The mobs you hated to face
1. Malta - the devs know how much we despised fighting them, so I don't need to say much here.
2. Vanguard - never have I been made felt so weak before as when I fought these bozos - turned a mighty tanker to complete mush
3. Arachnos - ugh, I think most people had a rough time with this group, even more than longbow
4. Carnies - ok this one is only half true. I liked this group - I like the design... until you get to a master illusionist - master illusionists turn the tide of any battle so much more than basically any other villain type boss in the game, it felt a little broken
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You might know me as FlintEastwood now on Freedom
Rogue Vanguard could chew you a new one pretty darn fast.
DE crystals only thing to make my SR scrapper kite.
Master Illusionists Bosses when mixed with Dark Ring Mistress Bosses would be lethal to my Invul tank.
Pretty much every one of my 50s had a ranged hold or stun to eliminate the Sapper threat.
Overseers, hated em most. Next was those cheating Sky Raiders. Not because they could kill me, but because they were so annoying.
-Largo
Founder of A.G.O.N.Y. Supergroup on Victory
Member of Thought Sanctum VG on Victory
Member of St0rm Batallion SG on Guardian
Huh. I can't believe I forgot Rularuu.
I'm not sure where they rate on my earlier list. They would have to be up around Arachnos for me, but I'm not sure if above or below. Not only do they have the wicked defense debuffs and +acc everyone is fairly aware of, but Brutes have the potential for extremely strong stacking +damage. They also have healing LTs (so harder to kill than the minion rank healers we see in a lot of other factions) and a fairly high mez stacking potential - my melees have been held by them many a time. They also deal a decent bit of Psi an energy damage, though their exotic damage dealing is not so standard as it is for Arachnos or even the IDF.
Despite being in the SSAs, I think I mostly forgot about them because you really don't see much of them if you don't visit the Shadow Shard often, and I think most of us don't.
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
Most people listed the usual suspects above, but let me add a nod to the Kheldian PPD squad.
They have taken me by surprise several times. They have tons of negative defense and if you get hit by the negative defense at range and then walk in to a punch of photon seekers you quickly find yourself laying on the ground wondering WTF just happened?
50s: Inv/SS PB Emp/Dark Grav/FF DM/Regen TA/A Sonic/Elec MA/Regen Fire/Kin Sonic/Rad Ice/Kin Crab Fire/Cold NW Merc/Dark Emp/Sonic Rad/Psy Emp/Ice WP/DB FA/SM
Overlord of Dream Team and Nightmare Squad
I don't really 'hate' the group Malta but they have a little special place in my heart.
When I was bringing my main up in levels (Kinetics/Rad. Def.) I would always jump into the group, use Fulcrum Shift then heal (if needed) or just attack.
So what do I do when I hit lvl 40'ish and go to PI for the first time?
I see a group of Malta (maybe 8 or so mobs) standing there. PERFECT for fulcrum shift right?!
I jump in, FS and all-of-a-sudden I'm mezzed..."what the?!" and a second later I'm dead.
Stupid tazer got me
That and Malta's (and Knives of Artemis') 1 minute long stun grenades....yeah...that's fun...
Leader of The LEGION/Fallen LEGION on the Liberty server!
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God how I loved the 60s mag 4 stun that Malta MINIONS had.
And by loved I mean "I'd rather teabag a table saw."
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."
The Infected in First Ward, particularly the Subjudgators. Those things are just horrifyingly nasty no matter your powersets or AT.
Pretty much everyone knows by now that Carnies were weak against lethal damage. But they had beaucoup resistance to mind control. My Mind/Rad/Earth controller was effective at soloing most content, until it came to the carnies, it was an extreme exercise in futility.
-Largo
Founder of A.G.O.N.Y. Supergroup on Victory
Member of Thought Sanctum VG on Victory
Member of St0rm Batallion SG on Guardian
For being a pain in the butt: Sappers, Carnies, DE Cairns, and anyone who had that power that made a crapton of rocks and dust fly up into the air, making you take a bunch of damage and unable to see a blasted thing.
For just being plain freaky to look at: Herdling Lashers, and the Rularuu eyeball things. GAAAAAAAAAAAH.
Total Characters: 120
Lowest Level: 1, Luke Johnson (Staff/WP Brute, Virtue)
Rularuu. My first two characters, who were the only ones in range when the Shard first came out, were both defense-based. Rularuu completely ignore defense with their never-miss acc, their psi, their toxic, etc etc.
Malta. Not just for the Sappers, which were the priority target, or the Gunslingers, which hit hard and ported in and out. Because they also had the Engineers, who spawned those damn Turrets, which gave no xp and were just annoying.
CoT, especially in the early/mid-game (spectrals flooring your acc, then turning invis and flying away when you're about to beat them) and, formerly, the spawns of Earth Thorns that would drop multiple Quicksands on you and floor your recharge.
Nemesis, who like to stack Vengeance to the rafters and have snipers in most spawns, forcing you to engage entire rooms at once. They also love AoE, so say goodbye to your pets.
Longbow Nullifiers. Honorable mention to Spines Wardens, who can kill you just by being in your vicinity, unless you put them down quick.
Romans would probably be worse, but I never went against them solo with any of my defense characters, only as part of an ITF team (which tend to steamroll them).
PPD SWAT, Ghosts, etc. Nuff said.
Pretty much everything in Ambushtoria (it's been 30 seconds? Have another spawn wave!), with special mention to the Ghouls.
Clockwork and Carnies both had a tendency to leave you short on end and/or asleep, and there wasn't one particular enemy (like Malta Sappers) you could target to stop this; it was just something that happened when fighting them.
My characters at Virtueverse
Faces of the City
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
Also, as I was reminded while playing through the DA arcs earlier tonight: Ancient of Frosts. SO MUCH HATE.
Total Characters: 120
Lowest Level: 1, Luke Johnson (Staff/WP Brute, Virtue)
PPD
love those undefenable stun patches the robots throw out left right and center
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
Malta can be challenging on a squishy with no mez protection. Having to restock a tray full of break frees every mission was a pain before /ah came along. It was even better when you could use /ah during missions
Apart from that I've never found any mobs particularly difficult with the exception of some EBs.
Octavian Vanguard
@ohmsEU and @ohms 2
Badging character: Bimble on the Union server, Badgehunter.com and City Info Tracker.
sappers....and caltrops.....and sorcs...oh, my
�Many things worth doing in the world had been declared impossible before they were done.�
Total Characters: 120
Lowest Level: 1, Luke Johnson (Staff/WP Brute, Virtue)
I find the ice patches extremely annoying. They play merry hell with my robots...and I'm fighting at +0x8, so there's one in every DA mob, so I have to deal with them constantly. GRAAAAHHH *turns green*
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I never have enjoyed characters with a strong dependence on pets, so I don't play Masterminds. That means I tend to forget how big a deal stuff like this can be to someone like a MM. Now that you mention it, I recall those patches messing with my Lore and/or Dark Servants, but that's generally not a major issue for my characters.
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
Yeah, I mean aside from the difficulty in facing them I think they're a fairly cool addition to the Rikti, and work great in Mothership raids.
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