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Posts
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I agree with the others, Fire/Dark sounds like the char that would fit best for what you want, and is altogether a great pair to start your Corr career.
Once you feel more comfortable you might also consider Archery/Kin: Kin is the big-daddy of damage buffs and Archery is definitely no slouch for damage either. The reason why I would suggest Archery over Fire in this case is for Stunning Shot, which can perma-stun a boss whilst soloing since a Kin is light on the damage mitigation. Plus, Fulcrum Shift + Rain of Arrows. -
Lately I've been spending my time building a roster of batman-level crazy prepared characters for whatever is needed for a team. So far this has produced:
A perma Mind dom for MoLRSF.
A Fire/Kin Corr for speed runs and just general TF'ing.
A melee Bane for general VEAT badassery.
A Bots/Pain MM for occasions that call for reliable heals.
I've also had a Rad/Rad Corr, a Sonic/Cold Corr, and an Undead/Traps MM in the 40s that I've since abandoned though. I'm planning to roll up a DP/Dark Corr and a Demon/Posion MM for GR to fill up those debuff roles.
I've also been softcapping my 50s. I hadn't plan to at first, but after your first it gets... addictive.
I'd like to try and make an arc for every Dr. Aeon MA Challenge (thougn I did missed out on the last one).
I'd like to write more arcs that makes people go WOW. -
Thanks for the heads up, I guess on the upside it saves on slotting at least.
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I've been searching the boards, and from user accounts it seems that when it is used on a boss critter the damage is probably around 400 base, but does anyone have any concrete numbers for the power?
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Grats AP!
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Is this a perma-dom build? Having to maximise your hold strength isn't all that important if it is, unless your plan is to try and perma hold past PtoDs.
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That would tick off A LOT of people who managed to get those hard-earned ratings.
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Well here's an idea then: let us pick any name we want, but keep the "check name" function to count how many people also share the same name.
Do you want to be called Deathscream no matter what? Now you can. Would you prefer that your name is super-special and no one is already using it? Use "check name" to check.
I'm sure someone would want to argue against this by saying "But Tangler, what if someone were to take my unique snowflake of a name AFTER I got it first?" to which really I have to ask you just how often has the occasion happened to you, where you see someone running around with a variation of your character's name, or you see a character running around with the name you wanted to take? I know it has never happened to me yet. -
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I feel your pain, though I'm not quite sure what could be causing it sorry. Maybe just take another look at the settings and fixing any faulty ones you find.
As for trying to get people to try out your arc, I'd recommend checking out the other MA forum. There are usually helpful people there who will review or critique your arc, as well as MA contests to submit and get plays in. -
First: apologies to Mr Squid, for the reaaally long delay I have taken from playing his arc to writing the review. Since it really has been a while I’ll be posting two reviews this time, that of The Descender plus the final arc in my queue, Dragonslayers.
The Descender
ID: 339222
Morality: Villainous
Tags: Non-canon Story, Rule the World, Magic
Author: @Mr Squid
The Descender is a “rule the world” style arc, though rather than holding the world hostage with nuclear arms or laser-bases on the moon, your villain instead commands the Virtea, an eon-old fish-like race (there are shark-hybrids, but they sadly lack frickin’ laser beams attached to their heads) that has since been but a footnote in the CoX lore.
The arc starts with Captain Mako contacting your villain. Apparently the Leviathan’s powers were stolen by some “Destined One”, and Captain Mako has now decided to slay the beast. I’m not quite sure if the arc is saying Capt Mako wants to slay it now that it considers it “useless”, of if Capt Mako has always wanted to slay it but only now has been given the opportunity. Regardless, you discover that your villain has unwittingly become a part of something much bigger than he thought (or not, depending on his level of egomania) and wages a war on Recluse and his lieutenants, with hints of more bloodied expansion by the arc’s end.
The Virtea are well designed and look distinct from one another, and the arc conveys its level of grandeur pretty well. The arc puts itself above other “rule the world” style arcs with its lore and some ominous revelations that hints at a sequel. One of the missions required you to hunt down several bosses on the expansive “flooded city” map (its real name escapes me), which can place an unnecessary speed bump on the arc’s pacing. I wasn’t too sure on the conveniently magical plot device to make the final mission happen, and it does all come down to an EB/AV slugfest against Recluse and his lieutenants, which is a plus or a minus depending on taste.
Final Word: Overall the Descender is a fun arc. 4/5 Stars
Dragonslayers
ID: 335375
Morality: Heroic
Tags: Custom Characters, Save the World, Magic
Author: @Marty Rallner
Dragonslayers is an arc based on the age-old premise of “would your hero work with a villain for the greater good?”
The arc starts with you being contacted by one Angie Summers, a rule-the-world-to-make-it-better villain who is also “possibly one of the most dangerous teenagers in the world”. She needs help to stop a dragon cult from bringing their master back to this world, and she’s looking to a hero for it since she doesn’t want to risk her ally doing (as she puts it) a “Starscream”.
On the technical side the arc is pretty good, but it’s the writing that needs work. The arc feels like its running two missions too long since you Save The World by mission 3, leaving mission 4 to be the obligatory villainous back-stab (I’m not even sure we can call this spoiler-worthy at this point), and mission 5 to be an absolutely nothing happens affair.
The arc weighs in a lot of its appeal onto the contact--which falls flat. If you haven’t already guessed from the short bio-bit I posted, it would come to no surprise that she subscribes to the idea that being Snarky McSmartass makes you cool, and when she’s not making sweeping generalisations on your character (to which your hero barely counters with some pretty lame lines of their own) she’s dropping pop-culture references with all the subtlety of a Ninja/Storm MM.
Finally I felt the arc seemed conflicted whether it wanted to be dramatic or silly. Not that you can’t have both since I am guilty of this in all my arcs to an extent, but it did seem tug and pull for this arc.
Final Word: Fairly decent. 3/5 Stars -
You'd be better off just advertising it in the channels. "Sals Badgehunters" is good for that if you don't know of it already.
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I for one am waiting to see what new toys i17 will bring us before deciding on another arc.
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It also effects heals, defence buffs (without a res component), tohit de/buffs and end drain. Mid's does list them, but you have to view the specific details from the database.
Also if you are looking at making your pets more survivable, then taking taunt from the Presence pool is very worthwhile. Go into bg mode and make sure your pets are not standing up close to you when you taunt, so they don't get hit by the AoEs. -
I agree with StrykerX. Protector Bots have so many things going for it that I wouldn't advise using it as an aura mule, instead I have both auras placed in my battle drones who can afford the slots.
My slotting for Protector Bots are:
Blood Mandate: Acc/Dmg
Blood Mandate: Acc/Dmg/End
1 Damage IO
2 Defence IO
1 Heal IO
In all this comes out out to a healthy 47% acc and 88% damage enhancement, while retaining their defensive capabilities. -
Was going to do Demon/Therm, but since I recently rolled a Bots/Pain who is now already 50, I'm instead going to opt for Demon/Poison.
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Quote:
you should look at some newer vamp stories like twilight for more modern ideas.
Edit: Was just going through my comments and found another gem: Someone sent me a complaint that they thought my arc was way too hard for his lowbie, and should be set at 20. The entire arc is level locked at 20. -
I'm sure plenty of us here have got a few comments from their arcs that have left them scratching their head a bit, let me start:
Apparently one of my arcs is so good it has left quite a few people in fits of joy. My evidence for this is from a handful of comments I have received that have went along the lines of "asdawdasdsdawadas".
I have received one negative comment from a player who thought my unannounced timed mission completely ruined the arc, especially since he enjoyed spending his time carefully reading through all the text. The thing is if he was reading the text carefully, it would have been hard to miss the bright orange warning in the briefing that tells you the next mission is timed. -
Well I've got Might Makes Right (5213) and Mercytown (6017).
And yeah, I would say my arcs have at least been getting more polished with each one, and the recent competitions have been upping the standards for everyone in general. -
I discovered this when I ran LRSF over DXP, everyone on the team approved of this change.
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It's probably better not to approach bubbling as an "all or nothing" deal for MMs but rather deciding who would benefit the most from it, i.e. the guy who usually eats the alpha, non-softcapped def based teammembers, or anyone in the team who has a habit of taking a lot of hits.
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Quote:What would be more awesome would be to SET MORE PEOPLE ON FIRE.Yeah, I know but I couldn't fit it in. (No, that is not what she said). If it were Fireball, on the other hand....we'd talk
It was very tempting though. But I decided I'd rather have Incinerate. Set dudes on fire, show them who is boss.
Protip: it is me, I am boss.
Final build wise, if I had to choose between Incinerate or Fire Breath, I would go for Fire Breath hands down. Lining up your cone isn't really an issue when without Incinerate, you don't have a reason to be in melee anyway. -
Quote:I'd say getting 2 million alone means that your character is set for life. You can easily afford to fully slot a character with vanilla IOs and never needing to slot ever again, until you want to splash out on recipe sets which should be considered a luxury item anyway.This hit me earlier as i was levelling my scrapper and realised just how "poor" that alt was [had only 6 million on it] and could only afford a single IO at my level that i wanted. When i first started the game, when i reached 100k i thought i was rich . . . .
Quote:So these days, what amount of influence would make you turn your head and go woah nice! Im going to enter that competition!
1 million is literally nothing anymore [yet still hard to get for new players who dont know much about the game]
10 million still seems a bit "meh"
100 million? Seems the minimum requirement these days.
I had to go run a cossie contest redside just to get all that bad-taste out of my mouth. -
Quote:I see you left out the "these would be optional, but still good powers to have if you can take them" bit. Please don't selectively quote people kthnx.Caltrops is probably one of a /Traps Mastermind's best tools. It's fast recharging, AoE slow + Damage, plus it will typically preoccupy enemies or cause blocking if you dump it in doorways/ at corners, amplifying the potency of the Burn Patches. Heck, without Caltrops, my Mastermind probably couldn't stop the Ambushes in the Cyst ITF mission(Which is fun when you have about three of them stuck in a narrow spot), or keep mobs neatly together after the mezzes wear off. It's a truly underrated power, also works pretty well with Procs on top of all that.