Hard to beat the study in contrasts of Friday night vs Saturday afternoon/evening.
Friday we were running the Transcendence Trial with the Storm Knights, bringing in Araware and Fazenda. Doyce (Pummelcite) was organizing it all, and it went off like clockwork.
And just about as interestingly.
Jackie had a character to teleport us through the Troll Tunnels, then Invis/Tport us into position at the obelisks. Touch, glow, and then tport past the central chamber up to where Koago was waiting. Wham, bam, XP ma’am.
I think it took us 30 minutes. Maybe 45. It went flawlessly, save for a single instance when Pummelcite ran too far out of a side tunnel and aggroed some baddies and I ended up taking a lava nap. That was in the second go-thru, when we brought in Mr. and Mrs. Azure.
The irony is, it went so perfectly it didn’t feel all that satisfying. Fazenda, though only two or three pips from 16, didn’t level. Mr. A. did, but only afterwards in the Troll Tunnels (Pummelcite was just short, too, so we did a little hunting). But there was very little challenge, very little suspence or feeling of danger. It was like shooting Koago in a barrel.
It’s hard to complain about success, and God knows I’ve been in enough Transcendence Trials that failed to not want to repeat that experience, either. But somewhere in the middle, struggling against all odds to succeed —
— which brings us to Saturday. The Virgil Tarikoss Strike Force, the first (15-20) SF in CoV, as hosted by the Consortium of Injustice.
(And let me just say I’m really jazzed by how the CoI has “taken off” — we’ve been seeing several characters at any given time running in the SG, and we were at around a dozen when I signed on this afternoon. Great group.)
The roster for the SF was Mister Thorne, Undone, Zot, Shadowslip, Alpha-Omega, Mastadon Rex, and Livid. Seven is a lot for a TF, but we all wanted to do it, so, what the heck. We also had some odd level problems — half the group was RSKed down to 20, and they were SKing the other half up to 19. We were stuck with a rotating lowbie who would not be SKed.
Strike Force “StrikeForceName” (how inspirational) had problems from the start. We were going up against, constantly, from my perspective, reds and purples, with occasional orange minions.
We died. And died. And died some more. The Light Brigade had nothing on us. We beat a path through the ether between the Cap hospital and VT’s portal. It was … brutal. I was in debt for almost the entire TF, though I still managed to level to 16. It took us six, painful, agonizing, multiple-deathed hours.
Things got worse when Livid’s compute problems finally booted the player/character mid-way through. Livid’s connectivity had been a real bear for most of the game (which made me, as her sidekick, more than a bit vulnerable). When Livid finally vanished, it meant that we were really imbalanced, and two of the low-levels were perma-gimped.
Worse, I had inadvertently left myself at the middle reputation level, which didn’t help things any (though it’s still, I think, a nasty, nasty slog).
The final mish, against first Infernal and then the ultimate bad guy, was no worse or better than anything else, except that there was only a single bad guy who was killing us in droves, rather than a horde of purples and reds.
Infernal was actually a lot worse than the final opponent, who was powerful, but who went down far more easily.
Hell of a group of players, though. Whether gimped or taking grievous damage or getting slammed to the hospital again and again, everyone hung in there. Nobody suggested we quit. Everyone (except those technically incapable of doing so) made it through to the end. We were a Band of Brothers, Normandy Beach-style. No weak links, nobody who was constantly messing up or causing us problems. It was just a bloody, bloody slog.
And we made it.
Bravo.
Now, let’s never do that again, either.
Author: admin
Ask Statesman!
And answers thereto. Many entries. Good stuff, starting with, “Will you please tell us, in all honesty, what the long-term goal is that ED is meant to accomplish?” …
One of our contacts is missing!
Holy crap! David Wincott’s moved!
He’s now standing directly outside fence entrance to the Hollows, rather than being off to the side in the sandbag redoubt.
Not earthshattering, but …
I signed in on Katherine’s laptop, now that I’ve bumped it up to 1Gb RAM — graphics are fuzzy but decent — and brought in Al McGordo, trotted over to say hi to David … and he wasn’t there.
HE WASN’T THERE.
It was like the tram had gone missing or something. Three “Troll Task Force” members, but no Wincott. Was he off looking for his boy?
I looked around, and spotted him several feet away at his new position.
Weird. Not sure why they did it (were folks having problems finding him?).
Weird. And unsettling. What next — Ms Liberty joining the dancers under the Atlas statue?
PLPLZ?
NPR article (I heard the broadcast version yesterday) on PowerLeveling (for money), Gold Farming, and other intersections between the Virtual and Real Worlds. Interesting stuff.
Henchmen are Not Pets
Which is the lesson I need to learn. I need to start, with Mister Thorne, playing with the Boys as extensions of myself — being more directive about where they go, stay, etc.
Phred the Phantasm is simple. He follows. He shoots. (Follow-Aggressive is, I think, the MM combo here).
The Boys are not. I need to control them, and I even need to consider how to control them separately. And I need to be willing to sacrifice one (since they can be resummoned relatively quickly) for a worthy (scouting, aggro, etc.) cause.
Of course, that makes doing all that other stuff I do (debuffs, heals) a bit more complicated, too.
Some resources I’m reviewing.
- Fun henchmen tactics – Some lame, some interesting.
- The /petsay thread – I would like to do a little of this, but not the “traveling tour company” stuff that many posters seem enamored of.
- Master Zaprobo’s Guide – Requires further study, but looks very, very good.
Swing your partners
Got both Mister Thorne and Undone up to 15 last night, so we’re good to go for the Strike Force this weekend.
Came, ironically, to the conclusion that the pairing isn’t working terribly well, gameplay-wise. “The Boys” (my soldiers) are range-based. Undone needs to be up close and personal. I get stuck in-between, with a very limited-range heal, and not much defense, and, if I’m being most effective, running back and forth between Undone on the front lines and my Boys further back.
Result? While it works okay to set up a “Tar Patch on the Corner” counter-ambush for the bad guys, Undone’s facing increasing difficulties surviving after her alpha strike on the baddies to get back to said corner. I can send the Boys forward to initiate the attack, but that lets the enemy choose the ground. Or I can start things off with a debuff, and draw all the fire myself. None of these succeeds joyfully.
Plus I’m beginning to recall one of the reasons I dropped Taste of Honey — the Dark secondary is just glacially slow. Needing to hit people to heal is annoying, too.
(And I need to do some more reading on effective control of the Boys — way too many times that I direct them at a target, and then, when they’re done, they just put their hands in their pockets and wait for my command to shoot the next bloody bad guy, okay?)
So here’s the current thought, after the Strikeforce — leave MT/U as they are for a bit, and focus on Eliza Dee (the Champions version) and Mistress Bacchante. Get them up to 15 (or wherever we are after the SF). Then swap. Send the Brawler with the Stalker. Send the Dominator with the Mastermind. See how that works.
A long-term plan, but it should work. Unfortunately, ED(C) is far enough advanced that the same problem I had with ED(V) — a delay in travel power to 16 because I took Bonecrusher instead of Air Superiority — may turn out to happen there, too. We’ll see. I might be able to make it work.
The unfortunate part of all this is that we’ve not been spending much, if any, time on our Virtue Villains, and Mister Ravenous and Charity at Home have been sadly neglected. Of course, the Elitists haven’t been all that active, as a group, either, so it’s not like we’re letting the Home Team down.
We’ll get back to them. Eventually. It’s hard to keep a good (or Bad) alt down.
A palpable hit
Lots of ongoing discussion on the CoH boards about the “streak breaker” system. While a randomize to-hit system could lead to (in a perfectly randomized world) an endless chain of misses in the finite universe of, say, a battle, the streak breaker in the CoH/CoV code forces a hit to happen (for you) after X number of misses, X being determined by the lowest percent to-hit in your attack chain.
Bottom line, if you are going up against an even-level minion opponent, with no enhancements (i.e., 75% TH on each attack)), you cannot miss more than 3 times. On the fourth time you will hit, regardless of what you might have rolled.
Which is still awfully frustrating, but does actually give you an edge over the straight TH percentages.
It’s actually kind of fascinating stuff. Look in this thread for a more detailed explanation of how it works, and the different to-hit/max-misses ranks.
Yay Team!
BD needed help with a PB mission (the Psychic Clockwork King), so Psi-clone and Amorpha joined Puck Bunny, Noelle Frost, Shock.Therapy, and Kinetica (the latter 50s exemplared down to our 41-42 level) at Portal Corp.
A pretty fun mission. There were three controllers, a bushel of pets, one defender, one blaster, one scrapper. That meant Amorpha took point. Invis. from me kept us relatively stealthy going between groups, and we have very little trouble with them (except for Kinetica, who was prone to being killed by anyone she failed to nuke). Between Shock and myself, folks stayed buffed and healed. Pretty straightforward. The PCK went down in just a few minutes.
After we cleared the rest of the map and headed back, Noelle had to leave, so we headed on to a Crey mish that PB had. Things were a bit dicier there — a massive number of Crey tanks, and a good sprinkling of Paragon Protectors. The groups were large enough, and close enough together, that we ran into problems, including Kin going down a few times, my going down at least once, and a TPK when we inadvertently aggroed a veritable flock of Crey tanks.
I probably shouldn’t have brought out Phred, in retrospect — some good added firepower, but he triggered melees before we were ready more than once. My bad (and probably the most egregious tactical blundering of the evening).
Still, ended the mish out of debt and the evening a couple of pips higher than I’d been, so it was all good. And it was good to team up, too. I love duoing with Margie (she’s an excellent player and partner), and soloing can be some fun, but there’s enjoyment in team-ups that I’ve missed of late — more chaos, more voices, more chances for things to go wrong and for things to go right. And when it’s all good players (like the team we were on), it’s even more fun.
I’m looking forward to the TF this weekend, and there’s another team mission that Araware and Fazenda might be going on shortly, too. Should be fun.
Trying to get organized
Finally trying to set up an organized event on the CoI — the first (Virgil Tarikoss) strikeforce, for this coming Saturday. I’ve been remiss in planning group stuff for both the CoJ and CoI, and hopefully (just in time for the holidays) this will help.
Yet another one
Started up a new alt today, Al McGordo, a rad/rad offender. After leaving the mental door open to him running in either CoH or CoV, I decided on the former — I’m tired, at the moment, of running new characters through CoV.
I may not pick him back up for quite some time, but he looks to be a fun character — a cowboy who got a mite tangled up with a nuclear test site and some other oddball science stuff, and now is highly radioactive (“Y’might be wantin’ t’stand on the other side of the hallway, ma’am”). I decided to make him an offender because, well, the Neutrino Bold and X-Ray Blast animations are damned keen, and I wanted someone who just dished out radiation blasts of various sorts.
Margie immediately enrolled him in the CoJ — and then chided me later for forgetting to pop into SG mode, thus wasting at least 20-30 pts of Prestige …
Naming of names
Good name: “Fissure-King” (looks to be a fire tank, all done up in black with red cracks/seams)
Bad name: “Vigilanty King” (which not only is terribly meaningful, but is badly misspelled)
Change of plans
Hitting 41 is a power level for Psi-clone. I’d had Conserve Power (from the Power Mastery EPP) chosen for it … but …
Someone had mentioned that I really lacked a good AoE power. I looked back over what was available in Illusion Mastery, and it boils down to essentially two powers (assuming you don’t consider PA or Phantasm to be an AoE …):
- Flash: Does an AoE blind. Pros: Blinded opponents, and Controllers get the extra damage for subsequent attacks. Cons: TH penalty. PBAoE, so you have to run into the melee to use it. With I5, duration and max targets both suck.
- Spectal Terror: Placed AoE Fear, plus occasional Terror attacks. Essentially a stationary pet casting Fears. Pros: Pretty good TH. Fast recharge. Cool effect. Cons: Terror causes folks to run away. Fear does allow some attacks back. Area of effect is limited.
After some quick reading on the boards, decided to go with ST. Spent the evening playing with Psi-clone and Amorpha, and it’s pretty good. It isn’t a hard “hold,” but it definitely distracts the bad guys, and can be cast from a decent distance. Should be fun.
Dinging again
Hit 41 with Amorpha and Psi-clone (and at about 2 a.m.), huzzah. Ran our first PI mission, dealt with Malta ambushers, dealt with Knives of Artemis, etc.
Actually, the Malta bit was amusing (in a “My God, we’re all going to die” way). We’d just finished doing some mission that was likely to torque the Malta off. We split up — I went to Talos to shop, A. went to Skyway.
“Huh. Ambush. Ow!”
So I began slowly flying that direction. She was at a store, and had ducked inside — but felt honor-bound to do something about it when she was healed because there were others outside dealing with her mess.
So I’m flying back over Skyway, slowly, and I can see her health indicator going up and down, and hear crashes and explosions and such from her monitors —
— and wham! red numbers roll up on me, too, and I toppled to the ground. Ouch.
Heal. Look. Nobody’s around. Fly to Amorpha, get there just as she wraps up the last of them.
Except, clearly, more are coming — I’d overflown them (nothing native to Skyway would be likely to shoot at me, let alone do that much damage).
So we prepped and waited, and here they came down the way, and before I could do much here comes the first wave of missiles …
Ouch.
Then the second wave.
Ouch.
And I’m staggering for the door to the store. Get inside. Heal. Rest. Explosions from Margie’s monitor. “I have the Titan. I have the Sapper.”
Stagger back out. Turn. Blind. Heal.
Whoosh.
Yeah. That was exciting. Now, who was the idiot who suggested that Malta story arcs for the 40-45 range might be fun?
For what it’s worth, Margie’s already decided she dislikes the Knives more. Yes, they see right through our Invis. (and go Invis. themselves), and they use those frelling caltrops with gay abandon. That said, they blind and turn as easily as anyone else, and I can Fly over the caltrops (though fighting at a ruinous Endurance rate), so I can think of far worse opponents.
That gameplay started later in the evening. During most of the day, we were running Mister Thorne and Undone, either by ourselves or with some of the other CoI, which was fun. Hit 14 with both of them so we have (huzzah!) travel powers (Fly and Tport, respectively, and are being made painfully reaware of just how Endurance-sucking both of them can be at the beginning) … 🙂
Terra Infirma
Finally wrapped up the Terra Conspiracy story arc last night, complete with AV, with Psi-clone and Amorpha. That part went swimmingly — I buffed up A. (who then could concentrate on the AV), then flooded Terra’s court with pets (including my Wolf Whistle), while using some of my other temp powers to shrug off the occasoinal nastygram. Once the riff-raff were cleared out, we were all able to concentrate ton Terra — who packed a big punch, but steadily went down. Boo-yah.
Less pleasant was a bit earlier, when we exited a Rikti mission and got ambushed outside. They weren’t anything we couldn’t handle, but I’d taken a bunch of damage before I realized what was going on, then started getting mezzed faster than I could break free and pop greens and heal myself and fend of the bad guys and get away and … with the mess aided and abetted by drones in the distance and a Rikti with a honking big blade in the foreground.
Down I went. Got back from hospital in time to help A. with the mopping up (she did fine, thank you very much). Rrg. That’ll teach me to tempt the CoH Gods.
Still, we finished a major arc, killed an AV, and I’m over half-way to 41 (A. is, of course, a bit further). And we’re beginning to get contacts in … (duh-duh-DUUUUUUUUHHHHH …) Peregrine Island. Eep!
Margie wins the brownie
I was in the middle of complaining bitterly that Eliza Dee had just gotten taken down in the middle of a combat with the final two orange bosses at the end of the mission, largely because my cursor click on a heal had (typically) failed …
When Margie, who was soloing with Hildegard went down in her last encounter in the mission …
… as the bad guy went down …
… and she got taken out …
… by the last
… couple of pips of caltrops damage.
She got the brownie.
Grounded
My solo passtime of choice has been Eliza Dee (the one on Virtue (Elitists)). She’s doing great, up to 12 already, but …
… dammit, I’ve miscalced the power plans. She’s an Energy Aura secondary. At 10 I was supposed to take Entropy Shield for status protection, just on principle. But I was beginning to have damage problems, and someone I was playing with pointed out that Dampening Field was, unlike the Kinetic Shield toggle (Defense), an always-on Resist power.
Well, I flipped a coin and made the choice, and it was probably the right one, but, dagnabbit, I’ve suddenly entered the world of bad status attacks — whether Aberrent mezzes or varoius gun-toters knocking me on my ass. Since I’m soloing, status attacks are particularly lethal in result.
So at 12, I went ahead and took Entropy Shield. But … well, now I’m in trouble, because I was supposed to have taken Air Superiority instead as the pre-req for Fly at 14. I knew it was going to be a problem, but didn’t have any choice.
In retrospect, I would have taken Air Superiority at 6 rather than Bonesmasher — which is certainly an effective attack, but A/S would have been sufficient. If only we were getting a freespec in the next week or so …
Current design plans for Eliza …
Exported from version 1.5C of CoH Planner
http://joechott.com/coh
Archetype: Brute
Primary Powers – Ranged : Energy Melee
Secondary Powers – Support : Energy Aura
01 : Kinetic Shield defbuf(01) defbuf(7) defbuf(7) endred(25) endred(43)
01 : Energy Punch acc(01) dam(3) acc(11) dam(19) acc(37) dam(40)
02 : Barrage acc(02) dam(3) acc(5) dam(34) dam(34) acc(37)
04 : Bone Smasher acc(04) acc(5) dam(13) dam(34) acc(37) dam(40)
06 : Swift runspd(06)
08 : Whirling Hands acc(08) acc(9) endred(9) dam(11) dam(15) endred(19)
10 : Dampening Field damres(10) damres(27) damres(27)
12 : Entropy Shield endred(12) endred(13)
14 : Air Superiority acc(14) acc(15) dam(17) dam(17) dam(42) acc(43)
16 : Fly fltspd(16) fltspd(46)
18 : Health hel(18) hel(29) hel(40)
20 : Stamina endrec(20) endrec(21) endrec(21)
22 : Power Shield defbuf(22) defbuf(23) defbuf(23) endred(25) endred(46)
24 : Taunt tntdur(24)
26 : Hurdle jmp(26)
28 : Energy Drain acc(28) acc(29) endrec(31) endrec(33) acc(45) endrec(46)
30 : Energy Protection damres(30) damres(31) damres(31)
32 : Energy Transfer acc(32) acc(33) dam(33) dam(36) acc(42) dam(43)
35 : Conserve Power recred(35) recred(36) recred(36)
38 : Overload hel(38) defbuf(39) hel(39) defbuf(39)
41 : Energy Cloak endred(41) endred(42)
44 : Build Up recred(44) recred(45) recred(45)
47 : Stun acc(47) disdur(48) acc(48) disdur(48) acc(50)
49 : Hasten recred(49) recred(50) recred(50)
The intent is, if I actually run her, to grow Eliza Dee on Champion in the same course. (I decided to go for the Virtue version with the thought she’d be my “main” on that server, with Mister Thorne being the “main” on Champion.)
Brutes are a good solo choice — in retrospect, they’re a lot more like Scrappers than Tanks: heavy hitters but a bit fragile, with Death as a constant friend. The SMASH bar rocks, and, if managed well, they are faster progressing solo than Doms/MMs, and, I suspect, more surivable than Stalkers/Corrs.
At least they’re fun to play.
On a roll
Took Psi-clone and Amorpha out last night. We’ve determined that, no, shared mission completion hasn’t rolled out to CoH yet (and won’t until Newspaper Technology comes over, too), so we’re just proceeding with the story arcs we have, and t’heck with it.
The current arcs we’re on are … even on Invincible … not horribly challenging. Devouring Earth (with, whichout emitters, are even more pathetic). Council. Crey. Even the Rikti. We’re just rolling through them, and are even getting a bit lazy — not paying close attention to Invis. dropping, having Phred the Phantasm out all the time, etc. XP are decent, but we’re plowing through jello here, chewing through a pip or two nightly.
Heck, we had Zazi along with us last night for part of the adventure, and she didn’t have problems (SKed) either.
Not that I’m complaining too much about not dying all the time, mind you …
CoI board is down
The SMF bulletin board I have the Consortium of Injustice board running on is down this morning, after my hosting company upgraded PHP to resolve some security issues. I’m trying to work it out with tech support as we speak.
But is she a Corrupter? A Dominator? A Stalker …?
Never know who you’re going to meet in the Rogue Isles …
The Big Four-Oh
Both Amorpha and Psi-clone dinged 40 this evening. Huzzah!
In completely unrelated news, I set up the CoJ so that anyone could pay rent for the base. Since it has to be paid at City Hall in Atlas, doing it with some lower level characters might make more sense.