Virgil Irony

I am amused that this blog entry shows up as the fourth entry in Google if you search on “bat’zul infernal” (and this one is third). Yikes.
I am even more amused, as I read the post and its comments that Black Pharoh (who is on this SF with us) was one of the Sanguine Society folks who was also running the same SF that same day as the CoI was doing it.
I’m doing some research into the Bat’Zul/Infernal final mission to figure out how best to handle it. There are some good notes there. Lots of purples for the Stalkers. Figure out what debuffs, if any, we can throw on the Infernal. And, from Doyce since then, try and figure out how to rope Infernal and Bat’zul (and company) into all fighting each other. That latter is more difficult now that clicking the altars takes down invis, but worth consideration.

Double your pleasure, double your fun?

So various bits of chit-chat about a Double XP period on Test today, Friday, along with double Influence and Prestige. Okay, big whoop.
But then there are rumors that there’s going to be a Double XP Event on Live — next weekend:

For all you City of Heroes and City of Villains players out there, NCSoft let us know that there will be a “Double XP Weekend” soon. From 11AM CST on Friday, July 21 until 9PM CST Sunday, July 23, everything you do in the game will get you twice the usual XP. According to NCSoft, the weekend “will give players the opportunity to level up their characters and gain access to many of the new features available in both City of Heroes and City of Villains”.

It’s been echoed at Warcry, but I’ve seen nothing official/red-name on the boards.
So — unfounded rumor? Well-laid plan? Distorted interpretation of today’s Test event? Time will tell.
(Lots of bitching about it being over San Diego Comic-Con weekend, interestingly.)
And, if true — hmmmm … wonder what toons I’d want to push that weekend. Go for existing high-levels, make another set of middies into higher levels, or try to push as many lowbies into travel powers as possible?

The Night of a Million Zillion Longbow

More fun and games on the Virgil Tarikoss Strike Force, this time with missions 3-5 — Legacy Chain, CoT, and Longbow. Things went overall pretty smoothly with the first one. The second one had a few dire moments when patrols would wander along mid-battle, or when people got a bit overextended — one battle avoided being a TPK only because Ravvy got away at the last second (huzzah for Unyielding vs. the Ruin Mages). My recompense for that one was that a mapserv knocked Rav and Charity out just before the final battle and we missed the mission credit.
The 5th mish is the infamous Never-Ending Longbow Ambushes. The first time I ran this SF, it was an unending nightmare of red and purple mobs. This time it was yellows and oranges with an occasional red boss, but it was still unending and vaguely nightmarish.
Ravvy went down three times (once brought back up by his temp rez power). Others sufferered similarly. And the damned Longbow seemed to delight in hanging out by the front door.
Eventually, we managed to prevail by adhering to a few basic principles:

  1. Pulling is good.
  2. Corners are your friend.
  3. Pulling from a distance to bring them around the corner doesn’t work if you intercept them halfway or stand there waiting for them to shoot at you.
  4. Letting all of them concentrate their fire on you by running deep into the advancing wave is bad.
  5. Looking around to see what others are hitting on so you can help concentrate fire on those targets is good. (Two mobs with 50% damage have twice the firepower of one dead mob and the other at 100%.)
  6. It’s great if the bad guys are all clumped up, so you can be clumped up, too (which means you can concentrate fire and area heals can get everyone). It’s great if the bad guys are all strung out coming toward you, because that means you can defeat them in detail. It’s all good.

I fear Ravvy got a bit pushy about things, and people — some of them inordinately squishy — still seemed determined to . But, at length, we prevailed.
By which time it was a bit late to tackle the final battle against Infernal and Bat’zul. That’s for Saturday evening. Some tactical discussion beforehand would probably not be amiss …


After that, we got on with Hildy and Torchy, natch. We started doing some stuff, then discovered that this was the Second Grand Alliance Pick-Up Meeting, which I felt vaguely guilty about not attending, but it was a bit late (in the night and the week) for roleplay and revelry for me.
We bashed Council robots and Devouring Earth, then called it a night.

Mister Virgil, he much happier with us now

Rebooted the Virgil Tarikoss Strike Force last night with much the same crew, many of them up a level or two. Strike Force Inferno still had a 15-20 spread, but close enough to be able to SK the lowbies.
First mish? Mister Ravenous was pleased to see pleasant shades of yellow and orange, rather than the angry red and purple that dominated last time out. We did suffer a TPK in that first going, against a room that was, in fact, full of reds and oranges and three purple bosses, all of whom annoying decided to come running after us at once. But, aside from forgetting my rez temp power, that wasn’t so bad, and we had cut the group in half and managed the other half easy-peasy. Charity was the resident healer, and did a fine job of it.
The second mish (CoT at the outdoor power station) was handled through wise use of our invisible stalker resources — and we relearned the lesson of pulling the folks you want out to the exterior of the map, rather than going in and dealing with wandering patrols (who always wander by at inopportune times, like when you’re hip-deep in opponents already) and spill-over to neighboring groups.
As mentioned, the level difference made all the difference in the world — especially with the SF being front-loaded as I keep being assured it is. Red bosses I can handle. Red minions with ultraviolet bosses, not so much.
Was still having endurance problems, even with an EndRed DO in each attack, if things went beyond a single mob at a time.. And going up against Ruin Mages, and being the Guy with Status Protection, it wasn’t like I could toggle any of my armor off. I forgot to try Doyce’s trick of auto-firing Brawl — I’ll try that tonight and report back.
By then it was around 9:30p, so we adjourned for the evening. Margie and I re-signed in as Torchy and Hildy and blew up a lot of Council and DE Real Good.

It’s the Cheesiest, man!

Okay, , so after I’d posted the below, I became obsessed with doing this.  Behold Dangerously Cheesy.


So I can’t take full credit for the design.  I was about 90% there (and actually had the toon out and running) when Margie got home.  She was amused by the whole thing, which was when I started describing the design problems I’d had. 

The biggest one are the shoes.  Chester Cheetah clearly has white high-tops.  Male toons can get sneakers — with knee-high athletic socks. Margie opined that was lame, since women didn’t have that limitation — at which point I told her that I’d given that a try, but you also lose the dots on the legs below the knees.  And I told her I’d actually put together someone who would have been Chesty Cheetah, but decided to go back to the male.

At which point, nothing would do but for her to make that very character.  Which she did.  And she also lit on the improvement of, rather than an orange face with the Spots pattern, she went a full mask with the Gills pattern (and white skin), which allows for a white muzzle and the appearance of whiskers.  Nice. 

She also came up with the idea of trying to do a white spot on the chest by doing a large, round white-on-white chest emblem.  It didn’t look good on the female toon, but worked okay for me.

Alas, the photo of her doesn’t do the toon, ah, chesty justice.  And I’m not sure about the cowboy boots, but, hey …

So, Dangerously Cheesy (Scrapper – Claws/SR) and Chesty Cheetah (Controller – Grav/Kin).  We ran around with them for a couple of hours, until Freedom started getting flaky.  The combo, even at low levels, was pretty good.  Of course, I’d been thinking about a soloable character, not another duo — but it was still fun.



I decided on the “motto” character name, rather than calling him “Chester Cheetah” or something like that largely so as to avoid petitionable trademark problems.  So, in the picture to the right, which do you think is going to be the first to be petitioned?  (And, yes, kudos to the very nice “Freakazoid” toon).

Hostess Heroes – the Next Generation

Like I really need more alts, but Kate’s inquiry about running the Spelunker mission, and the comment that there were various other HH’s still at lower levels, made me suddenly want to … well … you know …

The official Hostess product listing doesn’t offer much new or interesting — Twinkies, Cup Cakes, Ho Hos, Suzy Q’s, Ding Dongs, Donettes, Mini Muffins, Fruit Pie — but I suppose …

… hmmm … Chester — a cool-looking, sun-glasses-wearing, orange-furred, black-spotted cat-scrapper …

And, yeah, I know, Claws scrappers are nothing new in the Hostess Heroes, but … someone I could solo whilst playing catch-up or pick-up.  And I might just make it Super-Reflexes to make it interesting.

“Dangerously Cheesy.”

Hmmm …

Munchies

Hostess Heroes on Monday Munchies last night. First part of the evening was running around the low-level zones to pick up the badges and plaques needed for the Atlas Medallion, which I’m pretty sure everyone on eventually got (even those of us, ahem, who didn’t see it when it flashed across our screen).
From there, we headed over to Striga, where we ran both Peep and Ho Ho’s final wedding band mishes, then various and sundry other bits. Okay, ready to be done with Striga now.
Wrapped up with the pair of us and Brownie Points knocking over the last 800 xp Ho Ho needed to level to 27. Which was good enough, save that she’s dead broke and now has some empty and red slots to deal with. *Sigh* On the other hand, she suffered no deaths last night, despite being the sole tank, and continued to hone her Taunting. All of which (both brokeness and sturdiness) is due to her having already invested heavily in SOs.

Global Chat Frelled

Quoth Cricket (emphasis mine):

It has now been confirmed that we are unable to revert the global chat system. We understand that this affects a large percentage of our players, and for several days great efforts have been put forth to restore the global chat system to its original state.
The investigation is still ongoing, and additional measures are being put in place. Once this is complete, the global chat system is going to be backed up every 20 minutes.
We understand that this affects a large number of our players, and we apologize to those who were affected. Please note that there will be compensation for this issue. As previously stated, additional information will be posted about the global chat status as soon as it comes in. Although a revert is not possible, new information is expected to arrive in the future.

It’s been a pain, to be sure, but no more than, say, toggle drops on zoning or similar technical glitches (for me, at least). I don’t see a need for “compensation” (except, maybe in gaming terms — some sort fo freebee maybe). Heck, it’s been balanced by having temp timed powers never going away — Hildy and Torchy mopped up Croatoa with our never-ending Runes of Warding …

“I’m being followed by a Moonfire, Moonfire, Moonfire …”

The Fourth Shadow Shard plans for this afternoon were aborted by missing some of the planned players, including the Tank.  We dropped back and punted and, instead, ran the Moonfire TF with the Hostess Heroes.

(In the picture, L-R:  Ginger Snap, Princess Peep, Ring Ding, Moonfire, Ho Ho, Bear Claws, Brownie Points, Twinkie Kid)

Let me just say that I remain astonished that these “joke” characters have gotten all the way up to the 25-26 range. 

That said, the TF was okay — a lot of Council and Vampyri and a blend of hunts and door mishes.  Nothing too exciting.  I was very pleased at how Ho Ho did — no deaths, even with a lot of deaths around her (and a lot of folks who seemed to think “scrapper” meant “run in first and draw all the aggro”). 

Dinged to 26 on the mish (as did Princess Peep).  Kind of a blah level:  Tough Hide for me, Hasten for her.  That said, just waiting for 28:  Whirling Axe.  AoE, baby!

Gender bender

Female CoX player who does voice chat with your gameplaying peers? Worried that all those grotesquely sexist male CoX players will be turned off / turned on / dismiss you / hit on you / be inexplicably challenged by your competence at gaming?
Fear not! Now you, too, can have a male-sounding voice worthy of Brian Blessed. Then all those nassssty adolescent boys won’t be intimidated by your 1337 gamer skillz.
(N.B. While most of the CoXers I know are male, the females (presuming I actuallly know their genders) include some of the most terrifyingly competent players out there. My wife heads up that list. So if you, as a male player, are dismissive of female players, get the hell over it. If you are intimidated by them — well, you damn well should be.)
(via BoingBoing)

Cry mayhem!

As part of the Drive to Virgil Tarikoss, Ravvy and Charity ended up running back-to-back Skyway City Bank Robbery Mayhem Missions.
Oh, my. The fun.
Most Mayhems I’ve run in have been a big group, and the mobs have been dreadful. This duo (albeit set on merely villainous) simply strolled through. Travel power to the bank, run in, clear out the guards, take the loot, beat the wimp, exit the bank. Easy-peasy, and many minutes left on the timer.
Through the help of Margie’s maps, we pretty quickly found the side missions for the instance and did them, too — ransack the package, smash-and-grab at the weapons shop, kidnap the dude. On the two mishes we ended up having about 10-15 miinutes, at least, after the primary objective was done, and if we didn’t clear the zone in either case, we came close.
I was amused that if you blow up Stuff next to the law enforcement types, they take damage when it explodes. That makes it easier, in turn, to earn resisting arrest bonuses.
These were the first Mayhem Missions I actually enjoyed. Good stuff.
And by the time it was done, Ravvy had topped 19 (indeed, was 2 pips in), and Charity was just two pips out from level. So I think we’re going to leave it at that until Wednesday with them — since we’ll likely level-plus during the SF, and since we have magical res temp power that is good for 2 days in-game time, and I suspect those will come in hand on the SF, if memory servers.

End of a Zone

Hildy and Torchy wrapped up the Croatoa content (except the TF) last night — and, in so doing, each dinged 32 — literally, with the final check-in to the contact. Woot.
(Inferno! Yeah!)
And thanks to T’lauro who jumped in to lend a hand on the second Protect the Henge from the Redcaps mish.

Novel interruptus

Per Manticore, the current line of CoX novels is done.

CDS will not be publishing anymore novels for us. For the record, that decision was made well before Freedom Phalanx hit the shelves. We are definitely looking into other possibilities for more CoX books but right now there are no official plans. Hope that helps clear things up.

Which is a shame, because the next novel planned, The Rikti Wars, is a lot more interesting to me than the previous two novel concepts (the 1930s founding and 1980s foundering of the Freedom Phalanx).

TF/SF Mob Difficulties – an Inquiry

Okay, since I know there are Many Knowledgable People out there, certainly someone can answer this.
What determines the mob level in a Task Force/Strike Force?

  1. The level of the team leader (star)
  2. The rep of the team leader
  3. The average level of the team
  4. The average rep of the team
  5. The highest level on the team
  6. The highest rep on the team
  7. The TF/SF itself (i.e., it’s fixed)
  8. It varies between TF/SFs

Every time a TF/SF comes up blinding purple or blah blue, everyone asks the question, and everyone seems to have a different opinion. Does someone have the definitive answer?

A valiant villainous effort

As part of “Villains Night,” we gathered up at the Praetorian base and chose up teams (high-level/low-level) to run the Virgil Tarikoss SF. The low-level (18 and below) team was Mister Ravenous, Charity at Home, Venenata, Ghost Maiden, Barbarity, Lord Malificus.
7:00p – Ostensible start time.
7:30p – Actually rolled from the base.
7:45p – Low-level team TPK in a room full of purples on the first mission. “Let’s try dropping everyone from Malicious to Villainous.” And lessons learned: stick together, stay near the healers, concentrate fire, pull minions.
8:15p – Get rolling again, with Atomyc Furie now on the team for more heals. Many purples. Some reds. More purples. Still more purples. One TPK. Two TPK. And, “Let’s do something else.
So we ran a couple of missions, revelled in facing yellows and whites, etc.
MR did ding up to 18, huzzah — and Health, which can’t hurt, though so dying for Stamina it isn’t even funny. Ran some of the melees with one of my two armors down, just for the endurance. Actually replaced a damage in each of my attacks with an EndRed. Let’s see how that works.

Munched

For Monday Munchies, we ended up running with the Devils Food gang. Which had a number of amusing moment, but was more than a bit frustrating:

  1. Lag on Freedom was bad. Really bad. I was considering re-booting, but I kept hearing everyone else complaining, so I knew it couldn’t be all my computer’s fault.
  2. The DF team (5-7 at a time) was fairly squishy. One brute (Dr. Frankenberry), a couple of Masterminds, a smattering of Corrupters and Dominators — and nothing resembling much of a healer most of the night except Maitre D’mon (Mastermind with Poison secondary, which is pretty piss-poor healing).
    The result was numerous partial or total party kills, and veering away from challenging missions.

For all that, it was, as usual, fun to play with others. And MD got up to 10, which was nice.