The mobs you hated to face


Asha'man

 

Posted

For CoT.... Spectral Followers, Demons, knights. Then the Spectral Lords (the ghost lts) That -acc and the level range that appear is a pita.

Vahzilok: The Mire and Murk Eidolon.

Vanguard: just.. wow.

Also not fond of fighting arachnos.

Snipers.. I have a special hate for snipers regardless of group.


 

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Anything with excessive endurance drain or -recovery. Mainly: Carnies and Arachnos


 

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Definitely Master Illusionists. They just slow everything down with all those pets and their phase shifting. It gets a little difficult to even see if they're tangible or not with all their glowing summoned jerks floating about everywhere


 

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Quote:
Originally Posted by Leandro View Post
None, to be honest. Illusion Control is kinda stupidly overpowered, with personal tanks distracting all the aggro from me. To this day I'm surprised that Phantom Army survived the entire run of the game unnerfed.
PA used to summon 2-4 decoys at random, then it was nerfed to always summon three! Crap!

Also, the decoys used to be invincible, but now the Hamidon Nucleus can damage them! An outrage, I say!


 

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Quote:
Originally Posted by Zemblanity View Post
2) Shock Therapy, once she hits her Tier 9 she's a ranged sapper with 90% res to everything... They fixed her recently, but for history's sake, she deserves a mention;
They fixed her? I was fighting her just today, and she has Overload the same as an Elec brute. No real choice but to wait it out.

My personal annoying mob is Master Illusionists. It seems unfair that they can Phase Shift even when mezzed. Even Fake Nemesi can't activate PFF when mezzed, and Paragon Protectors can't MoG.

("Nemesi" is the plural of "Nemesis", right?)


 

Posted

Quote:
Originally Posted by Interface View Post
They fixed her? I was fighting her just today, and she has Overload the same as an Elec brute. No real choice but to wait it out.
The confusion may stem from the fact that Shock Treatment doesn't get Overload until she's past a certain level.


 

Posted

(54x8) Carnies. But I also love fighting them because of how much I hate them. Every time I'm like, "I'm gonna best these cheating bastards." And I've pulled it off a few times too.

Oh and I forgot about Arachnos. I just hate them because they're evil. Stacking -end from multiple sources, so I can't just kill the Sapper like with Malta. And on top of that, piling on -defense. I an an endless, defenseless level 12 pre-i22 Stalker at all times. Cringe. I've never ever solo cleared a full map of 54x8 Arachnos on any character. They're too evil.


 

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I hated the Dark Astoria faction with the Sybils and Harridans, whose nameforget.
That knock-up sand blast attack with the massive graphics that obscured the entire screen at the default camera settings was just obnoxious.

They weren't especially hard to fight, just not much fun due to the constant camera jerking and obscured vision.


 

Posted

Towards the end of days, there weren't any I hated on 50s, because my 50s were all swimming in IOs and Incarnate powers. Those I found challenging and/or had to be cautious about were, in roughly descending order...

  • Arachnos - These guys were, IMO, the premier scary dudes in the game outside of Incarnate foes in DA. Loads of exotic damage - toxic, psi and energy. Loads of energy drain in the Mu critters. Loads of slows in the various web grenades, some of the spider venom and lots of the Psi attacks. Plenty of mez, though not overwhelming amounts like the Malta. Night Widows could blind you and were crazy hard to hit. But most dangerous of all for multiplying the danger of all of the above were the Tarantula Mistresses, with their autohit, -30% defense attack that also blinded you. Holy crap, did that power suck.
  • IDF - These guys were sort of "Arachnos-light", but mostly not as bad. They also had an auto-hit toHit/DR debuff, but it was delivered by minions, which made it a bit easier to counter early if you saw them. Wicked end/recovery drain from the Seers.
  • Malta - Not because of Sappers. Sappers sucked, but I could usually mitigate them because there was only one per spawn. No, Malta sucked because all the human troops but Gunslingers could debuff your defense. They were like Cimerorans, but at range. It always surprised me how few people talked about this. Also, upgrades to the powers and AI of the Titans and Gunslingers made them extremely dangerous. Two Gunslingers, two Titans or a mix of them could mez my Scrappers and Brutes, making them deeply problematic for many squishies. And I'm not even talking about the 30s-long stun grenades - don't get me started on those.
  • Longbow - Longbow were, mostly, two-trick ponies. They were another group that debuffed the living hell out of your defense at range, and then debuffed the hell out of your DR. There was little you could do about this in a large spawn, because every minion and LT basically had the same powers - the annoyance they offered was totally distributed through a large spawn. The bosses were varied and powerful, and magnified in threat by the debuffs applied by the minions and LTs.
  • Incarnate Talons of Vengeance - Holy stacked debuffs, Batman. If I were to have ever fought these guys at +2 or +3, I would probably rank them my scariest opponents, but I only ever fought them with +3 Incarnates. Despite incarnate powers, I found myself able to suffer sudden, unexpected defeat at the hands of these foes more often than anything except Arachnos and Longbow. The really scary thing is that Arachnos and Longbow usually achieved that through cascade defense failure that I failed to either notice in time or react to in time. ToV would often kill me through stacked effects that weren't debuffs, like Flow Lightning. Of course they actually did have some wicked debuffs, mostly in the form of Sirens. The challenge difference after Sirens were added was really dramatic.
  • Incarnate Banished Pantheon - If I were to have ever fought these guys at +2 or +3, I would probably rank them higher, but I only ever fought them with +3 Incarnates. They are mostly only dangerous because of the -def stacking through Elders and Ancients of Sorrow, though they have some other ugly debuffs, particularly -DR and -recovery.
  • PPD Quantums. OMGWTFDefenseDebuffs - IMO, nothing had it on Quantum PPD for defense debuffing, not even Cimerorans. Every attack debuffed defense while delivering energy damage, and they could do it at range. Oh, and bosses and LTs could res, making it harder to win through overloading on buffs through insps or whatnot.
  • PPD SWAT (Honorable mention, non-50s) - I found these guys were the most annoying foes in the game, hands down. They could slow your movement as badly as the worst stacked caltrops, but it was an applied effect, not just a patch. They could blind you. They could debuff defense at range. They could apply massive toHit debuffs at range, in an AoE.

    ...except you met PPD SWAT as a villain at level 20. I found them annoying on 50s playing on high difficulties. On 20-somethings they were overwhelmingly crippling at x1. I found myself standing around sometimes minutes at a time between spawns waiting for their horrific debuffs to wear off. That was completely uncalled for.
  • Cimerorans - I wasn't really ever afraid of these guys, but they do deserve mention. They debuffed defense like pros, were immune to lots of mez when close together (at least once the were aggroed) and they hit like trucks. However, they didn't really rate with the foes above because they dealt pure L/S damage, were gimp at range, and had no special protection from fear or confuse, which lots of my squishy characters were good at.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

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OMG before reading Ubers post I had almost forgotten about the SWAT PITAs. This was one of those situations where I didn't even care if there was a BOSS in the mob I was heading straight for that stupid Equalizer to TRY and prevent that gooey mess that slowed me to a crawl. While it wasn't quite as big a deal for my ranged characters that stuff gave my melee characters fits. And as Uber wrote the effect was long lasting so even after yu cleared a mob it was a while before you were moving normally again .. and then you'd get slimed again by the next mob .. Grrrrrr


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Posted

I'm kind of surprised that DE have not been mentioned. There were times when i was rolling along on a def based tank crushing council/freaks/CoT/random fodder and then I'd get a DE mish. I would jump in without changing tactics and promptly faceplant.


�We�re always the good guys. In D&D, we�re lawful good. In City of Heroes we�re the heroes. In Grand Theft Auto we pay the prostitutes promptly and never hit them with a bat.� � Leonard
�Those women are prostitutes? You said they were raising money for stem cell research!� � Sheldon

 

Posted

Quote:
Originally Posted by Interface View Post
They fixed her? I was fighting her just today, and she has Overload the same as an Elec brute. No real choice but to wait it out.

My personal annoying mob is Master Illusionists. It seems unfair that they can Phase Shift even when mezzed. Even Fake Nemesi can't activate PFF when mezzed, and Paragon Protectors can't MoG.

("Nemesi" is the plural of "Nemesis", right?)
Ugh, sorry, could swear reading something along the lines of a fix to bosses t9 res limits, but I might just be mixing up patch notes and logical things in the suggestion box.

P.S. I think Nemesis is its own plural. It's the name of a greek goddess and it ends with an s, so the plural is always going to sound weird, like Jesus, Lewis, Santa Claus, and etc.


 

Posted

DE took some care, but I found them mostly easy to manage, because only one of each type of emenator would be spawned at a time. The only time it was tricky to deal with was if there were a lot of Quartz-dropping LTs in a given spawn, since they would chain a new one as soon as the prior one was dropped.

The main reason high-level (46+) DE were scary was, IMO, because they inexplicably got the same effective +toHit that Incarnate foes did on iTrials. The reasoning behind that was never explained, as far as I know.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by Zemblanity View Post
Ugh, sorry, could swear reading something along the lines of a fix to bosses t9 res limits, but I might just be mixing up patch notes and logical things in the suggestion box.
No, it was supposed to be fixed. Nothing was supposed to get over 90% resists unless it was an explicit special ability.

If she still was, it was effectively a bug. However, "just" 90% resists would not be a bug.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

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Quote:
Originally Posted by Psylenz View Post
Knives of Artemis drove my mastermind pets completely nuts.

I would rather solo malta than team against them. It was always so surprising to some PuG groups how easy malta are with a forcefielder.

Yep, them and Earth Thorn Casters in a CoT mission.

I just remembering doing missions on my Ninja/DM MM and happened to get a CoT cavern mission (surprise!) and multiple Earth Thorn Casters laying down their quicksand + stalagmites plus the random fireballs from the Behemoth Lts/etc, = dead ninjas.


For that reason; Scrapyarders. I was with a team of 5 or so and doing early lvl 30 missions I think...my ninjas were toast with all those AoE burn patches Wasn't even funny.



Edit:


Oh and definitely a vote for PPD Swat. It's not so much the debuffs (especially the -tohit grenade one) but that they could STACK from the same enemy. 2 -40% tohit grenades and...well, let's just run away and sit this one out (unless you had plenty of yellow inspirations). Not fun.


One thing I always hated about the Longbow Lt.'s -res grenade is that it had a very minor hold attribute to it as well. JUST enough to mez a squishy and get blasted/die


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Posted

Quote:
Originally Posted by UberGuy View Post
Arachnos - These guys were, IMO, the premier scary dudes in the game outside of Incarnate foes in DA. Loads of exotic damage - toxic, psi and energy. Loads of energy drain in the Mu critters. Loads of slows in the various web grenades, some of the spider venom and lots of the Psi attacks. Plenty of mez, though not overwhelming amounts like the Malta. Night Widows could blind you and were crazy hard to hit. But most dangerous of all for multiplying the danger of all of the above were the Tarantula Mistresses, with their autohit, -30% defense attack that also blinded you. Holy crap, did that power suck.
Arachnos, because this. Which sucks, because I otherwise love villainside, but having to fight Arachnos so often just wears down my will to live.


Having Vengeance and Fallout slotted for recharge means never having to say you're sorry.

 

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Quote:
Originally Posted by Kelenar View Post
Arachnos, because this. Which sucks, because I otherwise love villainside, but having to fight Arachnos so often just wears down my will to live.
I'm still amazed I was able to level in issue 6 while fighting Arachnos. Hell, sometimes I'd die so much I'd actually reroll my character to get rid of the debt.


My guides:Dark Melee/Dark Armor/Soul Mastery, Illusion Control/Kinetics/Primal Forces Mastery, Electric Armor
"Dark Armor is a complete waste as a tanking set."

 

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two words
Sappers
labyrinthine oranbega (well there are really three words but...)


 

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Malta Sappers

Mixed Longbow mobs

Spectral Demons

Tsoo Sorcerers


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Posted

Malta - primarily because of the sappers.

CoT - a nightmare in the lower levels due to the accuracy debuffs.

Carnies - hated the bosses with their invulnerable mode and ability to cast spells even while held.

Arachnos - perma blindness. You had to carry a load of yellows or you were just out of luck.

Redcaps - seemed their attacks had 100% accuracy and totally blew through your resists.


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Posted

Quote:
Originally Posted by Nalrok_AthZim View Post
Seriously. Any x8 spawn of Longbow had at least 5 and at most 10 Nullifiers in it, all of whom dropped a -30% resistance debuff AoE.
No x8 spawn in normal content has 5-10 LTs in it. The most I think ever saw was like 5, maybe six. Which is still a ton, but significantly less than 10 and definitely not a minimum of five.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

None anymore, at any level range.

I remember the first time I encountered Rikti magi on my DM/DA - I swear that they had every damage type in the game, plus mezzing.


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Posted

Quote:
Originally Posted by BellaStrega View Post
I remember the first time I encountered Rikti magi on my DM/DA - I swear that they had every damage type in the game, plus mezzing.
The first time I met one was on a Dark/Dark Defender, solo. He took me by surprise mostly by having the ability to chain some rather fast activating, really damaging powers. That was actually fairly rare back in those days. Plus, yeah, he mezzed me, which detoggled me, which was all bad.

I went back and was a little better prepared. I think he might have whooped me one more time before I really stopped trying to zerg him. After that, I definitely gave the Magi in that arc proper care on future characters.

I must say, while it makes very little lore sense, having EB versions them in the RWZ ship raids was fairly ingenious. I recall reading or being told that players were walking all over ship raids in beta until someone had the idea to add Magi to the spawns. To this day they can still cause wipes if there aren't a lot of FF bubbles, Cold shields, or Incarnates popping Barrier, and very occasionally, even then.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA