Rowdy

Cohort
  • Posts

    313
  • Joined

  1. Me? I'll be playing MvC2, and this of course.
  2. [ QUOTE ]
    Here's my first foray into AE mission construction. It'd make me happy if you'd check it out and leave me some feedback.

    Title: Solidarity Forever: The Paragon City Sidekick's Union
    by @Exploding Lad
    Arc ID: 260117
    Help Exploding Lad figure out who's undermining the sidekick tradition!

    The arc is only three missions long with some simple custom enemies and works for levels 1-54. It's supposed to be a little funny/goofy but solidly superhero. Let me know how it works for you.

    [/ QUOTE ]

    Ok Lad, I just played your arc. The only issue is, I didnt get to finish it due to some design issues with your 3rd missions; Will get into that later though.

    Firstly, your custom mobs were a nice challenge, yet, they didnt really have the look nor feel or superheroey sidekick; they looked more like grunts or trolls than anything else.

    Secondly, your story was very straightforward "find out who's doing this and kick their butt." Nothing wrong with that at all, but a nice plot twist is always a welcomed.

    As for the missions themselves, well....

    The first mission had no enemies whatsoever. When I walked in, the sidekick was just laying there in his captured postion all alone. I simply clicked on him and he was released. Did I mention there were no baddies in the mish? The only one I came across was the MK II guy. I defeated him and the mish completed, didnt even have to escort someone like i thought I did.

    Mission 2 was alot better, yet, there were only LTs in it. Not sure if that's how you designed it, but I didnt see not one single minion, was really weird. I found the glowie, beat up on the 5th column guy, and mission completed.

    Mission 3 however, put me at a dead end. I defeated 2 Super trolls, and 2 machines, but, the last machine was placed in a narrow cave corridor. I destroyed it, but after I did, I found myself unable to get around it due to the as mentioned, narrow cave corridor. After about 10mins of hopping around tryna bypass it, I gave up and had to quit the tf. Suggestion, maybe try changing the map so the machines random placement doesn't screw players over sometimes. Anyways, that's why I couldnt finish it.

    Overall, my experience with your arc was about average. Nothing really stood out to me. If I were able to rate it, I would've given it 3 stars. Hope this helps.

    --------------------------------------------------------------

    Okay, I would like someone to review my arc if possible. I originally had it reviewed on here before, but after their feedback, I went back in and did a major overhaul of the content. The last mish is ALOT tougher (as it was intended to be) and I would highly suggest having either a powerful troller with you, or a tank, maybe even both.

    Name: Going Rogue (No, it was made way before PS's annoucement)
    Arc# 273152, or just type in Rowdy2
    Length: 4 missions
    Description: In order to take down one of the Rogue Isle's most notorious villains, a hero must uncover the weakness of the foe. Unfortunately, there's only one way to do this, gain his trust by going rogue.
  3. I made a suggestion in the suggestion thread similar to this one a few weeks back. I agree, lower level endurance management is more frustrating than fun, not to mention the aweful accuracy we have, meaning, we just wasted a bunch of endurance on a miss.

    Please devs, listen to this man. He speaks great wisdom.
  4. Rowdy

    I16?

    My guess is, it'll be out before CO hits. You think it's a conicidence that they annouced THIS expansion around this time? I thinks not.
  5. [ QUOTE ]
    Wow way too many Q's there to make it worth while. I have been seeing allot more of this behavior with the AE babies running around w/o travel powers or even enhancements. Honestly, I don't blame either of you for your actions.

    [/ QUOTE ]

    Ya' know, I didnt think of it that way. With all the AE babies running around, I could see how he/she could be a bit paranoid.

    Also, to comment off a post mentioned earlier, I heavily take AT into consideration when building a team, not particuarly build, but definately AT. For example, the first thing I like to find is a tank, if by some odd chance they're a granite, than that's when I try to accomodate them and try to find a defender/controller kin buddy. I try to build my teams for effecieny, which then leads to fun, too bad the WS didnt know that.
  6. Was forming a lv40ish mission team earlier when I decided to ask a lv40 warshade if he'd like to join. Now usually, I dont mind answering a few questions to someone that may decide to join, but this guy began asking me so many questions in regards to the team, it was almost ridiculous.

    Our Conversation:

    Me: "Hey, interested in a lv40ish missions team?"

    WS: "How many people on your team atm?"

    Me: " There are 6 of us, you'd make 7"

    WS: " Radio or Contact Missions?"

    Me: "Contact"

    WS: "Which Contact?"

    Me: "Janet Kellum"

    WS: "Any tankers on your team?"

    Me: "Yes, 2 as a matter of fact"

    *This upcoming question is what really got me*

    WS: "What are the other ATs on your team and what are their builds?"

    Me: "Screw it, just dont join!"

    I've never spoken to a fellow player like that before, but man, I just got so frustrated with all the questions, not to mention he was a slow typer; and that last question just tipped me overboard. I know some players are more reluctant to join PuGs and I'm guessing this guy was one of them, but the thing is, I hate keeping my teams waiting.

    Anyways, anyone else have an experience similar to this?
  7. Rowdy

    Tanker Rivalry?

    Feels good to know that I wasn't the only one.
    In the end however, I believe most tanks put the team before their ego...most.
  8. I take it you were a big fan of the explosion bug that devs recently fixed. Things just kept going Boom, BOOM, BOOM!, BOOM!!!

    Honestly, I really liked it
  9. Rowdy

    Tanker Rivalry?

    Well yeah, like i said, it's all friendly competition, nothing more. Whenever I join a team and there's already another tanker there, I instantly let him lead - certain situations may be ruled out - but the way I usually see it is, whomever has taunt, they're the one to lead. The other just kicks back and plays scranker role, grabbing the aggro of wanderers and what not.

    But as mentioned in an earlier post, when the sh*t hits the fan, than that's when my competitive drive fires up. There's a big difference between steamrolling mobs, and tanking them.
  10. Rowdy

    Tanker Rivalry?

    For awhile I always thought that I was the only one that thought like this, meaning, whenever there is another tank on the team besides myself, I always unconsciosly challenge them to see who's the tougher one. I never say anything to my fellow tank about it, as it's just my competitive nature to always be better, but lately, I've been realizing that I'm not the only one.

    The other day when I playing my troller on a 7man team, the leader invited another to the group; a lv45 stone/fire tank. As the new guy entered the mish, our INV/SS tank jokingly responded "Man, now I gotta compete with a Granite, just great" to which we all just lol'd.

    Another incident involved me joining a lv47ish AV team in PI with my Ice/Stone tank. Someone (no names for obvious reasons) began broadcasting that their team was looking for 2 more to join their group. I sent him a tell saying "Lv46 tank willing to join" to which he responded, "No thanks, I'm the lead tank on this team, no need for another." I shrugged off his ignorance and continued working my paper missions, but once again the question arised in my head, "Is their some sought of hidden competitiveness between us tanks? Do we unconsciously try to prove ourselves to our team by making sure we're still standing when the other tank has already fallen?"

    Once again, the rivalry is friendly, and usually never even spoke of, not even thought of consciously, but I know there's something there; or maybe it's just me and my competitive nature. Whatever it is, us tanks, seem to like to be the last one standing, regardless of the situation. And when we somehow fall before the other tank, and especially the scrapper, it somehow leaves us with a ac'ing blow to the ego.

    Can any tankers out there attest to this?
  11. Rowdy

    Ice/Stone Advice

    Thanks for the advice all. Considering what you said, I think I'll skip buildup for fault, and drop stone mallet for fireball. Although I know Im gonna miss that burst damage, but ah well. That's why they call it sacrifice.

    In due time however, I may just grab buildup instead of weave, depends on how my defense bonuses playout.

    Once again, thankyou
  12. Rowdy

    Ice/Stone Advice

    Hey all, I've been playing an Ice/Stone tank lately as a few Ice tanks have really inspired me to play the set; I picked earth simply because it's one of the only 2 attack sets I'd yet to try (Axe, Earth). Anyways, my tank is now level 36 and I've begun hearing how great of a power fault is (I skipped it). Only issue is, if fault really is a good power, than grabbing it will really mess up my plans.

    Since I'm currently lv 36, I only have 5 powers left to choose, and what I had in mind was, Seismic Smash, Weave, Buildup, char, fire blast. Anyways even with this setup, I still cant grab fireball, which is what I really wanted; but now that I'm seeing fault as a useful attack, grabbing fireball will be just be alot harder now. I'll post my build for you all, and any critiquing you can give would really help...

    One more thing, the only reason I'm so pressed on fireball is simply because my build is a elemental theme; without fire, it just wouldnt feel right.

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

    [u]Click this DataLink to open the build![u]

    Enchampion: Level 36 Magic Tanker
    Primary Power Set: Ice Armor
    Secondary Power Set: Stone Melee
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting

    Hero Profile:
    Level 1: Frozen Armor -- DefBuff(A), DefBuff(3), DefBuff(3), EndRdx(5)
    Level 1: Stone Fist -- Dmg(A), Dmg(5), Dmg(7), Acc(7)
    Level 2: Stone Mallet -- Dmg(A), Dmg(9), Acc(9), Dmg(11), Acc(17), RechRdx(17)
    Level 4: Hoarfrost -- Heal(A), Heal(11), Heal(13), RechRdx(13), RechRdx(15), RechRdx(15)
    Level 6: Heavy Mallet -- Dmg(A), Dmg(19), Acc(19), Dmg(21), Acc(21), RechRdx(23)
    Level 8: Chilling Embrace -- EndRdx(A), Taunt(23)
    Level 10: Wet Ice -- EndRdx(A)
    Level 12: Hurdle -- Jump(A)
    Level 14: Health -- Heal(A)
    Level 16: Icicles -- EndRdx(A), EndRdx(25), Acc(25), Dmg(27)
    Level 18: Glacial Armor -- DefBuff(A), DefBuff(27), DefBuff(29)
    Level 20: Stamina -- EndMod(A), EndMod(29), EndMod(31)
    Level 22: Combat Jumping -- DefBuff(A)
    Level 24: Super Jump -- Jump(A)
    Level 26: Energy Absorption -- RechRdx(A), RechRdx(31), DefBuff(31), DefBuff(33), DefBuff(33), EndMod(33)
    Level 28: Boxing -- Acc(A)
    Level 30: Tough -- ResDam(A), ResDam(34), ResDam(34)
    Level 32: Hibernate -- RechRdx(A), RechRdx(34)
    Level 35: Tremor -- Dmg(A), Dmg(36), Dmg(36), Acc(36)
    Level 38: [Empty]
    Level 41: [Empty]
    Level 44: [Empty]
    Level 47: [Empty]
    Level 49: [Empty]
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
  13. I loved my fire/ss from level 1 to level 50, even though he is an endurance hog.
  14. In the end, it's all about making money. If selling a few IOs can net them in a good salary, than by all means, there's always chance they'd do it.

    It's just business.
  15. Martial Arts has always screamed Chun-Li, Bruce Lee and maybe even Lui Kang to me. It never gave me the "Urban kid with no home, that was forced to learn to fend for himself on the mean streets" feel.

    I also agree with the OP, adding a branching set to the martial arts set would be a great addition without having to revamp an entire new powerset, yet still giving players choice and depth to their build.
  16. Putting the AE building in Atlas Park and Mercy was an absolutely TERRIBLE idea to begin with anyway.
  17. If you like KO Blow, try making an X/earth tank and using the Heavy Mallet -> Stone Mallet combo.
    Heavy mallet takes em off they feet with a sweep animation then stone mallet brings down the pain on their face with an overhead smash animation.

    Just freaking awesome!
  18. Well, part of the reason I made this thread is because TOs are almost useless, and because of that, lower lvls cant hit anything, hurt anything, endure anything, nor be effective in a prolonged fight.
    I understand that it's supposed to fit the theme of as you gain lvls, you become stronger, but there's a fine line between, being weak, and just being frustrating.
  19. Trophy Collector: Log out in any basketball court and any kills you make that add towards a "defeat" badge are doubled.

    Meaning, if i clear out a mob of 8 skulls, than the badge count applies 16. Oh yeah, couldnt really think of a good place to log out for it, any better suggestions?

    ...And of course, this'd be great for badge hunters whom often have difficulty trying to find sparce mobs.
  20. Actually, I love taking my scrapper and tanks into hazard zones and taking on giant mobs all by myself to help myself grind out a few lvls.

    This idea combined with that would just be awesome!
  21. This idea is to simply help make the lower lvls more manageable and not as frustrating as they can sometimes be. It's a bit hard to put it into words as to clarify what the actual suggestion is, so bear with me as I'll do my best.

    The idea is that during the lower lvls, maybe between 1-12 or maybe 1-20, your powers do not consume as much endurance as they do now. In other words, the higher your lvl, the more endurance your power will consume until it reaches the dev's prerequisite.

    For example - the tanker's combustion power at the moment consumes rougly 15.68 endurance per cast, no matter when you take it, yet, the power is available at lvl 6 iirc (Not enitrely sure). With my idea, than when the tanker first grabs the power at lv6, than it wouldnt cost 15.68 endurance, but only 7.62 or something like that. But, by time the player reaches level 20 (the lowbie cap), the power will cost its original 15.68. However, if the player were to take combustion beyond lvl 20, than it will consume the dev's default 15.68. Make sense? Scaling endurance.

    The reasoning behind this suggestion is that combat isn't as enjoyable in the lower lvls as it is during the higher ones. Beginning heroes/villains suffer from mediocre damage, frsutrating accuracy, and weak endurance management tools outside of inspirations. The reason I capped the lower lvls at 20 is because the player would be close being to slot their SOs, and also, they'll have access to stamina by then.

    By no means am I trying to fix everyone's endurance issues. I'm just simply trying to make the lower lvls, a bit more fun.
  22. [ QUOTE ]

    *edit*..why pick weave?..ill tell you...cause of the 3% resist damage i.o and lotg + recharges

    fire tanks dont have DEFENSe powers to use these things..therefore its not about the defense..its about slotting for the unqiues..course since you most likely dont know that you clearly are misinformed .


    [/ QUOTE ]

    I too would drop weave. Whatever defense IOs you need can simply be slotted in Combat Jumping. While true you can take both and double the effect, I believe the extra power pick could be used for something more.

    Just my 2 cents.
  23. Rowdy

    CoX2

    [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    There's a suspiciously large number of evil versions of Statesman.

    [/ QUOTE ]There's at least 3 already in-game.

    [/ QUOTE ]

    3?

    I know of Tyrant and Reichsman, who's the 3rd?

    [/ QUOTE ]
    Statesman.

    [/ QUOTE ]

    Saw that one coming a full Shadow Shard away....

    [/ QUOTE ]

    Could've swore that you were referring to Recluse.
  24. Rowdy

    Sidekicks

    Interesting idea, but ehhhh...I just can't get behind it.
    Seems to me like we'd be stepping on the shoes of controllers a bit because in a way, their pets are kind've like sidekicks; not to mention masterminds.

    Besides, it's supposed to be an MMO, therefore, they want to encourage teaming with others, giving everyone an NPC ally would just hinder that. Although, they wouldn't make great conversationalists, so teaming with them could get boring which would lead to others wanting to team with real people, meh.
  25. [ QUOTE ]
    [ QUOTE ]

    1)is it still a good set?

    2)What are the must have and the skippable powers?

    3)Any slotting recommendations?


    [/ QUOTE ]

    1) You can take whirling hands if you want a pretty weak AoE, and hurl if you want some range, but neither are really spectacular.

    [/ QUOTE ]

    Hurl?
    I think you're confusing EM/ with SS/. Unless im missing something here.