) HitPoints
    20% JumpHeight
    20% JumpSpeed
    Knockback (Mag -8)
    Knockup (Mag -8)
    MezResist(Held) 2.75%
    MezResist(Immobilize) 5.5%
    MezResist(Stun) 6.6%
    MezResist(Terrorized) 2.75%
    12% (0.2 End/sec) Recovery
    88% (6.89 HP/sec) Regeneration
    20% RunSpeed



    ------------
    Set Bonuses:
    Gladiator's Armor
    (High Pain Tolerance)
    3% Defense(All)


    Steadfast Protection
    (High Pain Tolerance)
    3% Defense(All)


    Numina's Convalescence
    (High Pain Tolerance)
    12% (0.94 HP/sec) Regeneration
    35.1 HP (1.88%) HitPoints


    Touch of Death
    (Charged Brawl)
    MezResist(Immobilize) 2.75%
    28.1 HP (1.5%) HitPoints
    2.5% DamageBuff(All)
    MezResist(Held) 2.75%
    3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)


    Numina's Convalescence
    (Fast Healing)
    12% (0.94 HP/sec) Regeneration
    35.1 HP (1.88%) HitPoints
    6% Enhancement(Heal)


    Obliteration
    (Jacobs Ladder)
    MezResist(Stun) 2.2%
    3% DamageBuff(All)
    9% Enhancement(Accuracy)
    5% Enhancement(RechargeTime)
    3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)


    Blessing of the Zephyr
    (Combat Jumping)
    3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
    3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
    Knockback Protection (Mag -4)


    Luck of the Gambler
    (Combat Jumping)
    10% (0.78 HP/sec) Regeneration
    21.1 HP (1.13%) HitPoints


    Numina's Convalescence
    (Rise to the Challenge)
    12% (0.94 HP/sec) Regeneration
    35.1 HP (1.88%) HitPoints


    Luck of the Gambler
    (Indomitable Will)
    10% (0.78 HP/sec) Regeneration
    21.1 HP (1.13%) HitPoints
    9% Enhancement(Accuracy)
    7.5% Enhancement(RechargeTime)


    Performance Shifter
    (Quick Recovery)
    5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed


    Impervium Armor
    (Mind Over Body)
    2.5% (0.04 End/sec) Recovery


    Obliteration
    (Thunder Strike)
    MezResist(Stun) 2.2%
    3% DamageBuff(All)
    9% Enhancement(Accuracy)
    5% Enhancement(RechargeTime)
    3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)


    Gift of the Ancients
    (Heightened Senses)
    2% (0.03 End/sec) Recovery


    Blessing of the Zephyr
    (Super Jump)
    3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
    3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
    Knockback Protection (Mag -4)


    Rectified Reticle
    (Build Up)
    1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)


    Perfect Zinger
    (Taunt)
    MezResist(Terrorized) 2.75%
    10% (0.78 HP/sec) Regeneration
    5% Enhancement(RechargeTime)
    2.5% DamageBuff(All)
    3.13% Defense(Smashing,Lethal), 1.56% Defense(Melee)


    Kinetic Combat
    (Chain Induction)
    MezResist(Immobilize) 2.75%
    28.1 HP (1.5%) HitPoints
    3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)


    Impervium Armor
    (Tough)
    2.5% (0.04 End/sec) Recovery


    Luck of the Gambler
    (Weave)
    10% (0.78 HP/sec) Regeneration
    21.1 HP (1.13%) HitPoints
    9% Enhancement(Accuracy)
    7.5% Enhancement(RechargeTime)


    Obliteration
    (Lightning Rod)
    MezResist(Stun) 2.2%
    3% DamageBuff(All)
    9% Enhancement(Accuracy)
    5% Enhancement(RechargeTime)
    3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)


    Numina's Convalescence
    (Health)
    12% (0.94 HP/sec) Regeneration
    35.1 HP (1.88%) HitPoints


    Gaussian's Synchronized Fire-Control
    (Focused Accuracy)
    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)
    2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)


    Performance Shifter
    (Physical Perfection)
    5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed


    Miracle
    (Physical Perfection)
    2.5% (0.04 End/sec) Recovery


    Performance Shifter
    (Stamina)
    5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  16. Is there a good temp map to use in the mean time? I was using the burning forest also...my text for that mission no longer makes any sense lol.
  17. [ QUOTE ]
    shrug, most wise designers avoid most cave maps like the plague. Guess you will have to do some testing yourself and find out.

    [/ QUOTE ]

    The only caves I try to avoid like the plague are standard ones. CoT caves I don't tend to find nearly as evil as standard caves.

    And that's pretty much what I wanted to know. If there was any serious differences in skin. I couldn't see any, but still figured I would ask.
  18. The map listings list hero set and villain set for selecting CoT maps. Is there a difference?
  19. I am trying to find out the height of some of my already generated characters. I was given this idea:

    "If you type /demorecord blah wait a few seconds then type /demostop it will create a text file named blah.demo in your demos folder. Search for your character's name in that file. Right under it will be the data chunk that makes your character. You may have to go to the Multimedia forum for help, but somewhere in that data chunk is your character's height."

    Will that work? If so, where do I find height? Also, is there an easier way?

    I tried another idea which was to create a new char, load the costume from the saved list, and then just back out to check height but the heights do not seem to change to match the costume.

    Thank you in advance.
  20. I seem to have run into a problem with my Arc that I'm not quite sure how to fix. I want to give players more information on the group they are fighting, but the space I have remaining is VERY limited.

    Do you think giving some of their backstory is better? Or maybe more of their current history? I'm not sure which would be better...
  21. Phoebe_Ponderas

    Arc Reviews

    [ QUOTE ]
    Well Venture, I took most of your advice and did an overhaul of a decent chunk of my Arc, mostly in the writing areas since the other parts didn't need so much changing. I also switched it up and made it much more magical themed, although only time will tell if I honestly like it better this way (just being honest :P).


    I had meant to give you some feedback on your comments, pointing out that there's nothing wrong with technomagic (in this setting, I don't particularly care for it myself but I'm not going to grade off for it 'coz it's part of the canon). The problem was that your presentation was choppy...it wasn't clear what your faction was really doing. This was part of a larger problem in that we really didn't know anything about them, only that "someone" wanted us to beat the stuffing out of them.

    [/ QUOTE ]

    I did add what I could to their backstory, when you can talk to the contact after accepting a mission. Sadly I capped out my Arc at 99.99% before I could get very much into it. Assuming enough people end up liking Arc 1 I can add a lot more to Arc 2 since I plan on it only being a few missions, but space limits sorta knocked down my ability to give a lot of info. If I can figure out a good way to condense Shadowlights backstory without making it sound like a third grade essay I'll try to do it.

    That or include more current history instead of backstory, not really sure which is a better idea. Not sure which people would rather read honestly, backstory or current history. I think if this gets figured out I'll be able to do a little more work with that in the current Arc, just need to figure out which to include. There is definitely not room for both.
  22. Phoebe_Ponderas

    Arc Reviews

    Well Venture, I took most of your advice and did an overhaul of a decent chunk of my Arc, mostly in the writing areas since the other parts didn't need so much changing. I also switched it up and made it much more magical themed, although only time will tell if I honestly like it better this way (just being honest :P).

    Since your swamped I won't ask for any kind of official review, but if you ever get bored and want to see how your advice has changed an Arc, feel free to take a peek sometime and let me know. The Arc is now #60484
  23. Phoebe_Ponderas

    Arc Reviews

    [ QUOTE ]
    Arc #29825, "Shadowlight: Part I"
    tl;dr: 2 stars. Offenses: "just a bunch of stuff that happens", weak plot, semi-surprise EBs

    N.B. this arc needed to be republished, changing its number...it did not jump the queue.

    Your Contact this time is an Aspect of the Pillar, labelled "Time Crystal". It tells you that an organization of time-travelling thieves called "Shadowlight" is stealing artifacts from the past. A raid has been tracked down and you're being sent in to defeat its leader. The Shadowlight mobs are golems named after chess pieces. The "Pawn Axeman" model was minimum size, I actually overlooked the first one. The only thing you find is an unimportant silver ring...the raid leader, an LT, tells you they've already moved the artifact.

    For the next mission, the crystal says that interrogation of the captured Rook from the last run has led "them" (whoever "they" are is not explained at this point...watching out for the Idiot Ball...) to a Shadowlight fortress where you should be able to swipe records of their raids. This was a straightforward glowie hunt on a tech map, which seemed a little out of place for the magical-themed faction (the mobs are mostly golems). This one had a "Bishop Illusionist" Boss using Illusion/Pain Domination. The debriefing says that the artifacts recently stolen shouldn't be dangerous to you, and that if you were powerful enough to retrieve the data you should be powerful enough to retrieve the items. This doesn't really follow....

    For the next mission you are told to take on a Knight of Shadowlight who has one of the stolen items. You are told after accepting the mission that you might want to get help. The Knight is currently meeting the Circle of Thorns for a deal. He turned out to be a Boss, Electric Blast/Electric Manipulation, I think, and not difficult at all. The Clues tell you he had the "Orb of Tesla" you were sent after, and an amulet that may have been the one stolen back in the first mission. If there was anything bigger on the map I didn't find it.

    For Part IV you are sent after "Robin Hood's Bow", which is currently in the hands of another Knight. You are also told that "they" can't get the location of the Shadowlight time portal out of the last Knight you captured because our laws prevent them from using torture to find out. Um, yeah. You are again warned to bring a friend. The mission takes place on the "burning forest" map, and again, the target is just a Boss, TA/A this time. In the debriefing the crystal says "they" will "extreme rendition" the Knight you just captured. Um, yeah.

    In the finale, after waterboarding fails to get any useful info out of the last Knight, you are sent after "Arch Bishop Fianchetto", who is using Da Vinci's Code^H^H^H^HPen to draw up plans for all kinds of Bad Things. Fianchetto is said to be one of the big cheeses in Shadowlight and the constructor of the Gate you've been looking for. You're also told to bring a friend, again after accepting, and to destroy any supplies (there are 6 of them, destructable objects). Immediately on entering I was hit by an Electric Melee/Electric Armor Boss that dropped me in two hits thanks to BuildUp. It went down quickly on the rematch. Fianchetto was a Bots/Electric Blast EB, spawned at +2, and didn't last long (he only ever summoned the Assault Bot). His dialog was less than stellar:

    [NPC] Arch Bishop Fianchetto: Faster, faster! King Staunton wants this thing finished within the month.
    [NPC] Arch Bishop Fianchetto: Venture, You've just saved me the trouble of having to find you.
    [NPC] Arch Bishop Fianchetto: Surely you can do better then that.
    [NPC] Arch Bishop Fianchetto: You realize your chances of winning are only 3% I hope.
    [NPC] Arch Bishop Fianchetto: Did I say 3%? I meant more like 0%!
    [NPC] Arch Bishop Fianchetto: Your starting to make me angry...
    [NPC] Arch Bishop Fianchetto: How could this happen? We were going to be the rulers of time...

    Mostly said while he was looking at the ceiling.

    The Crystal thanks you for capturing the Arch Bishop and says "For all we know you may have prevented the end of the universe. Then again, you may have just recovered some artifacts. Who knows? We shall see that the pen is returned to its rightful place." Um, yeah.

    The arc is fairly mediocre, lacking in theme or any kind of gravitas. The Shadowlight faction is poorly explained. Many of the mobs are said to be golems, and the faction has a clear interest in magical artifacts, but the maps and last mission all imply a technological faction. The people you're working for are even more obscure, setting up the possibility for a big Idiot Ball toss later in the series.

    [/ QUOTE ]

    Let's see what I can respond to...I'll try to do it in the order you posted.

    Pawns are the smallest pieces in chess, hence their size. Also, the ring was supposed to be a bit of a joke...

    I didn't realize you could change the contact name. Going to have to do that :P

    As far as the whole tech thing in a magical theme, they aren't really magical themed, at least not in their entirety. They use technology to time travel and create some of their weapons, they use magic for the creation of minions and some other weapons. I see nothing wrong honestly with having an organization that isn't limited to the strict tech or strict magic theme. But if you really think it destroys the thing that bad I could switch it to all magic. It just doesn't seem to work as well =/ but I could be wrong.

    I am unfamiliar with the Idiot Ball reference as well. I know you've used it for a few reviews, but I just don't get it :P

    I may have to change that part of the text from the second mission. It was there back when I wrote it up the first time, and DID have plans to change it with the addition of another mission as well as some minor plot changes. I'm glad you pointed it out, it needed to go then and it still needs to go now. It was an attempt at the contact being sarcastic, but it's to hard for me to convey it through this medium sadly. A lot of the odd or seemingly out of place text from the contact was sarcasm

    As far as various things not being that difficult, I did that somewhat on purpose. I wanted my arc to be solo-able and I think I did that pretty well. The warning that you might want to bring a friend is simply because I have the difficulty on the bosses up at Extreme and some people characters may want to be a little more careful fighting them. Should I simply take out the warnings if they are under EB level?

    I can easily change it to give you a "bring friends" warning before clicking accept :P

    There was also nothing bigger on the third mission. It was simply a "stop the deal" mission.

    I genuinely have no idea what that Da Vinci's Code ^H^H^H^ thing means. I never saw the movie or read the book, I only knew that Da Vinci was a great inventor and decided to give his pen the ability to inspire. Feel free to explain that one to me if you feel like it :P

    Fianchetto was A LOT harder for me to fight (only level 20...) so if you can think of a good combo to show inventor that may be a tiny bit stronger for a higher level feel free to let me know. When I fought him he pulled out every robot right away so I figured they always did that. Being the first MM I've ever fought in MA I thought they ALL brought out pets right away. Apparently not...so he is going to need a power adjustment I think.

    His lines can always be re-worked also if you think they're that bad. I thought they fit his personality quite well, didn't really realize they were so bad. They also make less sense if he doesn't spawn near the giant robot >_< meh...I would kill for being able to pick the placement of bosses.

    The contact being obscure is done on purpose, you'll meet some of them in the second Arc (assuming I get this first one finished up without so many hitches).

    Not sure how you want me to really explain Shadowlight THAT well, since you only have so much room for talking to your contact. Maybe in one of the still busy dialog boxes but otherwise...dunno really.

    Anyway, thanks for the review. I'll be tweaking things a bit, but mostly waiting for a response before I do all that much in there.

    I do however pout lol. You didn't say even one good thing about my Arc
  24. Phoebe_Ponderas

    Arc Reviews

    Just so you know, I had to re-publish my arc (fixed a lot of things). It may be easier to simply look up Shadowlight in browse since I don't know if it will be changed again between now and by the time you get to it ~_^ your such a busy reviewer.

    Also, you've gotten me to play some of these arcs based on your reviews. So far they're pretty much dead on.