TigerKnight

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  1. Quote:
    Originally Posted by Fury Flechette View Post
    I gave you my opinion in good faith. I didn't know that you were set in your ways and wasn't really looking for feedback. I guess I know better now. Good luck with your toon.
    I am looking for opinions but more to the slotting version than "Take this, everyone else does". Besides I thought we discussed builds here. Meaning if someone doesn't agree with you, then they simply don't. OR you can tell me why I would want to take boxing/ tough other than "Put the IO in it cause everyone does".

    But hey, if you want to take your ball and walk away, it's up to you. Thanks for the offer to help anyway.
  2. Quote:
    Originally Posted by Fury Flechette View Post
    I see a lot of wasted power picks and slots in that build.

    I'd dump elude and focused accuracy in a heartbeat. Both are completely unneeded. You're already at the soft cap, so all elude gets you is +run speed and the endurance bonus. Both can be made up by just slotting Gift of the Ancients in the places where you currently have Red Fortune. If you're really concerned about endurance burn in long fights, take conserve power and slot a recharge IO in its default slot.
    Elude is on there because I exempt down quite a bit. Anything I exempt after lvl 47 would take away the set bonuses and also the soft cap. And even though currently I don't use it all the time, I have found it useful at certain times. End Drainers for example, if they get you to zero, no amount of recovery and conserve will allow you to keep your toggles and continue to fight. I have used elude and survived it. So let's call it a players choice.

    Quote:
    Originally Posted by Fury Flechette View Post
    I'd take anything other than focused accuracy, especially since you don't need the +perception. I'd slot a kismet +acc in combat jumping and call it a day. You also won't miss the .45 end/sec cost. The Gaussians can go into Build Up.
    yes but the Gaussians gives the 2.5 all around to make the soft cap. take it away and you fall into 41% - 43 %. Plus there are times when it feels like I can't hit something, use FA, and then I hit it frequently. Again, it's a situational power but one that aids in situations I find rather annoying.

    Quote:
    Originally Posted by Fury Flechette View Post
    I'd take all those slots and move them to health and up both recovery and regen. Also, you should pick up physical perfection since you've already have body. Your other pick can be either hasten or tough, depending on preference, both can be useful. I'd lean towards boxing/tough.
    Boxing tough.... ugh, now there is a waste. It's funny but I threw in that part about "Could go box/tough but I already" part in there cause I knew I'd get "Go boxing/ tough" Seriously when do people actually USE boxing? It's a completely wasted power. Even more than the ones I picked.

    And picking up tough just to slot some expensive IO in it isn't really my style as I'd never turn it on. It's not that amazing when it's usually your only resistance and I can get the +3% through IOs anyhow. Hence why I passed on them.

    Quote:
    Originally Posted by Fury Flechette View Post
    I also think aid self is way overslotted. 3 slots: 1 end/heal, 1 heal/rech, 1 heal/rech/end is all you need. How much do you plan to get hit anyhow? The interrupt redx isn't as needed that much in a soft capped build, but it doesn't hurt. Practiced brawler can also shed a slot. With the recharge you have, it's perma with just 1 recharge.
    So, if you had a million dollars would you look at it and say: "I have too much money. I guess I'll have to throw it all out." and then drop down to where you had to continue working 40 hrs a week to survive? No? That's how a view Aid Self. You can't have too much of a good thing. Plus miracles add to AoE defense. The redux is just because I didn't have anywhere else I wanted to slot anything.

    However, on the "How much do you plan on getting hit?" question. I'll answer with "Depends on what I'm fighting" Some things in the game still auto hit. Some things have higher accuracy (Bosses for example). I feel stronger having powers that SAVE me when I run into these things as opposed to having powers just because it's the norm.
  3. So I'm reworking my first toon and I put together this build. Looking for opinions. While I could go tough/ weave, I can reach the soft cap without them and still retain aid self so I went that way. 30% dam bonus I think is pretty nice bonus as well.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    TigerKnight: Level 50 Technology Scrapper
    Primary Power Set: Katana
    Secondary Power Set: Super Reflexes
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Medicine
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Sting of the Wasp -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(3), Mako-Acc/EndRdx/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(5), Mako-Dam%(7)
    Level 1: Focused Fighting -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(7), RedFtn-Def/EndRdx/Rchg(9), RedFtn-Def(9)
    Level 2: Focused Senses -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(11), RedFtn-Def/EndRdx/Rchg(11), RedFtn-Def(13)
    Level 4: Flashing Steel -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(13), M'Strk-Dmg/Rchg(15), M'Strk-Acc/EndRdx(15), M'Strk-Acc/Dmg/EndRdx(17), M'Strk-Dmg/EndRdx/Rchg(17)
    Level 6: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(19), RechRdx-I(19)
    Level 8: Swift -- Run-I(A)
    Level 10: Practiced Brawler -- RechRdx-I(A), RechRdx-I(21), EndRdx-I(21)
    Level 12: Combat Jumping -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(23), RedFtn-Def(23), RedFtn-Def/EndRdx/Rchg(46)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(25), Zephyr-ResKB(25)
    Level 16: Health -- Numna-Regen/Rcvry+(A)
    Level 18: The Lotus Drops -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(29), Oblit-%Dam(31)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(31), P'Shift-EndMod/Acc/Rchg(31), P'Shift-Acc/Rchg(45), P'Shift-EndMod/Acc(45), P'Shift-End%(45)
    Level 22: Agile -- LkGmblr-Def(A), LkGmblr-Def/Rchg(33), LkGmblr-Rchg+(33)
    Level 24: Dodge -- LkGmblr-Def(A), LkGmblr-Def/Rchg(33), LkGmblr-Rchg+(34)
    Level 26: Soaring Dragon -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(34), Mako-Dmg/Rchg(34), Mako-Acc/EndRdx/Rchg(36), Mako-Acc/Dmg/EndRdx/Rchg(36), Mako-Dam%(36)
    Level 28: Lucky -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(37), LkGmblr-Rchg+(37)
    Level 30: Quickness -- Run-I(A)
    Level 32: Golden Dragonfly -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-%Dam(40)
    Level 35: Evasion -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(40), RedFtn-Def/EndRdx/Rchg(40), RedFtn-Def(42)
    Level 38: Elude -- RechRdx-I(A), RechRdx-I(46), RechRdx-I(46)
    Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(43), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
    Level 44: Aid Other -- Heal-I(A)
    Level 47: Aid Self -- Mrcl-Heal/EndRdx(A), Mrcl-EndRdx/Rchg(48), Mrcl-Heal/Rchg(48), Mrcl-Heal/EndRdx/Rchg(48), Mrcl-Heal(50), IntRdx-I(50)
    Level 49: Physical Perfection -- EndMod-I(A), EndMod-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    ------------
    Set Bonus Totals:
    * 27% DamageBuff(Smashing)
    * 27% DamageBuff(Lethal)
    * 27% DamageBuff(Fire)
    * 27% DamageBuff(Cold)
    * 27% DamageBuff(Energy)
    * 27% DamageBuff(Negative)
    * 27% DamageBuff(Toxic)
    * 27% DamageBuff(Psionic)
    * 5.94% Defense(Smashing)
    * 5.94% Defense(Lethal)
    * 6.25% Defense(Fire)
    * 6.25% Defense(Cold)
    * 6.56% Defense(Energy)
    * 6.56% Defense(Negative)
    * 11.9% Defense(Melee)
    * 13.1% Defense(Ranged)
    * 12.5% Defense(AoE)
    * 5% Enhancement(Heal)
    * 32.5% Enhancement(RechargeTime)
    * 18% Enhancement(Accuracy)
    * 10% FlySpeed
    * 160.6 HP (12%) HitPoints
    * 10% JumpHeight
    * 10% JumpSpeed
    * Knockback (Mag -4)
    * Knockup (Mag -4)
    * MezResist(Held) 6.6%
    * MezResist(Immobilize) 15.4%
    * MezResist(Sleep) 1.65%
    * MezResist(Stun) 6.05%
    * 7.5% (0.13 End/sec) Recovery
    * 30% (1.68 HP/sec) Regeneration
    * 5.99% Resistance(Fire)
    * 5.99% Resistance(Cold)
    * 10% RunSpeed
  4. Next up:

    Quote:
    Originally Posted by Dalghryn View Post
    I always welcome feedback on my two arcs. Nothing's ever perfect. See my signature, and thanks for the time.
    "The Consequences of War" - Arcs # 227331 and 241496
    Note: Due to only playing one arc per creator, I only played the first half of this story. As such, the review does not cover the second half.

    Toon Choice: Player's choice award but extreme level baddies...While this might be a shy away to something big and resistant, I stick to my gut feeling and play my level 50 Fire/kin Freedom Forged. After all, he is an ex fire fighter and who is more unsung than that?

    Skip the spoilers? Scroll down to the final review.
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    Mission one: My contact for this mission is the human torch and...er, sorry. Lazon who looks like the human torch and I think I can see a 4 through the flames.... >Shakes head< anyway so he sends me off into the sewers to help his team destroy a group of bombs planted in the sewer system and defeat the leader. I come across the Sentry and... er... Sorry, Captain Superior and he decides he is going to hang back and "cover me" so to speak. (Paraphrasing) I go in and make crispies out of the leader. Then I come across Bad Boy Billy (Wow.... freedom must really be hurting for not taken hero names) who wants to help but since I found him too late, sucks to be him.

    Mission two: Torchie sends me to...er, Lazon, I mean, sends me to gather some encrypted evidence using some of the tech we found in the sewers. He sends two heroes there as well to cover me while I gather it. In I go and on the FIRST blinkie I touch, I got the data and now I get to... uh? I have to save the heroes too? Great. I have to save the Calvary. I save them with one telling me he'll help me get the data while the other plans on staying put and "Covering me" (She must have been Sentry's... er, Captain Superior's girlfriend.)

    Mission three: What's that Tor... Lazon? A vanguard base is under attack and they have taken one of our scientists hostage? I race to the base to gather up the data and save the scientist (Whose name is completely escaping me at the moment.....) and she disappears. I wonder why there were no leftover Vanguard or allies in this one as I thought for sure there would be.... Not that I needed them but still.

    Mission four: What's that? I leave the Solous base for ten lousy minutes and the kids are having a party and invited a whole Ritki army with them! I fly back to the base to save whoever I can (Which is two heroes and Commissioner Gordon who is visiting paragon on vacation. This must be the training facilities when Batman needs a new sidekick....) I will note in the beginning of this mish, I got up for a quick minute and came back dead. Ok, one for the Ritki.

    With Gordon blazing beside me, we clear down to the final room where a Ritki heavy is waiting for me. I accidentally turn into the room too quickly and get flash fried before I know what it is I'm fighting. It's a Ritki heavy boss. (Again, loss of memory on the name. Usually I go through my souvenir for these things but it's too short to have any real useful info) Two for the Ritki. I come back and grab Commissioner G to go in with me guns blazing....for the 30 seconds it take the heavy to roast his ***. I siphon the end off the heavy while it plays target practice with my imps and take it out. Poor fried Commissioner *******....

    Mission five: Oh, fighting's not done. Woot! This is getting exciting and Torchie's with me. (Hey, I like torchie over Lazon, sorry.) Up the destroyed burning building we go and man I'm glad I chose this toon. I fry Ritki bodies all the way down. Gordon is blowing them away. I come up to Torchie who has appearently spent too much of his energy and flies out the window to save us from his explosion. Ok, one out of two isn't bad. Especially as the one got flash fried by the mech last mish.

    Down the corridor we go and if not for the dialog, I would have ran into Hro'dtohz. (The main baddie) I sipon pull him and start beating on him. About a quarter of the way through, he preys on my weakness by.....running away???? WTH?? Someone should tell this guy that running from a controller half your size is embarrass... >He turns around and cuts me down< ....... You didn't have to tell him right this second Gordon!!!! You could have waited til he was unconscious. Ugh... that's three for the Ritki.

    I return and besides the Commissioner not realizing I was pulling and ducking behind the wall with me and my imps, things went much better. After Hro cut down the commissioner (/e facepalm moment... Dude, your not Batman. You're not even a trusty sidekick.) I lock him and set myself up in the fire kin sweet spot til my imps toast his ***....

    ....And that's when the Sentry arrives back. Seriously? Where were you? Mars? I chase Torchie a bit more before I leave.

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    Final Review:

    Originality: 4- It's a war story about fighting the helpless fight and saving those who you can. Fighting in the trenches with the lower heroes was different but being we were all lvl 50ish, I really wasn't fighting with rookies now was I? Hence the four over the five.

    Story: 5- I can however give it high marks for a story I got immersed in and even though I made the Marvel/ DC references, I had a lot of fun. It felt like a losing fight. I was collecting dog tags for crying out loud.

    Mission Layout: 4- The maps were good (The last one rocked) but getting the allies AFTER the fact kinda sucked. The blinkie right at the beginning was also a buzz kill. Still the allies I didn't run across first when I could have however you might want to make the blinkie appear after I save one of the heroes for cover.

    Completion: 4- The last battles were rather high end. Yes, I completed them as a controller but a fire kin is a cream of the crop AT. As another troller, I don't think I could have beaten the fourth mission.

    Final Review: 17 points (A-) It was fun as Hell. I made me feel as my character was in that war. While I won't review the second half right now as there are others still waiting, I have bookmarked it for a return as I do want to see how the story plays out. Nice work!
  5. Quote:
    Originally Posted by PapaSlade View Post
    First things first, thanks for playing the Arc. I appreciate you taking the time and I hope you enjoyed it even if its just a little.



    I think what I was shooting for here was the thought that, if in the course of a different mission, you had the chance to take out Josef Mengele, a top terrorist weapons maker or someone else of that ilk would you feel it served the greater good. Von Grun has a well established desire to "rule the world" and experiments on the DE to create a weapon in an attempt to reach that goal. Aeon is equally power hungry but far more discrete. Not to mention he has trapped a demon to power his evil plans. Creed experiments on the infected in Mercy. These are people not plants or an imprisoned demon. He may actually be the worst of the bunch. So yes, Crimson "has a real hard on" for getting rid of these guys.

    The taking of the actual men is meant to give Arachnos multiple secondary targets to worry about. That is the distraction. If you simply went after Grillo, they would likely target all their extra security to his most sensitive work. Now they must protect all the projects these men were working on, making your next objective easier.
    I can see where you're going with here. The "Attacking everyone to spread their forces thin" is a good strategy. However, it feels as if you're all alone in this mission. Yes, Crimson is directing you but attacking a group of super villains, all of which very well known, leads more into the psychotic side of things. I could see maybe troop support or Indigo's help. If you wanted to keep that mission. Hell, maybe they could set it up where Grillo was killed in what seemed to be an accident. Or, for that matter, why not just blow the building up? Also, yes, I can see how this would be something Punisher would do.... However no one said Punisher was completely sane to begin with. Hence, the "This is nuts" knee jerk reaction.





    Quote:
    Originally Posted by PapaSlade View Post
    The structure of the mission as well as Unai and Tina's dialogue is meant to suggest that they are determined to stay and fight to protect Portal Corp. So, if you chose not to dispatch them yourself then they are still in the building, fighting the good fight, when it blows up.

    Since we have yet to learn exactly how our world will interact with the Preatorian world once Going Rogue comes out, I am unsure exactly what we will be "defenseless" against. Looking at the state of our world (in game) I might be more worried about us going there if I was a Preatorian. That isn't the real issue here.

    What Crimson is really concerned about is not the threats we already know. The Rikti, Nemesis, Preatorians, etc. that you point out can still use portal tech. He considers them the threats at hand. The ones Paragon and the world seem to basically be at a stalemate with. Given a few more missions I would have liked to address that but we are a little limited in how much ground we can cover in one arc.

    What really has him worried and what is driving his actions is the threats that are still out there. What will these Portal Corp people unlock next as they cavalierly hop from dimension to dimension? That is what Crimson is trying to prevent. The next "Rikti War" against an as yet unseen enemy. If that means the sacrifice of those stationed on the other side to save all those that remain on Primal Earth, is that the greater good? Given the cost of the Rikti Invasion, I think that is a legitimate concern.

    It may be the most advanced technological breakthrough in the world but it may also be the single greatest threat to the future of the world as well.
    Okay, I can see your way of looking at it. However, let's say Tyrant came into our world and kidnapped Statesman and took him back to Praetoria. (Similar if not the same as the "A Hero's hero" arc) How could you save him? Just because you crippled your world's ability to use portals doesn't mean those other worlds have the same handicap.

    Yes, there is always that "Next big threat" but intelligence of your enemy is always your greatest weapon. Without those portals, you cut off your supply of that intelligence. Even Punisher would scope out his enemy before trying to kill him. And as far as baddies goes, I think Tyrant would rate up there pretty high. He's already conquered Paragon City in his reality...something that Lord Recluse has yet to do in this one. (And Recluse's Victory doesn't count as it has yet to happen.)



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    Quote:
    Originally Posted by PapaSlade View Post
    Agreed, the story may not be original, but I still think the idea behind the threat of portal tech is a sound one.



    Perhaps, since the contest is over, I need to change my discription for the arc to include a disclaimer. It appears the arc is a bit to dark for many heroes and I understand completely that not everyone wants their character turned into the punisher. Part of the problme may be that I play the majority of my time red side and even my heroes tend to be a bit more vigilante. In fact, now that I think about it, all my favorable feedback has come from people I know that play mostly red side. I am sensing a trend.

    I also thought Crimson explained his reasoning rather clearly but I think by the time I get around to it most hero players are already in the "this is just crazy" frame of mind and simply do not want to hear it.
    Agreed that this arc has potential. Which is what I said in my review in the "I can only rate it for what it is" part. I in no way meant to make you feel like this arc was crap. It was more in the direction of this could be soooo much better. It feels rushed as you were on that time limit for the contest. Now you're not. I'd go back over it and fine tune some parts of it to either A) Make it more Hero'ish or B) Drop the hero stuff altogether. Again, if you like, I can toss you some suggestions in a PM.

    (P.S. When the in arc text is something like "What? I kidnapped and murdered for you already and you want me to do this...." Then even your character is thinking in his/her head "This guy's a psychopath". Kinda foreshadows anything Crimson could say afterward.)



    Quote:
    Originally Posted by PapaSlade View Post
    Crimson states that he has disabled the police band and set up a distaction to give a window to work in. So you are basically the first "hero" on the scene. Perhaps if I added a timer it would lend the feeling of urgency. I could add a few hostages that just run off I suppose but they really can't see you doing any of the work to take down Portal Corp.
    I didn't miss that part with Crimson but I read it as he was keeping the police busy. But a full scale invasion by Black Scorpion and the Arachnos should warrant some sort of response. This isn't like some bank robbery. This is billions of dollars of equipment that can reach hostile worlds and cause numerous deaths if not in check. Guards wouldn't be a bad touch or some hero intervention. I did have some thoughts on this but I would say them here.

    Quote:
    Originally Posted by PapaSlade View Post
    I struggled with adding a fight between Arachnos and security on the first floor but with Unai already on that floor it would complicate things if you were fighting Unai and ran past a group of security that just just stood there and watched you fight their boss. Placing them in the second or third floor means they stand around and watch you place the explosives and do nothing. I could try the last floor. I assumed if they were in proximity to the big names they would be dead before you ever got there and you have the same problem with Tina as you do with Unai. Any security in the building would need the ability to turn on you as well as fight the attacking Arachnos. Making them Rogue means they attack you before you do anything that calls for them to attack you. In the end I decided that the mechanics available did not support the behavior needed for what the charatcer was doing in the mish.
    You can't make them betray you like Unai does? Also, you could try setting them in a sequential order. (Find the allies, use them to help cover you to get to the security camera's, betray you, plant bomb, Unai's arrival not seeing security helps/ atttacks you, etc....) I'd have to play with it a bit to see but I'm sure with a little testing you might be able to find something that works.



    Quote:
    Originally Posted by PapaSlade View Post
    First, there are very few bosses that are required to be fought. Sands, Black Scorpion, and Mantis are all not required for mission completes. Granted, Mantis can be hard to avoid but the others can be by passed. Aeon is the other tough fight but he is just making it look good and once he does that he bails (runs off at half HP). I thought I made the dialogue and the objective listings reflect that but if you have a suggestion to make that more clear I am all ears. As far as allies go, I bounced around placing Crimson in the last mission but the story really reflects him as keeping his hands clean on this one because it may just be the start of what he is up to. Anyone else would have been just a throw in. This is sort of designed as a covert ops type arc, hence not a lot of extra players involved.
    The list had it so you have to kill everyone on the list. While you can have the others in the arc, is it really necessary to have to kill all of them? I can see a controller having a tough go with this. I made a few suggestions up top about his mission.

    Quote:
    Originally Posted by PapaSlade View Post
    Again, perhaps I should change the arc discription to include "for the darker hero and their like minded friends" or something along that line.

    Again, I really appreciate the time you took and any suggestions are great. I think there was a wide spectrum of takes on the challenge. As I said earlier, I play mostly red side, so for me some of the entries just simply did not go far enough. The "evil" they asked of the player was dipping their toe in to test the waters. I guess I went to the other extreme. I still say the potential threat from portal tech is not a "bad concept" and Crimson wanting to eliminate that threat could result in the greater good for the people of Paragon.
    I did want to say something here about "Being Evil". Being evil doesn't necessarily mean being ruthless. Doctor Doom just doesn't build a bomb to destroy New York just because he has the evil intention to kill Reed Richards. While he could do that, he has nothing against the people who live in New York. Plus it would cause a war with his homeland and America costing his people their lives at the same time. Despite his Evil intention, Doctor Doom is not about slaughtering people for the sheer hell of it.

    This is what weakened your arc for me. There is no second thoughts for the "Hero". You follow Crimson's orders and the little you do question him, you still carry out the plans to a fault. There is no hesitation and there is no remorse. No feelings whatsoever. Even in that 9-11 tribute Marvel did for the WTC victims had Doctor Doom and Kingpin feeling sorry for the innocents lost for no reason whatsoever. And that is where the hero crosses the line and it no longer becomes about doing good but in achieving a goal. A goal which may not even yield the intended result as 100 things could go wrong.

    Lots of potential..... now the challenge is making the arc live up to it.
  6. Up Next:

    Quote:
    Originally Posted by PapaSlade View Post
    I could use some more feedback on the arc I submitted for Aeon's challenge

    Judge, Jury and Crimson ID#352363

    Agent Crimson knows what the single biggest threat to Paragon City is and he wants you to do something about it.
    Toon Choice: Hmmm.. I don't have many toons that will fit this but since there is a lot of warnings on this arc I'll follow my "Can't go wrong with a scrapper" Philosophy and bring out Vixen Foxfire, my lvl 50 MA/fire scrapper

    Time to skip the spoilers:
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    Mission one: The beginning dialog kinda freaks me out a bit because Crimson talks like he's just given up on everything. Real morbid. His request is simple: Kidnap Naylor. Ok, I can see how that fits into the "Do evil to do good" deal... sorta... I mean, he's a bad guy contact so there is some good in this. Not sure if bringing him in for questioning is evil but I go through the arachnos with no problem. It's a clear all and apparently I'm "Killing" them. Wow... Heroes do a lot for Crimson on a simple request. I "Pretend" kill them in my mind and haul them off to jail. After all, I'm a hero.

    Mission two: Crimson goes to talk to Naylor while he sends me after a bomb because he needs one that isn't traceable. I guess his secret agent clearance doesn't cover major explosives. The opening text is "Sneak in or beat up everything" I smile. I'm a scrapper.... I'm beating up the first baddie before I even read the text. I grab the bomb and book to mission three.

    Mission three: I'm off to crash a party and kill the guests... Wait, what? More killing? WTH. Crimson has got a real hard on for dead bodies as of late. It gets harder to "Pretend" as text of them choking on their own blood is dominant. And I'm using this excessive and deadly force as a distraction? I wonder what "Greater good" I'm doing by filling the graveyards in Paragon City but I trudge on.

    Mission four: Now I'm being sent off to infect an arachnos computer with a virus to delete the information because Lord Recluse hasn't considered back up disks or advanced anti virus software. I smile as I think of Lord Recluses lap top going blank as he's downloading spider porn as I drop off the package. After all this, I'm dying to see what I am actually accomplishing.

    Mission five: And the greater good is.... Blowing up the most advanced technological breakthroughs in all the world! What? I picture Crimson's eyes being taken over by madness as he describes his plan to kill 100s of lives, strand countless soldiers in alternate hostile dimensions, and basically leave us defenseless against the praetorians. You're kidding right Crimson? Guess not. I go through the mission thinking about all the others who are in the shadow shard.... Not just the soldiers but the Crey and the Nemesis. What stops them from still using this tech again? I feel slightly relieved that I get to save Uani and Tina but then they turn on me. I ditch them but the point is lost to me as the ending finds them both dead. Crimson continues on his thrill ride through psycho land and I leave as my toon needs a shower to wipe away all that blood on her hands to cripple the world.

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

    Final Review:

    Originality: 1- I am struggling here as I want to rate it based on the potential it has should the whole "Doing evil for good" but it is what it is. The story isn't all too original. Some psycho who knows what's best for the world and instead just about destroys it. The surprise ending gets it the point as I didn't see it coming but then again, I'm not that surprised I didn't see it coming at all.

    Story: 1- I can't see any hero doing these acts without stopping and looking at Crimson as a complete madman. Seriously, did Crimson just snap or what? While the dialog is pretty well thought out, there is no explanation on why he's decided to do this nor any clues to advance the story. Also, a couple of typos with mantis and crimson's dialog really were just icing on the cake.

    Mission layout: 4: Everything was where it should be and the maps kept it a bit diverse. However the last map seemed to lack anything that made it feel like a major building was being assaulted. No security, hostages, Heroes to the rescue.... nothing. Hence the four.

    Completion: 1- Way too many bosses and no allies. Plus there was no getting around fighting them. The warnings in the beginning are well justified,

    Final Score: 7 (which is a D grade.) Just a bad bad concept. I don't blame him for struggling with this challenge as it was rather hard. As such and the challenge is over, I suggest rethinking the arc and perhaps changing it up a bit to make it more Heroic and less of a gore fest. I'm good for offering ideas should you want some help. And with that I'm outta here.

    Have a Happy New Year everyone!!!
  7. I'm baaaaaaack......

    Well, for the most part. It's nice to know that as the rest of the world upgraded, so did Santa's workshop. So I hope everyone was good this year cause instead of coal, Santa is passing out computer viruses. $100 buck to clean the comp and we're back on track. Fat *******.......

    Ok, so normally I don't do two arcs from the same post however to make sure Mr. Spoon is kept out of the dog house, I've made this one exception.

    Quote:
    Originally Posted by DrSpoon View Post
    Both my and my wife's arc could use another play.

    Mrs. Spoon's Arc: Shades of Betrayal, Acts of Salvation, ID# 59147
    Heroic, 5 missions, level 25-35 (25-37 in last mish)
    "Discovery of the Well of Evermore leads the Circle of Thorns to tap into another source of magic, but at the price of destroying the Un'se'lei world & our own. Author's Note: Story driven arc with fighting to complement the story. - contains possible Unseele Court origin. **EB in last mission."
    Toon Selection: Let's see... Magic based storyline needs a magic based toon. So onto my lvl 50 fire/ energy blaster Detective Brimstone.

    Onto the spoilers: (Might want to scroll past the lines now)
    --------------------------------------------------------------------------------------

    Mission one: I'm off to Croatoa where the Circle is trying to make a pact with Eochai. I'm not sure why they picked doing it by Jack in Iron's throne.... I mean, there are safer places you know? After dispensing with the Fir Bolgs I come across Sicarius who is talking about making slaves, having the hawks destroy the barriers, and betraying the betrayers. This seems a little much to just dump out there IMO. But a Beating later and I move onto...

    Mission two: Off I go to destroy the barriers and.... wait. What? I reread the text and scratch my head. Ok, so we don't put two and two together here? The CoT want the barriers destroyed but yet we're going to destroy them. You'd think this aaron guy would question this.

    So off I go to help the circle.. er, to "Close the mysterious rifts" in my smash first, analyze later mission and I come across some possessed Midnighters who instantly attack me. (No explanation on why the circle decided to possess them unfortunately.) I free the ally and then get attacked my more CoT. After frying some weeds, I move onto the final room where Derek's brother Garik is waiting for me. And man does he hit hard.... Good thing I have a dispensable shield..er, ALLY to take some hits. Heh.

    That is until Gerik takes off flying to chase me and his brother is left in the dust. (Must have had different fathers since Derek walked everywhere) but he tells me that Derek is playing me for a fool and even Derek backs this up by informing me that he is with the hawks even before we meet his brother. I have one barrier left and I end up destroying it anyway because.... well, to see what would happen next. (Side note: Might want to have Gerik spawn AFTER the barriers have been completed)

    Mission three: So after helping the circle take over the world, I went off to... The infirmary? Geez, what about Disney world? Ah well. So the Possessed Midnighters are being taken to the Zig and I'm off to break out Garik and beat up my ex-shield (Told you he was dispensable) Gerik broke himself out and left me alone to fight his brother. Brutal fight but I won. (Archmage Accolade FTW!) Before he "Dies" or whatever turned him into a skeletal mess, he hands me the keys I've been sent to find after Eochai tries to invade his mind.

    Mission four: So now we have to rebuild the barriers I tore down when I was fighting what I was to perceived to be the Circle. My ally was knocked out in the beginning and just lied there injured. No big deal, I zip through the mish grabbing blinkies and searching for anyone to talk about anything else. Nope... Well, I fixed the barriers so now life is good right?

    Mission five: Ugh... what do you mean that there were other teams establishing barriers elsewhere? I thought only I was destroying them? ok, so our new plan is to head into Oranbega and beat up there mage channeling the power while cutting off their access to the well of secrets. Allies not only help by fighting but also showing me what room the blinkies are in. (Which they are much better guides than warriors as it takes me a few minutes to beat down the first mage.)

    Ending with me fixing my big bad and stranding two of the Un'See'lei's in my world. I go off for a beer (Which is the best MA reward yet) and life continues to normal.

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

    Final Review:

    Originality: 3- Fairy stories using the seelies are rather rare. Before heading in, I was remembering all those white wolf games I played and while we had the ability to use fairies, we never did because there wasn't much use for them. To see them in the spotlight for a mission was rather different. However the overall plot really wasn't.

    Story: 2- Yeah, I had some trouble following both in following the story and in it's implementation. Not to mention the constant arrival of customs really weren't helping. While the dialog was nice to read, it didn't help much when the missions came out.

    Mission Layout: 4- In the final mission with the appearance of my allies was a cool feature. The only thing keeping this from a five was the meeting spot in the first map. It's just ackward at best as there are other maps that would have worked better.

    Completion: 3- The Ally-less fight on the third mission might be problematic. Especially since the guy's main attack is full of KB. I had acrobatics to my advantage but KB protection might be a requirement to finish it.

    Overall: 12 (Which is a C+ rank) Where the Text was nice, the first mission really hurt by just putting too much out there right off the bat. It wasn't much to make the leaps of logic needed to spoil the story and, ultimately, the enjoyment of the arc. I don't see me recommending this arc out though until it goes through some alterations.
  8. Quote:
    Originally Posted by FredrikSvanberg View Post
    Thanks for your review.
    I'd be interested to know how it could be made much better. I mean, I've only done what the devs do in Kalinda's starting missions. They're all unconnected without clues or any kind of story to tie them together. In fact what I've got here is already more of a narrative than the introductory arcs in CoV, since I'm building on those same missions.
    Left you a message in your in box on how I think your story could be altered so it was more Arc'ish. Feel free to keep or delete whatever.
  9. Our next arc is.....

    Quote:
    Originally Posted by DrSpoon View Post
    Both my and my wife's arc could use another play.
    My Arc: The Power From Out Of Space, ID# 64800
    Heroic, 4 missions, level 32-37
    "Strange energy is coming from somewhere and is transforming people. Is it dangerous, or can it be harnassed? Light-hearted, soloable. AV/EB in last mission, but you have help. The Custom Group is made entirely out of standard foes."
    Toon Choice: An outer space arc? And I already burned through my Warshade. Well, Guess that means we go with my pure human Peacebringer Daystorm. Lvl 50 with IOs.

    Spoiler alert between the lines........ but you should have known that by now ;P

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

    Mission One: Some strange energy source is found at the local pub with some good fried pickles. Must be a Hooters... >Ahem< Anyway, The Circle is on top of their game today as they get their first and capture the energy source forcing me to reclaim it in Oranbega. Through the trip I find random people but no energy source. But can we say Clues galore? Shredded ties keep my interest as I pound their leader into the dirt.

    Mission Two: Returning back, I am not sure what to make of the Clue fest but find myself catapulted into another mission after it. (Noting the tricky wording from the second mish complete dialog and the third mission's open/ acceptance. Not bad mind you. just had to reread it to make sure I understood it.) I enter a lab to fight off Crey and rescue the same people... again. Needless to say my AE senses are tingling.....

    Mission Three:...and they end up being accurate as the power source was what I was beginning to suspect. New crimefighters. Who discovered farming right away..... This must be Pre AE farming nerf. (joke there) So into the third mish I go to face Freakonaleash. Now if you're wondering why it's called that, then you don't listen to Korn much. Freak die quick enough and rez to die again. Beating Freaky gives me the clue to find the Tubeman.

    Mission Four: I enter the mish and suddenly wonder if I displeased the AE gods as I stare down a Cryst. Which turned out just to be a destructible object (Thank you so much for the not needed scare) and One of the Supers (Blue Mountain) As I ventured forward smashing custom freaks with a smile, the seekers became gathered up and we head into the last room. One boss. I have 5. Cakewalk. And then I died. LOL. Hadn't considered the Ambush possibility. So I self rez and with the remaining 4 supers (Lens didn't make it) We defeated Fluxtube.

    ---------------------------------------------------------------------------------------
    Final Review:

    Originality: 4- While the idea isn't new, the time spend to craft their costumes and the final bad guys was. Plus there was no clear ending to the arc as there could have been a betrayal or having to deal with powerless heroes. What holds this back from a five is I would have liked to have the heroes powers described in their bio.

    Story: 4- Despite the tricky wording, I could follow the storyline. I understood what was going on and I didn't have any burning questions when it was all said and done. Plus there was some color splashes here and there. Nice!

    Mission Layout: 5- Missions were laid out where I didn't miss anything. Different maps and different baddies again keeps my interest. Even in the last two missions where they came close to using the same baddies, there was a difference between them.

    Playability/ Completion: 5- Standard foes through 75% of it and the custom foes weren't too over the top that I couldn't beat them with just about any of my toons. Simple, yet captivating. The only problem I might have had is the last mish might be too easy for some ATs. Perhaps the last boss needs more than one ambush wave.

    Overall: 18 points (which makes this my first awarded A) Very nice. In other words: Try this Arc. This is yet another one that I'm going to mark down and offer to people. Hell, I might just play it again myself in the future for the fun of it.
  10. Next on the list:

    Quote:
    Originally Posted by FredrikSvanberg View Post
    I'll just let you pick and choose from my villainous VEAT arcs. More info in the link in my signature, here are the titles and IDs:

    The Tangled Weave
    Arc ID: 338575
    Level 1-10

    Just remember that these arcs were made with Soldiers and Widows of Arachnos in mind so the contact and enemies will be treating you like you belong to that AT. Just so you know.
    Toon Choice: Oooh... Now I might have a problem. lol. While I have toons that far exceed this level, I want to play something similar to how a level 1-10 would feel as that's what this arc is targeting. I considered creating a new character but decided on a easier route. So I pulled out My level 50 Fortunata, switched to his alt build and leveled it only up to lvl 10. Since he had no enhancements and I barred myself from using more than 2 small inspers per mish, I figured this was close enough.

    As always, skip to the final review to avoid any spoilers
    -----------------------------------------------------------------------------------

    Mission One: So in our starter mission we go into a Arachnos base to root out a traitor.There isn't any action until you download the data from their comp and then the base goes to hell. Arachnos fighting arachnos. I watched as agents disposed of others and if the friendlies lost, I cleaned up the remains. (Hey, I may be evil but I'm not stupid.) The traitor Operative Birch got away (At the time I thought "name sounds familiar.... forget why though") and the mission ends

    Mission Two: Now that we have Kalinda's trust, we get to move on to bigger things... and by bigger we mean snakes and Legacy. In this one, I received help in the form of snake allies. It was a nice change of pace from the first mission however other than the "Go here and do this" I wasn't really seeing where this was going.

    Mission Three: Now we go from a snake hole to the sewers. The opening pop up of "Why do heroes go down in the stuff? Disgusting!" (Paraphrasing as I don't remember the exact words used) made me smile The little side mission of helping Dr. Creed was new. No amazing dialog or plot device other than that though.

    Mission Four: Now we move on and next up we're against longbow as hunt down and expose a spy. Planting the bombs, as you beat up Long Bow on your way to find the hero. Who in herself is a rookie and willing sings like a canary. (Would have loved for her to beg for her life though. Even though it is implied, somehow it's like telling someone you love them as opposed to them just knowing. Just a little twisted thought.)

    Mission Five: So as I get into the last mission, I have two thoughts going through my head. 1) These all seem like random events that don't seem to have any connections to anything. 2) Infected? He used the same baddies on two missions? Of course the infected were just bonuses to the vahzilok. I smile as I fight through them to another scientist who, after cowering from the infected and the Vahz... grows a set after finding a gun to help me beat them and the doctor.

    So what was the point of all this. As I exited I looked to see if I picked up a clue somewhere and missed it. Nope. Alrighty then. So I talk to the contact and check for a souvenir and glory be I got one. That's when the truth about the arc comes out and I must admit, I never thought about it once.

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

    Final Review:

    (Note; This arc was originally intended to be something else that he altered to be more VEAT related. However I feel it still caters just as much to the original intention as it does to the altered version and scores are based upon both)

    Originality: 4- The story had me guessing on why I was doing all this random stuff. When I was thinking about this score through the mission, I was leaning towards a 2-3. Then the "Putting it together for you" in the souvenir really helped. Since it was from left field, I gave it the little extra as I never put it together. (Here comes the flames. lol)

    Story:3- While the original idea was strong, lack of clues and low amounts of text hurt. Back in my reviews of the missions, I couldn't say much as most of the missions didn't have much to them. The only thing that saved this from a 2 was the Souvenir. However with very little work this score could be much better.

    Mission Layout: 4- While the missions were clear with clear cut objectives, the order they came in felt a little jumbled. They just felt out of order really. But other than that the maps were diversified, the enemies just as much, and things made sense.

    Playability/ Completion: 5- Seriously, I had my doubts on this. I was thinking that being a level 1-10 arc, I would find it too hard pre stamina and without my heavy duty powers I was so used to. Not to mention the 2 small insper and no enhancement rule I was adhering to. However allies made up where I was having difficulties and as such, made it very much solo able.

    Overall: 16 points. (B+) A great mix of baddies and diversified maps made this one notice able. While that might not be something that matters to a VEAT who has already played and killed most of the things found on this arc, I'm sure new players would enjoy it by far. As such, I'm keeping track of this mission for the next time I meet one in CoV. Good job!
  11. To Venture: Thank you for your understanding. Unfortunately, I find the best arcs to be ones I A) enjoy playing and B) would tell others "Hey, you gotta try this one. It's really cool because...." etc.... Personally, I think the arc needed something that kept my interest over how difficult it was. (If I really wanted to just beat the thing, I'd go -1/+0-b-AVs. but then there would be no challenge and even less fun)

    In so far as the difficulty was concerned, perhaps you can offer some warning. Maybe running across your customs in the warehouse scene. Perhaps some clue to the player in the beginning of the first mish "Hey, something weird is going on here"

    As the creator, you have one obvious advantage over the others who try your arc: You know what to expect. I didn't.

    To Bubba: Ok, maybe I wasn't clear in the question part. Let's try these: "Why are we in an arachnos base? (Your response was it was the only one that was available on fire) My question was Why would the matchstick women attack an arachnos base to begin with? Or why is there a peculiar woman in an arachnos base? Is she part of them? Just because it's the only map that's on fire isn't a reason for all this to happen there by a story standpoint.

    Just asking, are you sure you filled out the text fields correctly? Maybe the one objective with the painting got the wrong text in it and vise versa.

    In so far as joining the matchstick women, Maybe you could try a different route with it. Maybe the flame is allowing you to see them without them seeing you. Otherwise you might want to note the discrepancy in the beginning.

    and lastly, I think you can have a boss ally. don't remember off hand as boss allies would kinda kill any challenge there is. You can also have them drop clues before they run away. Point was though I still don't know who she was exactly and her presence isn't really explained. If I missed a clue somewhere (I don't think I did cause I take my time on these arcs.) that says "This woman was at an arachnos base because" or "The reason these women brought her out in the middle of Steel Canyon to torture her with flames instead of doing it in their base because...." That's where I kinda got lost.

    All in all, I feel the arc is a diamond in the rough. It just needs some shine.

    Moving on now..

    (Just following up, I just did an arc with boss friendlies so you can.)
  12. New up from the famed Venture:

    Quote:
    Originally Posted by Venture View Post
    [FONT=Arial]Arc Name: "Splintered Shields"
    Arc ID: 253991
    Length: Long (5 missions)
    First Published: 7/7/2009 04:35 PM
    Morality: Heroic
    Description: An Arachnos agent makes a daring raid on Paragon City...business as usual, one might think. Or is it?
    Level: 45-50
    Forum Thread: Link
    Toon Choice: Hmmm... tough call. Looking through my toons, the only one I saw that really fit this arc wasn't ready to head back out yet. So since I was expecting something unconventional by the short description, I went with something unconventional: Dark-Dweller, lvl 50 IO'd/Hami'd tri-form Warshade. Damage or damage resistance? I got my bases covered.

    Again, to avoid the spoilers, slide on down past the two dotted lines for my final review

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

    Mission One: An arachnos raid on a longbow base. As I enter in I notice the fight started without me. Humorously, I watch as some 8-9 longbow tear apart the spider in front of me. Sweet! I'll just move onto the next.... Wait, what was that about a data link broken? Oh shi.... On instinct I shape change to dwarf and escape what would have been a 3 second death with about 10% of my life and surrounded by LB. After beating my way through the swamp, I am glad I picked this toon for this. Nothing else outstanding in this mission except the completion where Dietrich informs me that their labs can tell who's bullets were whose and raises suspicions.

    Mission Two: As I enter in... Badge! Wait..wha...? I'm not sure if A.V. was supposed to be surrounded by baddies but he was waving at me. I find myself wondering if I'm supposed to question this guy cause he might be bad, then why am I following him into a fight? I await a double cross but instead end up against some random master mind. After cracking his head open to watch his brain mediport away (Which was cool btw) but then... More Arachnos! Joy!. I watch as random LB blast them down as I move in on their boss. Peculiar text offerings from him and a counter story from the guy I need to question. So we get to try to figure out who is telling the truth....

    Mission Three: ....Except Dietrich has decided straight out that Livingston was the real mastermind. Jeez... Puts tons of weight in some guy who works for one of the highest villain organizations in Paragon City. Doesn't even try to back up her organization. I shrug as she concocts a plan to use an information gatherer to collect DNA evidence. Again, this device seems weak as DNA is one of those things that can be planted and seals can be forged. Ah well, I'll believe this guy is bad even though he's probably a victim. Some random Cop is waiting to help you fight off some Knives. no reason he's there except to help you.

    Mission Four: Finds me heading into another raided LB base being raided by Arachnos. Livingston's Double Cross happened to his men. not sure why exactly. Dietrich claims he was throwing them under the bus to escape with his own hide but really? If I was being hunted by LB and arachnos, I wouldn't be so quick to cut loose any help I had. I get some encrypted info, not sure why it was important except to tell my Kobushi got his pink slip. Not sure why I should care as I still am thinking there is a twist coming to prove Livingston's innocence.

    Mission Five: I'm beginning to feel slightly bogged by this story as it's just not all too exciting. Just then I spot Custom Baddies!!! WOOT!! Now we're talking. I head into the baddies and watch as on drops robots. Heh, more Masterminds to Mire. I like.... Wait, How'd I die? I come back in and slow my pace down. That's when I realize that even though the customs look alike, the powers are different. The other is a Kin/ elec with Siphon speed and Transference. UGH! I change to Squid and fire from afar. I find Kobushi and with Dietrich's help, I get him to a med center while I overlook the next mob with Dietrich BEING HELD CAPTIVE IN IT. Wow, Longbow have some really impressive training.

    oh, and Dietrich's help? After she got me killed once and watched me die once, I decided she was expendable. (Facing down a gunslinger boss with a MM and an kin/elec and Dietrich pulled over a second mob by chasing the gunslinger. The deflection shield was just freaking icing on my debt cake.) After she died, I beat up Livingston in an epic slow *** cat chasing a slower *** mouse. (Leaving Dwarf form at this point probably would have gotten me killed as he had KB and he kept running) and it ends with him being the real bad guy anyway. If that wasn't enough of a surprise, Kobushi got away! The real surprise was Dietrich having a heart and helping him out.

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

    Final Review:

    Originality: 2- Unfortunately this is all basic plot stuff here. I hate to say it but nothing was surprising in it. The custom helped.... but not much.

    Story: 3- Very well written. I could follow everything rather clearly. The only thing is I can overlook the random villain and get over it as just a random event. The Ally in mish three had totally lost me.

    Mission Layout: 4- All the missions made sense. The one thing that kept this from being a 5 is discussed in Mission Five with the blinkie. It needs to be moved for a flawless 5.

    Playability/ Completion: 1- I'm sorry, but this was just over the top. I cannot see a defender, controller, dominator, MM, or even a blaster/ Corruptor finishing this without dying a few times. Between the Arachnos and LB swarms, the customs were just too much. Give me the standard Sappers any day.

    Overall: 10 out of 20 (Which is a C) Now I want to confess something. Entering this arc, I was leaning towards being a little biased. Venture dedicates his time and energy to play other's arc on a semi regular basis and I wanted to give him a good review here. I REALLY did. Except I promised to be HONEST with my opinions. And HONESTLY, I would not play this arc or recommend it out as it was just too ho hum and brutal.

    To Venture, Thank you for all you do but I just can't get behind this one at all. Sorry.
  13. Ok, here we go with my first play


    Quote:
    Originally Posted by Bubbawheat View Post
    Matchstick Women #3369
    4 missions (1 non-combat)
    lvl 25+ (all customs)
    A mysterious flame draws you in and shows you the story of a cult of women arsonists.
    My toon choice of play for this Arc: Eternal Esper, a level 50 archery/ mental blaster. While not completely IO'd out, I wanted to play a female for the arc and she hasn't been out and about for a bit.

    For those who want to bypass the details to avoid any spoilers, don't read between the lines. Just skip to Final review at the bottom.

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

    Mission 1: Ok, So I start off the arc and the beginning was intriguing. You start off with a dancing figure who is made of flames and can teleport you to the missions. The goal in the first mission was to put out the burning Arachnos building. While it was a fun little foray, it left a few plot holes. I had hoped that these would be covered later but they weren't. (Some things I was thinking: Why are they attacking this base? Who is the fire marshal woman? What was the flame that suddenly appeared to lead me here?)

    Mission 2: Wasn't completely a mission per say. You wondered around and looked at clues. (Note: One of the clues seemed to have the wrong navigation. I had "wasn't there an Odd painting" and I clicked a bulletin board to clear it) While the idea was the women were checking you out to join them, You were checking them out. This mission made me happy that I picked a female toon as none of my Male's would consider to join the Matchstick WOMEN.

    Mission 3: Takes place in Steel Canyon as the Matchstick women look to gain new recruits. Unfortunately I failed to find the two allies on this map before clearing it. However, the map wasn't hard to beat. However, more minor plot holes appeared and I felt like I had missed something. (Examples: The woman I beat up in the first mission suddenly decides I'm her friend even though I beat her and showed up where these women did. Also, the woman scared of fire was not only broken of her fear but isn't afraid of her powers. I also think when you beat the Matchstick collector talks as if she wishes to turn on the cult but yet she still fights you til the end)

    Mission 4: Final showdown with Emily. Beat me once due to running out of BFs and being immobilized (Side note, CJ needed next respec). Second time around, I was able to outgun her. However, with the building crashing down around you, I wasn't too clear on why it was collapsing. I also didn't understand why it was you couldn't save her. In the end the flame that led you around vanished. Nice souvenir but didn't answer any of my questions.

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

    FINAL REVIEW

    Orginality: 4- The Matchstick Cult were an awesome concept however I kept thinking their tailor was Constrictor from Marvel Comics. (Wikipedia it if you don't know what I mean) I would consider some costume tweeks.

    Story: 2- Where the concept was original, I felt the story let itself down. Too many unanswered questions at the end. While the clues were awesome, most just added flavor and didn't clear up anything that was happening.

    Mission Layout 4- The only problem I had here was possibly the first mission's map choice. I didn't understand it at all. Maybe I might have missed something here but since the reason for the choice wasn't covered it in the souvenir then I had to deduct the point for it.

    Playability /Completion 4- While I can see a defender finishing this, you would need to bring along inspers to deal with the choking matchsticks. Plus the end boss might be hard to beat so I would make sure you have your boss option turned off. Nothing was impossible in the arc, just need to come in well prepared.

    So, final score 14 points out of 20 (B) While I would recommend this arc to fellow AE'rs, I would not recommend it to anyone without a few AE missions under their belt.
  14. Well I have officially gotten too impatient waiting for CoH to come out with new content. I have played through all of the hero arcs and through most of the villain ones. So I am looking for some new entertainment and I am turning towards AE.

    SO... Feel free to leave your Arcs in this thread and I will review them and give you HONEST feedback. Things I rate stories on are:

    Concept / Originality: Is this a new idea or is it just repacked missions? Is this just a one mission bank robbery which I've seen hundreds of times or is it a raid on a Ritki mothership to steal weapons never seen on our world?

    Story: Can I follow what's going on? Is what the characters doing make sense? Original characters are harder to peg on this but if they are well represented by the story, then I give them higher marking than "This guy hates heroes just because he does."

    Mission Layouts: Too many objectives? Too few? Map too small that they are right there when I enter? Is there a potential I would have missed any clues?

    Completion: Can I complete this arc? Would it be too hard for me if I was a defender? Was it way too easy? Did I feel like I accomplished anything at all?

    So anyway, leave your arcs if you wish.
  15. If you can find the time, I'd like you to review my arc Real Afterlife # 354483 and if you got one you'd like me to play through (or if anyone reading this would like me to play through theirs) I'd be willing to. Just PM me the number and name

    Thanks
  16. You think you have problems? After receiving a telepathic summons by Azuria, you find yourself In Croatoa. For some unknown reason, the Circle of Thorns have started an excavation site right in the heart of witch central. What would bring them out of Oranbega and into the Cabal's territory?

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

    As you go through the arc, you uncover clues to the greater mystery. The story is tied into CoH lore and I do not believe there are any discrepancies. (But feel free is you notice any of them to point them out) This Arc was designed to lock you into lvl 39 (So you retain powers up until lvl 44). It is also designed for solo play as I have run the arc in published mode with my Emp/ Sonic Defender.

    While there are warnings in the description, there are no elite bosses or AVs.

    So anyway, this was a week long labor of love and I hope you all like it. Thanks.

    (Also, should you choose to comment up here, please don't spoil any of the story. Thanks)
  17. Ok, I tweeked the build a bit and tried different things. Basically I got to soft cap, kept 5 attacks, and got PP. In the end it came down to build up or PP but I think the end was worth it. Here's the build:

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Aegis Avenger: Level 50 Technology Scrapper
    Primary Power Set: Electrical Melee
    Secondary Power Set: Shield Defense
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Medicine
    Power Pool: Leadership
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Charged Brawl -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(7)
    Level 1: Deflection -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(19), LkGmblr-Rchg+(21), S'fstPrt-ResDam/Def+(29), S'fstPrt-ResDam/EndRdx(29)
    Level 2: Havoc Punch -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(7), Mako-Dmg/Rchg(15), Mako-Acc/EndRdx/Rchg(17), Mako-Acc/Dmg/EndRdx/Rchg(17), Mako-Dam%(19)
    Level 4: Battle Agility -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(21), LkGmblr-Rchg+(27), LkGmblr-Def/EndRdx/Rchg(40)
    Level 6: Swift -- Run-I(A)
    Level 8: Thunder Strike -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(9), Sciroc-Dmg/Rchg(9), Sciroc-Acc/Rchg(11), Sciroc-Acc/Dmg/EndRdx(11), RechRdx-I(15)
    Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(43), EndRdx-I(45)
    Level 12: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(13), Zephyr-ResKB(13)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(46), Zephyr-ResKB(46)
    Level 16: Against All Odds -- EndRdx-I(A)
    Level 18: Health -- Numna-Regen/Rcvry+(A)
    Level 20: Stamina -- EndMod-I(A), P'Shift-EndMod(33), P'Shift-End%(34)
    Level 22: Chain Induction -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(23), Mako-Dmg/Rchg(23), Mako-Acc/EndRdx/Rchg(25), Mako-Acc/Dmg/EndRdx/Rchg(25), Mako-Dam%(27)
    Level 24: Jacobs Ladder -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(48), Oblit-%Dam(48)
    Level 26: True Grit -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(45), Aegis-ResDam/Rchg(46), Heal-I(48)
    Level 28: Aid Other -- Empty(A)
    Level 30: Aid Self -- Numna-Heal(A), Numna-EndRdx/Rchg(31), Numna-Heal/Rchg(31), Numna-Heal/EndRdx/Rchg(31), IntRdx-I(45), IntRdx-I(50)
    Level 32: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(34), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-%Dam(36)
    Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-%Dam(39)
    Level 38: One with the Shield -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(39), Aegis-ResDam/Rchg(40)
    Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
    Level 44: Phalanx Fighting -- LkGmblr-Rchg+(A)
    Level 47: Physical Perfection -- EndMod-I(A)
    Level 49: Maneuvers -- DefBuff-I(A), LkGmblr-Def(50), LkGmblr-Rchg+(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    ------------
    Set Bonus Totals:
    * 20% DamageBuff(Smashing)
    * 20% DamageBuff(Lethal)
    * 20% DamageBuff(Fire)
    * 20% DamageBuff(Cold)
    * 20% DamageBuff(Energy)
    * 20% DamageBuff(Negative)
    * 20% DamageBuff(Toxic)
    * 20% DamageBuff(Psionic)
    * 11.8% Defense(Smashing)
    * 11.8% Defense(Lethal)
    * 15.2% Defense(Fire)
    * 15.2% Defense(Cold)
    * 11.1% Defense(Energy)
    * 11.1% Defense(Negative)
    * 3% Defense(Psionic)
    * 20.5% Defense(Melee)
    * 19.3% Defense(Ranged)
    * 18% Defense(AoE)
    * 45% Enhancement(Accuracy)
    * 6% Enhancement(Heal)
    * 45% Enhancement(RechargeTime)
    * 10% FlySpeed
    * 140.6 HP (10.5%) HitPoints
    * 10% JumpHeight
    * 10% JumpSpeed
    * Knockback (Mag -8)
    * Knockup (Mag -8)
    * MezResist(Held) 9.35%
    * MezResist(Immobilize) 9.35%
    * MezResist(Stun) 6.6%
    * 4% (0.07 End/sec) Recovery
    * 52% (2.91 HP/sec) Regeneration
    * 3.13% Resistance(Negative)
    * 20% RunSpeed
  18. Quote:
    Originally Posted by Judge_Mental View Post
    Xandez! I like this build. Fixed the recovery issue in the OP build (2.5% to 4%) as well as recharge (42.5% to 62.5%). LR and SC now recharge in 25.5 secs versus 38.7 secs in the original build. With Aid Self in there, hopefully won't need OWTS. Soft-capped pretty much (ranged only at 41.9% but meh). I have a level 30 elec/SD going now on Victory and this is my new template. Thanks!

    P.S.: Oh! Forgot to mention.... NO Purple sets! A very affordable build. If you are a boss, Lt, or minion standing in a large group, you should probably start singing your death song now.
    Am I looking at a different build or something? I see the recovery to be 2.67, not 4%

    Thanks for clearing up that bug problem. Just wondering, Does Build up even affect LR or SC? Somewhere I think I read that they were pet powers.

    I do like the build but I'm actually debating now if I want to drop Build up for Havoc Punch as I am actually used to having 5 attack powers (Not counting LR or SC) for anything that doesn't die right away.
  19. Ok, so I'm now working on an Electric/ Shield scrapper and I am nearing my end game with it. So It's time to start thinking IOs. I played with the build and got it to soft cap Melee/ Ranged and 40% AoE while including Aid Self (which has been extremely useful) I'm posting the build up here to see if I am missing anything. A better recovery would be nice but I don't think it's possible to add in Physical Perfection without losing something else.

    Also how does Phanlax Fighting work exactly? I think Mids has it buggy Cause it seems almost as good as weave but the numbers don't match at all.

    Thanks guys

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Aegis Avenger: Level 50 Technology Scrapper
    Primary Power Set: Electrical Melee
    Secondary Power Set: Shield Defense
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Medicine
    Power Pool: Fighting
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Charged Brawl -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(3), Mako-Acc/EndRdx/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(5), Mako-Dam%(7)
    Level 1: Deflection -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(19), LkGmblr-Rchg+(21), S'fstPrt-ResDam/Def+(29), ResDam-I(29)
    Level 2: Jacobs Ladder -- Oblit-Dmg(A), Oblit-Acc/Rchg(7), Oblit-Dmg/Rchg(15), Oblit-Acc/Dmg/Rchg(17), Oblit-Acc/Dmg/EndRdx/Rchg(17), Oblit-%Dam(19)
    Level 4: Battle Agility -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(21), LkGmblr-Rchg+(27)
    Level 6: Swift -- Run-I(A)
    Level 8: Thunder Strike -- Oblit-Dmg(A), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(9), Oblit-Acc/Dmg/Rchg(11), Oblit-Acc/Dmg/EndRdx/Rchg(11), Oblit-%Dam(15)
    Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(43), EndRdx-I(45)
    Level 12: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(13), Zephyr-ResKB(13)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(46), Zephyr-ResKB(46)
    Level 16: Against All Odds -- EndRdx-I(A)
    Level 18: Health -- Heal-I(A), Numna-Heal(40), Numna-Regen/Rcvry+(40)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(33), EndMod-I(34)
    Level 22: Chain Induction -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(23), Mako-Dmg/Rchg(23), Mako-Acc/EndRdx/Rchg(25), Mako-Acc/Dmg/EndRdx/Rchg(25), Mako-Dam%(27)
    Level 24: Build Up -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33)
    Level 26: True Grit -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(45), Aegis-ResDam/Rchg(46), Heal-I(48)
    Level 28: Aid Other -- Empty(A)
    Level 30: Aid Self -- Numna-Heal(A), Numna-EndRdx/Rchg(31), Numna-Heal/Rchg(31), Numna-Heal/EndRdx/Rchg(31), IntRdx-I(45), IntRdx-I(50)
    Level 32: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(34), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-%Dam(36)
    Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-%Dam(39)
    Level 38: One with the Shield -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(39), Aegis-ResDam/Rchg(40)
    Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
    Level 44: Boxing -- Empty(A)
    Level 47: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(48), RctvArm-ResDam/Rchg(48)
    Level 49: Weave -- DefBuff-I(A), LkGmblr-Def(50), LkGmblr-Rchg+(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    ------------
    Set Bonus Totals:
    * 17.5% DamageBuff(Smashing)
    * 17.5% DamageBuff(Lethal)
    * 17.5% DamageBuff(Fire)
    * 17.5% DamageBuff(Cold)
    * 17.5% DamageBuff(Energy)
    * 17.5% DamageBuff(Negative)
    * 17.5% DamageBuff(Toxic)
    * 17.5% DamageBuff(Psionic)
    * 11.8% Defense(Smashing)
    * 11.8% Defense(Lethal)
    * 13.6% Defense(Fire)
    * 13.6% Defense(Cold)
    * 12.4% Defense(Energy)
    * 12.4% Defense(Negative)
    * 3% Defense(Psionic)
    * 20.5% Defense(Melee)
    * 19.9% Defense(Ranged)
    * 14.9% Defense(AoE)
    * 36% Enhancement(Accuracy)
    * 42.5% Enhancement(RechargeTime)
    * 6% Enhancement(Heal)
    * 5% FlySpeed
    * 120.5 HP (9%) HitPoints
    * 5% JumpHeight
    * 5% JumpSpeed
    * Knockback (Mag -8)
    * Knockup (Mag -8)
    * MezResist(Held) 6.6%
    * MezResist(Immobilize) 7.7%
    * MezResist(Stun) 8.8%
    * 2.5% (0.04 End/sec) Recovery
    * 54% (3.02 HP/sec) Regeneration
    * 15% RunSpeed



    ------------
  20. We had this happen during the Manticore TF during DXP weekend with the same Defeat Security chief mission. We /bug'd it for an hour and ended up waiting for the timer to run out on the TF cause the GM never came. We seriously need a fix here.
  21. So I was considering respec'n my lvl 50 MA/Fire scrapper to go into Blaze mastery and as I was doing so, I realized I hadn't played her much since hitting lvl 50. This posed a problem as I hadn't taken some of the powers in /fire to tell if they were worth grabbing at all. Obviously I know the two shields, healing flames, and firey embrace is worth getting. Also temp protection is the worst power in the game atm. But which is better? Burn or Blaze Aura? Is consume worth keeping if you never really run out of stamina due to procs and whatnot?

    Opinions anyone?
  22. Quote:
    Originally Posted by Windenergy21 View Post
    No problem:

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Elec SR LClap: Level 50 Magic Scrapper
    Primary Power Set: Electrical Melee
    Secondary Power Set: Super Reflexes
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Leadership
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Charged Brawl -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(13), T'Death-Acc/Dmg/EndRdx(31), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Dam%(39)
    Level 1: Focused Fighting -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(5), DefBuff-I(7)
    Level 2: Havoc Punch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(11), T'Death-Acc/Dmg/EndRdx(19), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Dam%(39)
    Level 4: Jacobs Ladder -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(5), Sciroc-Dmg/Rchg(7), Sciroc-Acc/Rchg(19), Sciroc-Acc/Dmg/EndRdx(36), M'Strk-Dmg/EndRdx/Rchg(40)
    Level 6: Agile -- LkGmblr-Def(A), LkGmblr-Rchg+(13), DefBuff-I(15)
    Level 8: Thunder Strike -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(9), Sciroc-Dmg/Rchg(9), Sciroc-Acc/Rchg(15), Sciroc-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(40)
    Level 10: Practiced Brawler -- RechRdx-I(A), RechRdx-I(11)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Dodge -- S'dpty-Def/EndRdx(A), S'dpty-Def(17), LkGmblr-Rchg+(17)
    Level 18: Hurdle -- Jump-I(A)
    Level 20: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(21), Numna-Heal/EndRdx(21), Heal-I(40), RgnTis-Regen+(46)
    Level 22: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(23), Efficacy-EndMod/Acc/Rchg(23), Efficacy-EndMod/Acc(34)
    Level 24: Focused Senses -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(25), S'dpty-Def/EndRdx/Rchg(25), S'dpty-Def(50)
    Level 26: Chain Induction -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(27), Mako-Dmg/Rchg(27), Mako-Acc/EndRdx/Rchg(31), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Dam%(39)
    Level 28: Lucky -- S'dpty-Def/EndRdx(A), S'dpty-Def(29), DefBuff-I(29)
    Level 30: Build Up -- RechRdx-I(A), RechRdx-I(31)
    Level 32: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34)
    Level 35: Evasion -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(36), S'dpty-Def/EndRdx/Rchg(36), S'dpty-Def(43)
    Level 38: Quickness -- Run-I(A)
    Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
    Level 44: Physical Perfection -- Numna-Heal(A), Numna-Heal/EndRdx(45), Numna-Heal/Rchg(45), P'Shift-EndMod(45), P'Shift-EndMod/Rchg(46), P'Shift-EndMod/Acc(46)
    Level 47: Lightning Clap -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(48), Stpfy-Acc/EndRdx(48), Stpfy-Stun/Rng(48), Stpfy-Acc/Stun/Rchg(50), Stpfy-KB%(50)
    Level 49: Maneuvers -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit



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    Unfortunately Stoney's unofficial update isn't allowing me to open this build. Would you mind modifying the post and including the numbers? Otherwise, I'd have to make the build from scratch to see what the differences are. Thanks.
  23. Ok, so a question to the DM/shield players out there, is your scrapper IO'd out?

    Also, to the the impressive numbers guys out there, how does fire/Shield compare to DM/shield and Elec/shield? Cause to be honest, I thought the discussion would be over which was better between those two. So I'm kinda curious how fire/ stands in all this.
  24. I would be interested in your Elec/SR build Wind as I have an Elec Brute I can compare it to. Also, thanks for the perspective on the different Powersets.
  25. Quote:
    Originally Posted by TerraScorcher View Post
    Depends,
    What type of player are you?
    Do you want to go with SOs or will you be IOing out your toon?
    Are you more concerned with what your character can do at level 50? or what he's like to play on the road to 50? Are you looking for an AV specialist or pushing the envelope of what a scrapper can do to its absolute limit?
    I'll be IO'ing him out at level 50 and that's what I want to be excited about. What he can do at level 50. Everything else that becomes before is just paying dues to get that "Awesome sauce" I've gotten an SR scrapper to 50 and a fire armor one to 50 and I sometimes have difficulty with the fire armor one as the "Armor" part of it feels non-existent. (BTW, Castle, if you ever read this: YES, Fire armor needs a buff.)

    Quote:
    Originally Posted by TerraScorcher View Post
    DM/Shield is capable of INSANE things.
    Played a DM tank to 50... I seriously dislike DM. Maybe if they customize the look I could get into it but that's a ways away.

    Quote:
    Originally Posted by TerraScorcher View Post
    But try thinking of it another way, what will be a dealbreaker for you.
    What would be the thing that would disappoint you enough to make you wish you were playing something else?

    If in your secret heart of hearts it's really important that you are playing what can be the Uberest combo, currently it seems that DM/Shield is it, so if you will be feeling sub par if you are not playing the combo with the most awesome sauce that might be something to consider.
    Seriously, Finding something that I am less than thrilled with is something I hate happening to me. I've had that happen 3 times and they were all in their mid 20s BEFORE they adjusted the XP curve the first time around like 3 issues ago.

    Quote:
    Originally Posted by TerraScorcher View Post
    If you are teaming (I know, I know, but I've heard it can happen to the unwary scrapper) and someone else's character is putting out more damage, or has better end management or can out tank a tank is that the kind of thing that makes you shelve the character because yours wasn't keeping up?

    Ultimately ALL scrappers are capable of doing INSANE things. Some do AOE better, some do single target better some have a blend of both.
    So really, Scrappers free you up to do what you want to do.
    All of them can be built to do just about anything the game has to offer.

    PersonallyI go for Looks, and concept, I want a character to beat the snot outta badguys and hes gotta look Bada$$ed doing it.
    Agreed, I need to have a look and a name before I even consider the powersets. And having 3 scrappers at 50 and 2 at 30+, I know how great they become especially with IOs. However, with that said, I like to get some of the forums opinions. Sometimes they say something that makes me take a second look at certain powers/ powersets.

    Quote:
    Originally Posted by TerraScorcher View Post
    My advice is figure out what you like the looks of and go with it. If you are having trouble, or your character isnt feeling quite as awesome as you were hoping, post your build here on the Scrapper forum and you will have 3 or more build maestro's giving you advise on what you can improve and how!
    So go forth chose a primary and secondary secure in the knowledge that it WILL be AWESOME!

    BTW you might want to take a look at the falling out of love thread to see what people are currently in love with.