Problem Enemies


Aett_Thorn

 

Posted

I'm going to compile a list of enemies from each faction that are particular problems for a given character. If you know of a set of enemies that are a nuisance to a certain AT you play, please be so kind as to list them in the following fashion of "Faction: Mob"

(Example) Malta: Sapper

Obviously each player will have difficulty with different types of enemies. I'm making this list for a set of targeting binds so that no matter what enemy group you are facing you can quickly target what you need to get rid of first for the safety of the team. So, even if you are Mr. Untouchable Ueber Tank, if you notice that CoT Death Mages spank your blaster friend like a bad, bad donkey, you can list them.

Thx in advance


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Posted

Quote:
Originally Posted by Microcosm View Post
I'm going to compile a list of enemies from each faction that are particular problems for a given character. If you know of a set of enemies that are a nuisance to a certain AT you play, please be so kind as to list them in the following fashion of "Faction: Mob"

(Example) Malta: Sapper

Obviously each player will have difficulty with different types of enemies. I'm making this list for a set of targeting binds so that no matter what enemy group you are facing you can quickly target what you need to get rid of first for the safety of the team. So, even if you are Mr. Untouchable Ueber Tank, if you notice that CoT Death Mages spank your blaster friend like a bad, bad donkey, you can list them.

Thx in advance

A few off the top of my head. Bear in mind these are purely my opinion
and may present more or less trouble to other players of these AT's
(they're the ones I notice though):

Code:
For Kheldians:     "Quantum" anything  (mobs using Quantum Gun)
                  Voids  
 
For Stalkers:      Knives of Artemis
                  Rikti Drones
                  Ruluruu Eyes
 
For Brutes (SS/WP): LongBow Nullifiers  (L40+ debuff regen to 0)
 
For Rad Defenders: Any stun/mez (detoggles key Rad toggles)
Regards,
4


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Posted

This is also going to vary wildly by powerset within the AT, too.

For instance, my Ice Tanker fears Sappers very little, but has a much harder time with anything that has auto-hit damage, or with greatly enhanced ToHit (Rularuu eyeballs, Rikti Drones, DE +ToHit Emanators). Meanwhile, my Elec Tanker has no problem with any of those enemies, since he relies more on Resistance than Def, but has trouble with enemies that slow his recharge.


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Posted

Vahzilok: Mortificator
Vahz: Repear
Vahz: Embalmed Cadaver/Abomination
Circle of Thorns: Ruin Mage
CoT: Spectral Daemon
CoT: Spectral Daemon Lord
CoT: Maddness Mage
Council: Marksmen (mostly for lowbies where -recharge really hurts)
5th Column: Whatever their marksmen equivalent is called
Carnies: Illusionist
Carnies: Master Illusionist
Carnies: Dark Ring Mistress
Malta: Basically everything
Crey: Vigilants
Crey: Medic
Crey: Geneticist
Crey: Radiologist
Crey: Paragon Protector
Crey: Any sniper
Destroyers: Big Dog
Syndicate: Sword Adept
Syndicate: Suit
Rikti: Guardian
Rikti: Communications Officer
Rikti: Chief Mentalist
Rikti: Chief Mesmerarist
Rikti: Rikti Magus
Nemesis: Any Lieutenant. Though you want to kill them last, not first
Nemesis: Any Surgeon
Nemesis: Any sniper
Arachnos: Night Widow
Arachnos: Blood Widow
Arachnos: Anything Mu
Arachnos: Fortunata
Arachnos: Fortunata Mistress
Arachnos: Bane Spider Scout
Arachnos: Tarantula Mistress
Arachnos: Tarantula Queen
Longbow: Nullifier
Tsoo: Sorceror
Tsoo: Any inkmen
Tsoo: Crescent
Tsoo: Death's Head
Tsoo: Dragon Fly
Tsoo: Herald
Tsoo: Ice Wind
Tsoo: Iron Hands
Tsoo: Sky Fall
Sky Raiders: Engineers
Freakshow: Super Stunners
Nictus: Shadow Cyst
Cimeroran Traitors: Immunes Surgeon

I'll cut it there for now. There's still a lot more. But you could probably basically sum it up as almost any given enemy in the game can be a problem for one build or another.


 

Posted

Quote:
Originally Posted by TwilightPhoenix View Post

I'll cut it there for now. There's still a lot more. But you could probably basically sum it up as almost any given enemy in the game can be a problem for one build or another.
Indeed; with the huge variety in not only AT's but powersets within those AT's it's really hard to come up with a definitive list.

DE Quartz pets are absolutely deadly to defense based melee characters for example but resistance based characters may hardly notice them. The aforementioned Malta Sapper is extremely dangerous to most non-defense characters but high defense means that what they can't hit they can't drain. Malta stuns are highly dangerous to any character without Mez protection due to the absurdly long duration but again most melee will have no difficulty.

Nemesis are another example, they're resistant to Mez so Controllers have a hard time with them. The LT's vengeance can also be a problem unless you know how to deal with it by leaving LT's for last.

I could go on but for all but the most "vanilla" mobs you'll find some AT/powerset combination that may have a problem with it.


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Posted

Ok, thanks for the input. Let's switch the idea around. What are the enemies that regardless of AT/powers combo you tend to try to get rid of immediately when in a group. So, as an electric armor Scrapper, sappers do no more than tickle me, but I may still want to get rid of them first just in case they target a teammate and ruin the teammate's day. This could probably breakdown into mobs that heavily buff/debuff or do ridiculously high damage.

How about, since the list could still be really huge, we do the top 3-4 enemy types per faction. So for DE that may be Quartz, Cairn, Swamp Fungi, and Tree of Life; keep in mind you would not have to target these, but you may want to depending on your team. If I wasn't going to eliminate these with just standard AoE's, I would at least attempt to target and remove any Quartz for the sake of a defense reliant teammate.
(This is specifically for a set of binds to use that can be switched around for whatever enemy type you are facing).


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Posted

My personal list of mobs I always eliminate first, whether teamed or solo:

CoT Ruin Mage
CoT Spectral Lord (not necessarily kill, but mez to turn off their chill of night)
Tsoo Sorcerer (heals, teleport, hurricane, chill of night)
Malta Sapper (-end)
Malta Operations Officer (silly long duration stun grenades)
PPD Equalizer (glue grenade - not deadly, but really really annoying)
Carnie Ring Mistress (mask of vitiation)
Cimeroran Immunes Surgeon (heals)
Arachnos Night Widow (smoke grenade)
Arachnos Tarantula Mistress (autohit -def/-perc debuff)
Rikti Communications Officer (just a tag to stop them creating their portal)
Sky Raider Engineer (just a tag to stop them creating their ffg)
Devouring Earth Granite (cairns)
Devouring Earth Cairn
Devouring Earth Guardian (quartz)
Devouring Earth Quartz
Vahzilok Embalmed
Banished Pantheon Storm Shaman
Banished Pantheon Avalanche Shaman


That's all I can think of off-hand. Each group has plenty of others that are higher priority than average, but the above are the ones that I have to kill/mez *right now*.


 

Posted

I'm going to focus on the serious heavy hitters that in my experience can seriously impact teams, especially if more than 2 or 3 show up in a group. None are strictly undefeatable, but left unchecked they can cause pretty serious problems. These are basically the enemies on my "handle first" list for my Controllers and Dominators. This list overlaps with some other people's, but its easier than commenting on each of their picks one by one.


Arachnos - Night Widows

Carnies - Master Illusionists

Malta - Sappers, and boss level Gunslingers

Tsoo - Sorcerors (particularly at lower levels)

Freakshow - Super Stunners

Rularuu - Overseers

Banished Pantheon - Any Mages

Circle of Thorns - Any Mages, but particularly Ruin Mages

Rikti - Mentalists and Communication Officers

Vahzilock - Embalmed Cadaver

Lost - those ugly mentalist guys whose name I forget

Crey - Paragon Protector (to keep it from toggling super-armor on near death)


 

Posted

Destroyer bosses - Dominators and Controllers. Literally cannot even be mezzed by Domination-boosted mezzes. Best bet is to chomp down on insps and rush back from the hospital with more insps before his HP fully regenerates.


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Posted

PPD Ghost.

They pack that long duration ridiculously overpowered -To Hit, -Def debuff attack. (-40% to each I think?)

A SWAT Equaliser's glue grenade is annoying, but this one can be a death sentence for anyone relying on Defence or active defences like holds to stay alive. In other words, just about any character bar a Resistance based melee-er. I always take the Ghost out first befroe the Equaliser.


 

Posted

I completely forgot about PPD Ghosts due to my strong desire to never see one again. They're minions and can appear multiple times in a single spawn. You just need two or three (or one that out levels you) to send you to the defense and to-hit floor in seconds. Resistance doesn't matter, they're a low level mob (20ish if I recall) so you're not going to have a ton anyway. They hit you once with the I Win Button and it's good game, no matter what you're playing.


 

Posted

Good stuff, guys. I've got a list going for nearly every enemy group now that I think is almost complete. I'm leaving out a few factions that either have mobs that all equally suck or are no special problem. I could use help still with Warriors and Vanguard. Which do you think are the worst mobs in those groups?

Edit: Oh and on Destroyers, is it just the "Big Dog" type that bother you, Gob?


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Posted

Imperial Defense Force - Heavy Troopers. I HATE the missile swarms like the Malta have. They can completely obscure the screen.


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Posted

Quote:
Originally Posted by Microcosm View Post
Good stuff, guys. I've got a list going for nearly every enemy group now that I think is almost complete. I'm leaving out a few factions that either have mobs that all equally suck or are no special problem. I could use help still with Warriors and Vanguard. Which do you think are the worst mobs in those groups?
Warriors are simply hard-hitting melee types. They don't have any special abilities, so you take them down in the usual order: bosses, LTs, minions.

I haven't fought the Vanguard much, but there are two types of Vanguard who I've found especially annoying: Vanguard Wizards, who hit you with Curse of Weariness (-50% max endurance), and everyone else, who hit you with massive resistance debuffs.


 

Posted

The vanguard you fight in the Gaussian arc are *tough*. Probably some of the toughest enemies I can remember fighting. This was done on a resistance brute and a defence scrapper - both had some issues at times.

I'd put master illusionists up pretty high on the list, mostly because of how frustrating they are when they fill the screen with pets, especialy the fluffy that debuffs your tohit down to the floor.

Malta bother me on most of my characters. Even defensives characters at soft cap can get hurt fast by gunslinger bosses, and the robots quickly fill your screen with smoke that is just annoying as hell :x Resistance characters against Malta can be a nightmare in sufficiently large spawns, because even if they can get past the endurance drain they have to have break frees ready for the stacked (stupidly lengthy) stuns.

For lower level content, things like Banished Pantheon and the COT Mages who use earth magic are frustrating. COT also get some big -tohit debuffs that can ruin your day fast, plus they are pretty tough and resist your lethal/smashing damage.

That's about it that springs to mind straight away


 

Posted

Things you can't immoblize can be a shock.

Minions of Igneous
Ancestral Spirits

In CoV you never saw a lot of doms, (I really hope the dom changes and being able to play blueside fixes that) but when I did see Doms on the second treespec of players I didn't actually know, I was never surprised to find out they didn't know the mushrooms on the ground are screwing with them the most.


 

Posted

Sky Raider Engineers are a big headache. I always make sure and take em out before they can crouch down.

Tsoo Sorcerors can be quite bothersome when there are more than one. Unless you have confuse that is.

Rikti Comm officers are likewise a pain.

My Mastermind (Necro/Dark) destroys ever single Longbow Flamethrower he sees. Even if it's grey, man I hated those on that toon!


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Posted

What people said before me, just confirming from the perspective of a def-based stalker.

Rularuu Eyeballs, any version - Not only can they see through stealth, but that have ridiculous tohit. Even the minions can be a serious threat to a pure softcapped build.

Rikti drones - Not exactly dangerous as much as they are annoying. They'll pop your hide, and have really annoying defense numbers. Put them in a group with guardians, and you're basically relying on buildup or yellows to keep from whiffing on them.

Longbow Nullifiers - Alone these guys are a joke. However if you put five or six of them in a group all firing debuff grenades, they can bring you low pretty fast.

(Boss) Malta Gunslingers - Luckily, they're easy to deal with if you spot them. Almost any hard or soft mez will really put a damper on these guys. Even mag 1 knockdowns will do the trick. However if you happen to miss them in a group, they're pretty damn accurate with their hardest hitting attacks, and they're ranged attackers. I like to call these guys "eyeball junior" They don't seem to near-auto-hit like the eyeballs, but they're accurate enough that defense base toons can't reliably mitigate them.


 

Posted

Quote:
Originally Posted by Microcosm View Post
Ok, thanks for the input. Let's switch the idea around. What are the enemies that regardless of AT/powers combo you tend to try to get rid of immediately when in a group.
The standing ones.


 

Posted

Quote:
Originally Posted by BunnyAnomaly View Post
The vanguard you fight in the Gaussian arc are *tough*. Probably some of the toughest enemies I can remember fighting. This was done on a resistance brute and a defence scrapper - both had some issues at times.
Vanguard Sword is only an issue for melee characters. They're almost trivial to fight when using a ranged character. It was extremely amusing to watch the threads on the forums just after the RWZ came out:

"Vanguard Sword are too hard to fight!!! D:"
"What are you talking about? I kill them with my eyes closed."
"What are you playing? My Inv/SS Tanker is getting massacred over here!"
"Eh? I'm just using an Emp/Elec Defender."


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Posted

Quote:
Originally Posted by warden_de_dios View Post
In CoV you never saw a lot of doms
o.O

Anyway, if I were going to find a "Take out first regardless of character," it'd be a short list. The only one that really comes to mind is the Master Illusionist. Aside from the phasing in and out, the pets get to be a pain - and if they all hit you with the hold (looking mostly at resist based, but if your DEF has been otherwise dropped, well...) it will break through your mez protection.

The only other thing I'm not fond of seeing are things that resist immobs - War Wolves, most often, simply because (a) I play a lot of controllers and doms, and (b) a good number of other ATs can also get immobs (MM - secondary or PPP, Tank in APP, Blaster in secondary, etc.) and having that just flat out ignored... yeah.


 

Posted

Very annoying mobs:

1. Super Stunner, the new Freakshow boss. Lots of endurance drain, immb and stun/hold and what not.

2. Equilizer and Ghost from PDD officers. One has very annoying glue grenade and one has beyond god-mode tohit debuff.

3. Night Widow is always annoying with smoke grenade.

4. Knives' caltrops but luckily we don't face Knives much on cov side.

5. Master Illusionists... she is the hardest regular boss in the game IMO. It's hard to kill her quick when she "fades in and out" and she casts so many annoying pets.


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.

 

Posted

The fairly new freakshow Super Stunners, sapper might drain faster but they also die much faster and don't rez taking a big chunk out of everything nearby. I know you can avoid the rez by being at range but that doesn't often work on large teams.


 

Posted

Quote:
Originally Posted by DarkGob View Post
Destroyer bosses - Dominators and Controllers. Literally cannot even be mezzed by Domination-boosted mezzes. Best bet is to chomp down on insps and rush back from the hospital with more insps before his HP fully regenerates.
I second that. Also Destroyer Blast Masters are on my first to kill list, especially while teaming. People have a tendecy to stand over their molotof coctails.

Also Arachnos Lt. (I guess they are called Soldier or something like that) are very hard to mez with a Mind controller. Fortunatas shrug off confuse and other effects easily without Domination.

With invisibilty/stealth using characters Nemesis Snipers are a problem. Nemesis with stacked Vengeance can annoy Kinetic or Dark Miasma users as their most powers, especially heals can't hit them.

** Also not really about taking down first but as a Mind controller there are few critters are on my "not confuse" list.
1- Banished Phanteon Death Shamans; their first move is summoning zombies which are ain't strong enough to kill Shaman. If you confuse shaman again to kill his minions, he summon a new pack and soon you will end up with zombie army.

2- Vazhilok Lt. They keep rezzing their minions under confuse effect, even the ones they defeated themselves. So no point in confusing them in a group.
(As I mostly solo with my Mind controllers or dominator those are according to their personal view)


 

Posted

Quote:
Originally Posted by Shadestorm View Post
Rikti drones - Not exactly dangerous as much as they are annoying. They'll pop your hide, and have really annoying defense numbers. Put them in a group with guardians, and you're basically relying on buildup or yellows to keep from whiffing on them.
Drones seem to be vulnerable to AoE attacks. Foot Stomp smashes them quite handily.