Powers to come …

So Issue 5 (already under discussion, since Issue 4 is just in “let’s try to get the frickin’ bugs out so we can release it” mode) will include (ta-daaaah) new power sets.
Statesman has (from what I read) indicated that power sets to come include bows, sonics, brawling, pistols, staves, shields and magnetism.
Oooooooh. Fun stuff.

Phantom Menaces

Psi-clone levelled up Sunday night. His current track was to go up in Fitness aiming for Stamina, but looking at how the gameplay had gone with Amorpha, his Endurance was really not a huge issue.
Which left him gleefully free, as inspired by Rose.Red on the Synapse TF, to take Phantom Armies.
Can’t wait to play with them.

Synapse Task Force – Mission Accomplished

UPDATE: Inserted thumbnail pics. Click to see full-size.
Ran the Task Force last night — starting at 7:30p and running muuuuuuch later. Various notes follow:

  1. We had a tight, fit team. One crunchy — a tank — plus two blasters, a controller, and a defender. Both the good blend of ATs and the good people behind them made it a successful outing.
  2. The plot line focuses on the machinations (so to speak) of the Clockwork King, and many, many, many missions against clockworks. I am officially sick fo the critters, though the payoff set piece of the CK’s lair was excellently creepy.
  3. Velvet Jones, the tank, was in her glory most of the time — untouchable, taunting, keeping the mobs under control and pounding away at them. Most fun was, as the balloon went up in each encounter, unleashing a taunt and drawing everyone’s aggro — and lightning bolts. “It tickles.”
    And, in fact, it did. Between Invulnerability powers and Bubbles, not to mention support of the others, Velvet took very little damage, almost never going below 75% HP.
    Much fun. She even got to wear her cape for part of the evening, before various jealous comments prompted her to put it away for a while.

  4. The blaster contingent was made up of Avocet and Boulder Dude’s MoFo Firefly. Good blasting was had thereby. Avocet’s Energy knockback was minimal, and his AoE attacks were perfect for wiping out Gears from fallen big clanks. MoFo did well, too, though his Electricity blasts occasionally confused me (OMG, there are clockworks behind me!).
    Both are Ice secondaries, which made for additional Controlling of the mobs.

  5. Margie’s P-Siren was one of the unsung stars. While her psionic blasts were effective, but slow, her Bubbles were one of our lynchpin powers. While they were up, Velvet, at least, was in hog heaven. When they were down, it was more problematic. Indeed, the one time Velvet got in real trouble was when we were independently hunting clockworks, and an ambush found her. Had to SJ away at the last second, which, alas, left MoFo, who was coming to the rescue, to bear the brunt of their fury.
    As it was most of the time, though, I was able to leave down almost all my toggles but Unyielding. As long as the bubbles were up, all was cool.
    (And as long as I was running HeroStats, I could see exactly when the bubbles were going down …)
    It’s worth noting that Margie’s organizing the TF was pretty spiffy as well.

  6. Doyce’s Rose.Red was the utility player as Controller. His Group Invis was up most of the time, and really helped our defense and attack planning. It also let him scout ahead on mishes that only required limited accomplishments; coupled with Recall Friend, he could sneak up to where hostages or the final bosses were, teleport us in, and we could finish the mish in a quarter of the time of slogging through the whole thing.
    As an Illusion Controller, though, he did an even more useful job in using Deceive to cut down on the enemy numbers, and Phantom Army to add to our strength.
    And his tactical abilities and previous experience on the TF were pretty handy, too.

  7. I have no idea how folks do the mission in 6 hours, as some report, let alone the 2½ that others claim. We didn’t race madcap from spot to spot, but neither did we dawdle. We took a couple of levelling and selling breaks, and Margie had one in-mish 15 minute Symantec-induced problem, but generally speaking we moved swiftly and skipped killing all mobs unless the mission demanded it.
    We met at 7:30p, we started at about 8p, and finished a bit after 3a. That makes for 7 hours.
    I refuse to believe anything under 5.

  8. TFs are XP-heavy, and this was no exception. Velvet went up 17-odd pips; since she was just barely at 20, that raised her to 21 and most of the way to 22. W00t.
    That came in handy against the baddies; the initial mobs looked an even mix of yellow and white, with orange bosses; changing that down to white-blue with yellow bosses (with the exception of Babbage and the Clockwork King) made the missions a lot easier. And still good eats.

  9. Ah, Babbage. Hovering outside one mission, we tackled him head-on. Problem is, even though we managed to knock him down to between 1/3 and 1/2 XP, that took pretty much all the Endurance in the group. Velvet was basically the aggro magnet for him, but eventually she was reduced to watching her End and hitting only when it wouldn’t knock down all her toggles. Eep!
    The battle was also complicated by his running around periodically and so dragging us through mobs of Lost and Trolls, both of which pursued.
    We would probably have ground him down, eventually, but we got kind of tired after a while. A couple of other heroes had spotted us, and, with our permission, launched into the fray, sealing Babbage’s fate. Still great XP, all told.

  10. The only deaths that occured were both MoFo’s. The first came when he came racing to Velvet’s “rescue” when she’d been ambushed by clockwork and had dropped down to orange. I was bugging out, but MoFo arrived just in time to get them all on him. By the time Velvet got there, he was toast.
    And, during the Babbage battle, he drew a bunch of fire from trolls. Damn.
    Aside from that, no deaths in-mish, which is pretty impressive.

  11. Especially because we couldn’t see. Between shady warehouses, group invis, various auras and bonus effects, and bubbles (double-bubbles plus the big bubble), it was like trying to run around in a pea soup fog.
    Not that I should complain, because all of those effects were affecting the baddies more than me. But sometimes it was sure confusing …

  12. The last battle with the CK was almost anticlimactic. He’s tough, but not on a par with Babbage. He just has a lot more friends (which we had to both carefully clear out first and use a gadget we’d received to help keep him from summoning more).
    The initial plan was to super-buff Velvet and let her do a tank pull back to where the rest were all standing (the idea being that she could take a licking and keep running for her life, so to speak). After all that prep just outside of the CK’s lair (“See that? That’s his arm there.”) it turned out that it wasn’t the CK’s lair yet.
    The actual battle with the CK was a lot less, ah, planned — we had the ground selected, but the actual pull back to it was, um, less organized (involving a couple of characters, not the tank, and mad-oh-crap-I’m-orange dashes back to the others).
    Wham, bam, thank you for helping us rid the city of the Clockwork King, ma’am.

Great fun. Went longer than I’d expected (Doyce pointed out that, had we started at 5, we could have wrapped by Midnight. Of course, we’d have had to take 45 minutes or so in the middle to put down Kitten, so …), but I still felt excited and eager by the time it was all over.
Good team. Good experience. Makes me want to do it over again with the next tier of alts in my stable …

Rusty

2005-04-14_tsootemple.jpgPulled out Psi-clone to play with last night, after I’d gotten as far as I could on taxes — first time in a while that he and Amorpha had been out on patrol.
Rrg. PC takes a very careful hand — much different from Velvet (a tank) or even Torchielle and Honeygun (blasters). As an illusion controller, his touch is more subtle — the strategic selection of Deceive, the big gun of Blind, the polish-off of Spectral Wounds. And, oh, yeah, forgot I had Group Invis. Little thing, that.
And, oh, yeah, forgot I was a freakin’ empath, so I had heal abilities. Which came in really handy when I finally did remember.
Yeesh.
Our duo ran around a bit, then BD’s MoFo Firefly invited us in on a fun Tsoo door mish (Sorcerers are fun to Deceive, since they put all their healing and buffs into our side of the combat). I bailed out of the team after the mish was over to go to bed — and instead worked on implementing the Fly/Hover keybind set for PC. I’ll see how it goes; I’ve had a distrust and inherent dislike of multi-file keybinds, but this one looks like it should work pretty well.

Synapse Task Force – Plans

UPDATED: Added time zone, Avocet. Corrected P-Siren & Rose.Red’s levels, Jackie’s status, powers, BD.
———-
Okay, making a note of the, well, notes here, the plan is …
Saturday, 7:30 p.m. MDT
Current Lineup:

  • Velvet Jones – Inv/SS Tank L20
  • P-Siren – FF Defender L19
  • Rose.Red – Illusion Controller L19
  • Avocet – Energy/Ice Blaster L21
  • MoFo Firefly– Elec/Ice Blaster L18

(Jackie’s decided to sit this one out.)
TF range is lvl 15-21.
Give a yea, a nay, or a “Hey! What happened to my character?!”

Ding-ding

Got a latish start last night, but figured it was time to run Kazima and Honeygun again and work off some debt from Monday night’s bloodbath.
We eventually ended up in a nice Vahzilok door mish, with many yellows and occasional whites and oranges. Lots of vomit, plenty of danger, and pushing to the HP/END limits, but we finally freed all the hostages in the office building, during which we both dinged to 15, which gives us that much better power (and slotting) for the next time we try the Cavern of Transcendence (which we are now at max level for).

PvP

Okay, I love PvP — as a comic. As a way of playing CoH, not so much.
I guess one of the things that really attracts me to CoH is the cooperative play — the sense that, yes, we really are all heroes. Reading the tales of griefing in other MMORPGs, I’m glad CoH has the restrictions it does.
Now, that said, I can understand why some people would like the PvP challenge. Live brains + complicated builds = exciting challenge. Me, I’d rather team up with others and bop the bad guys. But, then, that’s me.
I am worried, a bit, about what I read regarding how PvP is (a) forcing changes in the basic game system, even for just PvE, and, worse, (b) changing how folks are doing builds to make them more PvP, vs PvE, competitive. The latter shouldn’t really bother me (it doesn’t affect me, after all), but it’s still disturbing. It turns CoH into Mortal Kombat.
Does that mean you’ll never see any of my alts in the Arena (once Issue 4 goes live and the thing actually works)? No. If there were a group of friends doing it, it might be fun, strictly as a one-off change of pace. But as a “this is why I play the game” sort of thing, as I keep seeing people write? No.
On the other hand, it will be interesting to see if both the Arena and the upcoming CoV draw off some of the more raucous of Paragon City’s denizens. That might be a good thing.

Synapse Task Force

Since it looks like this is in the hopper, here’s some info I’ve started collecting:

Key points:

  1. 4-8 heroes, starting in Skyway.
  2. Level 15-21. Cannot SK up into the range, but can SK within the range. Exemplaring down is possible, but may cause problems if the anchor gets discoed.
  3. 2½ to 6 hour time frame.
  4. SO reward at the end if you have space (+1 SO randomly to someone n the group) (and possibly another fighting Babbage just before that).
  5. Lots of Clockworks, so watch that Endurance drain and Energy Resistance.

It’s the journey that is important, right?

Nice post (if, as the discussion points out, a bit flawed here and there) on travel powers and their relative speeds and slotting.
I currently have two heroes (Velvet, Torchielle) with Super Jump, and one (Psi-clone) with Fly. And Margie’ P-Siren has Teleport.
My observations …
Super Jump:
Speed: A
Control: C
Safety: C
Fun: B
Summary: Good fun and great speed, but you run the risk of touching the ground on a regular basis (and possibly getting Mezzed or shot), and you inevitably find yourself bouncing down right behind some freakin’ wall.
Fly
Speed: B
Control: B
Safety: A
Fun: A
Summary: It won’t get you there as fast, but it will get you there in style. And you can (with some up-front messing about with keybinds and the like) control your path and speed with precision. Safety is very high, at least at low levels (though you can draw agro as you come in for a landing, ahem, and you need to watch for rooftop nasties). But, damn, it’s flying, and who can beat that?
Teleport
Speed: A
Control: B
Safety: D
Fun: B
Summary: With practice (a good caveat) you can really move quickly, and accurately. But anything that lets you easily fall great heights isn’t very safe.
Honeygun’s Sprint+Swift power is almost travel-worthy (DADC), and she’ll be getting Super-Speed next up, so I’ll let you know how that goes.

Third time’s the … um … never mind

Went on the Monday night Session 3 of the Cavern of Transcendence. And …
… well, it all went to hell. Twice.
First time in, all looked like it was going pretty nicely. Good team — Darkthorne the lead, Kazima, Honeygun, Dubh Bas, Avocet, Dr. Meson, Tanker-belle, and Liberty Bill. Made it through the troll tunnels with no sweat (thanks, Kinetica) and only one death (mine, dammit, too close to a troll TNT stash when it blew). Got in, battled our way forward. Good thing to have two tanks along this time, drawing agro. Cleared out the initial group, most of the groups to the left, started working around to the right, then the center … we were doing great, ahead of schedule …
… and then made our first mistake, as we tackled the group at the top of the ramp, without clearing out the last group on the left. Which got pulled into it, which overwhelmed us, leaving half the team dead on the ramp.
2005-04-11_transcend.jpgAfter several minutes of fruitless pulls, abortive resurections, and general additional debt incursion, we gave up. The deaders went to Atlas for hospitalization (we had nobody with Rez, except for one who could do it in battle). The livers stayed in place to prevent a re-pop.
Except that, nearly to the mission entrance again, somebody discoed out. They got back in, but the TF was broken, and we all had to exit and restart. Which was disappointing, but doable, and the mission clock reset.
We went in again, no problem. Got to Cavern … and found the enemies had popped up a level. Swell. Fought one group. Fought another group. Fought the next group. Fought the … crap, pulled some extras, or there was something off with the healing, or … well, half the party went down. More than half. All but two. Honeygun, fleeing to the exit, ended up embedded in the rock next to the lava.
And most of the deaders were smack where the Igneous were milling about, stepping on their corpses.
One unsuccessful pull (and death) later, and we realized that was about it for the night. The last person threw himself on the enemy (so he could get a death-teleport back to Atlas), and we called it an evening, with promises to try it once again, maybe next Monday.
On the bright side, we got a couple of new Lessons Learned.

Balance

Statesman speaks out about the balance goals of City of Heroes, in terms of what sort of opponents should be solo-able, and where the devs think the current state of the game needs to be changed. Much interesting conversation (if not necessarily anything that seems to be changing Statesman’s mind) ensues.
Meanwhile, some changes on tap for Issue 5:

1) Instead of the first five levels being debt free, the first TEN levels will be debt free.

2) XP debt will be halved on mission maps (that includes outdoor mission maps, too).
#2 should encourage mission play, vs. street sweeping (which goal is near and dear to the devs’ hearts). #1, though, only delays the Ceremonial First Major Debt Face-Plant to moments after dinging Level 11 instead of moments after dinging Level 6 …

Cute

Katherine, feeling cabin fever being shut in with the snow, called up (or asked for someone to dial on her behalf) Jackie and Doyce, and then proceeded, in her sweet way, to read them, Uncle Bear in particular, the riot act regarding our recent hobby. To summarize:
“Ever since they got City of Heroes, they play and and don’t play with me, and if you stop playing then they won’t play. And tell Justiin to remember to tell you that if you forget.” Or words to that effect.
As Doyce put it to Margie afterwards, “That was cute … in a gut-wrenching and guilt-inducing way.”
It wasn’t tearful, or angry, more of a “wheedle” manner of speech. If we could spend 24/7 focusing on her, that would probably not be enough for her desires (nor healthy for her, for that matter). The reality is that we’re trying to be careful not to let City of Crack lead us to neglecting Kitten. We go for walks. We worked together on the yardwork on Saturday. We took time out yesterday to, the three of us, play some games with her. We try not to use the TV as a babysitter.
But the fact is that, like other hobbies and interests, it does take time from her — not more than before, I think, but it’s a more readily identifiable chunk (i.e., it’s replaced several other time sinks, rather than creating a new one). And the time it takes tends to be less interruptible and bigger-blocked than reading and gaming and blogging. Hence Katherine’s good-natured reprimand.
That said, it’s worth bearing what she’s saying in mind. And we’ll continue to try to spend quality (as well as quantity) time with Katherine. That’s where the real heroism in our lives comes in, after all.

Meet-and-Beat

UPDATE: Added some photos from Margie, and reorganized the post to put all the photos at the bottom.
After an afternoon of Psi-clone/Amorpha running about (clearing older mishes at breakneck speed via Group Invis), Margie and I hooked up with the Alliance of Champions Meet-n-Beat (Second Session) for an evening of …
… well, a lot of standing around, actually. 🙂 Took a while for things to gel up, especially as we were waiting for occasional additional people to drop in. The time was not a waste, since we were able to do the “meet” part and get in some RP — sort of the Brian Bendis approach to comics adventuring (only not as realistic or witty, my own contributions included).
The group eventually split up in two, with P-Siren going off with one group to do an intense timed mish with various nasty demon-looking types (lots of explosions from Margie’s PC, and much laggy high-graphics action), and Velvet going off in another group to …
… well, stand around a while at the park (NE corner of Atlas Park), then stand around at the Atlas statue (lots of ugly costumes, a very few good ones), then, finally, a quick mission (see picture) in Talos (at which point, like every hero does, I was filled with It Must Be Mine Lust for the Sky Raiders’ jetpacks), at which point we returned and …
… sat around. And chatted.
Eventually, the other group returned, bloodied but unbowed, and then we stood around figuring out how to balance the levels in the group again, at which point I realized I needed to get up in 6 hours or so and bailed out for bed.
Not sure if I am on tap for tonight’s third run at the Caverns of Transcendence — depends on if they need another right-level (Honeygun). May be an interesting group, looking at the participant list.
2005-04-10_meetfolks.jpgThe Meet-n-Beat (late slot) team: (L-R) Velvet Jones, Shock.Therapy, Dr. Meson, The Hushman (back), Black Mynx, Liberty Bill, P-Siren, Puck Bunny, Darkness Heals.


2005-04-10_and-beat.jpgVelvet’s “Beat” team: Velvet Jones, Dr. Meson, Darkthrone, and Darkness Heals.



2005-04-10_beat2.jpgSome of P-Siren’s “Beat” team: (L-R) Shock Therapy, P-Siren (legs only), Black Mynx.


2005-04-10_picnic.jpgBack to the Meet part: (L-R) Darkthorne, Velvet Jones, Darkness Heals, Zepher-Storm

Lessons Learned in the Cavern of Transcendence Trial

(Below be spoilers, me hearties …)
We ran through the Cavern of Transcendence Trial a couple of times last night, with two different teams. Here were some resources we checked out first (though I didn’t read the CoH Forum info):

The following are some lessons learned we took from the trial efforts (one of which was successful, the other of which wasn’t). Hopefully they’ll be helpful to others. A lot of these apply to Task Forces in general, too …
(UPDATE: After the third try, we learned a couple of new things, identified as “NEW” below …)

Continue reading “Lessons Learned in the Cavern of Transcendence Trial”

Transcendent!

The Cavern of Transcendence trial is, frankly, quite the trial — long tunnels mobbed with trolls, then a cavern complex mobbed with igneous, regenning mobs, coordinated actions, a very nasty boss at the very end … and timed. Yikes.
2005-04-09_trans-team1.jpgMargie coordinated putting three groups together to do it, from three people who had the mission ready to go. It’s evidently pretty popular, since one of the juggling jobs she did was trying to fit in both folks within the specified level (12-15) and folks up higher (some much higher) who wanted to Exemplar down to do it.
Two groups ran last night. Team 1 took a while to get initially coordinated (both teams did, but the mix of personalities and the “first out the gate” complications made Team 1 more awkward). Of the locals here, Jackie’s Shadow.Cat was mish leader, I was running Honeygun, Margie was in as Kazima, and BD as Puck Bunny.
Utter disaster.
The initial troll tunnels were mobbed a lot higher than we were expecting. Half the team tried to fight, half tried to run, and lots of people died.
*sigh*
We eventually reorganized, restarted the team (to overcome a disconnect), and pulled in someone from the outside to clear the trolls for us. Once in the main trial, it was hard slogging, too. Eventually we had five of the team in place behind an obelisk … and the last trio got themselves killed by pumicites down one tunnel. Honeygun stealthed in and managed to get one of them rezzed … and then we all died again in the ensuing battle.
Ah, well. Quit the TF (which dumps you back, alive or dead, at the troll caves again).
Second TF got started, but we were a lot more coordinated with the trolls (having brought in two ringers to help clear). Again, looking just at the local names, I was in as Torchielle, Margie as mish leader P-Siren, Doyce exempling down Hang Time, BD as Ciunas Bas.
The bad guys in the final caverns were nastier than before, but we were more coordinated in our attacks (Doyce did some good leadership there). We slowly cleared out the side passages, and the main cavern, went to get in position …
… and the side caverns had repopped.
Cleared out a few more, got people into position, stealthed/tported into the last few … and triggered the main door.
Battled our way in, rescued the kid, battered at the purple villain … and heeded the call to “OUT!”
2005-04-10_trans-team-2.jpgW00T! Transcendent badge!
Some final blasting through trolls, and out. Fresh air! The stars! Yay!
Good adventure, and I plan on noting some Lessons Learned here later today (along with pictures). But kudos to Margie for doing the heavy lifting with organizing this thing — it’s almost as much of a bitch to get the adventure put together as it is to actually execute it!

DING!

Velvet hit 20 this afternoon. She and P-Siren were hanging around, waiting for the rec center groundbreaking to gel, and eventually ended up at Velvet’s favorite lvl 18-19 hangout, near the Boomtown gate at the north end of Steel Canyon. Velvet hit 20, P-Siren hit 19, and I discovered that Serge at Icon won’t even bother talking to you if you have a full mission plate.
(Velvet is seriously jonesing, so to speak, for a cape. I think she’ll consider herself to have “arrived” if she has one. Even if it’s kind of silly.)
Oh, she took Swift, on the all-too-slow path toward Stamina at 24 (will likely take Hurdle at 22 to compliment the Super Jump).
P-Siren will get a chance to do some catch-up in level tonight during the Cave of Transcendence trial, assuming that Margie’s disco problems this afternoon don’t come back to haunt her.

Post mortem

What’s wrong with this picture?
2005-04-08_carpet-plant.jpgMmmmm … carpet …
Well, all the usual wrong things happened. We got split up, we hesitated too long in the face of Serious Damage Being Ladelled On Our Respective Asses, and we got confused as to where we were which made getting away from the damage dealers more problematic.
The one amusing part of the above photo is that, in both of our cases, we had (separately) staggered into the elevator with our last breaths, and plopped out a floor below, dead.
We eventually (right after we rezzed and regrouped here) went in and finished off the boss that did this, but it was (especially after we discussed what went wrong over dinner) more entertainin in retrospect than annoying, especially with that picture …

Naming of names

Cuppajo has passed on a fine resource for naming your hero: The Phrontistery, a collection of great and often obsolete words. Just on one page, I found some great names whose meanings would make for fine hero names:
Gablock, Gadarine, Galanty, Galeate, Galliard …
Hey, it’s gotta be better than dYYN0m8te! or something like that, and a lot less likely to be taken than Captain Thunder.