Powers to avoid on Critters?
Make more than one of everything, you have plenty of room for it now. I prefer to use the 3-minions:2-lieutenants:1-boss ratio as a basis for any custom group.
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Speaking of surviving, I'm having an internal debate about EBs vs AVs. While it's been validly stated that EBs are better for AE soloers, I'm concerned that any competent team will steamroll through your EB making any attempt to script the battle a waste of time.
Note that recoloring will work to add variety to dev created mobs. If you want to make Longbow more interesting, create a custom faction also called Longbow, and recolor a few Council lieutenants to fit with their color scheme and add variety to that class of spawn. I seldom if ever use dev created factions as is, and frequently resort to renaming and recoloring them.
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I wonder if 2 minions/3 lieutenants/1 boss is just as good. Minions are supposed to be cannon fodder while LTs give you the option for more unique tactics with the likelihood they'll survive long enough to use them.
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However don't just make 1 boss. That may be fine for solo on a short arc but in a longer arc (or with a team) seeing the same boss over and over gets old. 3 minions/2 LTs/1 Boss is a ratio, not the total number of enemies.
I feel the same, as it is there is little reason to even bother with EBs. They don't give much more XP than bosses (if any more at all) for the extra hitpoints they carry and they are still stupidly vulnerable to cheap tricks like knockback. An EB will hardly take a team much more time than a boss would have either, while at the same time annoying a soloer who has to do more work while not getting a much larger reward.
Hmm, all this time I balanced my arcs around the assumption that players under 20 of all classes would be playing it.
That's ok right? I mean I figure the higher level players will have whatever they need...
Nobody loses any powers as they level do they?
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It really depends on your arc. Really low level arcs need enemies designed to be much easier or even limited to recolored standards while high level arcs need a different design and you have more leeway for creativity. Also, different enemies are handled differently by AT. Melee ATs can shrug a lot off while there's key enemies that give them problems that ranged and control ATs can deal with easily.
After today's patch the snipe powers are pretty crazy in their insta-cast ability. No longer interrupted and their cast time is very, very short.
As a general rule, I find that Illusion control is almost never justified - it's just way too much of a pain in the *** on MA mobs.
Other powers to avoid are things like elec armour or fire aura - not because they're overpowered or anything, but because they have incredibly high resistance to specific damage types (energy and fire, respectively), which can screw any powerset combo that relies on them. Certain powers are always going to be more difficult to deal with for some people than they are for others, but it's best to avoid the ones that will completely invalidate a particular set.
This is also true for powers like mez protection.
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As a general rule, I find that Illusion control is almost never justified - it's just way too much of a pain in the *** on MA mobs.
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In fact, Hold powers in general should have their recharge times greatly extended for AE critters. I've stopped putting hold powers on anything lower than a boss as LTs and Minions can spam and stack them very quickly, unlike non-custom critters.
Other powers to avoid are things like elec armour or fire aura - not because they're overpowered or anything, but because they have incredibly high resistance to specific damage types (energy and fire, respectively), which can screw any powerset combo that relies on them. Certain powers are always going to be more difficult to deal with for some people than they are for others, but it's best to avoid the ones that will completely invalidate a particular set.
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Meanwhile Fire Aura has it's protection in only 3 powers, and both of the toggles have some type of mezz protection as well.
Very, very few.
Radiation Blast: Proton Volley
Electricity Assault: Zapp
Energy Assault: Sniper Blast
Fiery Assault: Blazing Bolt
And that's it.
In fact, Hold powers in general should have their recharge times greatly extended for AE critters. I've stopped putting hold powers on anything lower than a boss as LTs and Minions can spam and stack them very quickly, unlike non-custom critters.
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Fire Control |
<_<
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http://boards.cityofheroes.com/showthread.php?p=3127914
These are pretty much my opinons and mirrors what a lot of people say in this topic. XD
A handy rule of thumb is to never repeat offensive power sets, unless you are doing it for a theme.
I tend to stick with basic melee sets for minions, and get more clever or creative with lieutenants and bosses. Even with themed custom minions, I go for variations. I created a faction of "Ginsu Warriors", all of whom have edged weapons, but there are several even there: broadsword, axe, katana, dual blades, ninja sword.....
Note that recoloring will work to add variety to dev created mobs. If you want to make Longbow more interesting, create a custom faction also called Longbow, and recolor a few Council lieutenants to fit with their color scheme and add variety to that class of spawn. I seldom if ever use dev created factions as is, and frequently resort to renaming and recoloring them.
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