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| Late news from the Rialto |
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Posted by: Bob Schroeck - 07-16-2008, 06:51 PM - Forum: Website
- No Replies
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I have completed the first pass of converting my website to the new page design/menu system/css/dhtml/etc. I've got to do some global search-and-replace on
some things that run throughout the whole site, but it's almost ready for primetime. I'm hoping to set up a test installation either tonight or
tomorrow that people can bang at while I'm on my vacation.
I hate to disappoint Xenoproctologist, though -- at the moment the DW chapters are still plaintext in an HTML page wrapper.
-- Bob
---------
Then the horns kicked in...
...and my shoes began to squeak.
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| got my sleeves rolled up, got my brass knuckles in my pocket. |
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Posted by: Wiregeek - 07-16-2008, 06:44 PM - Forum: The Legendary
- Replies (28)
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I think you know what I want..
http://boards.cityofheroes.com/showflat ... er=8567445
Quote:The fifth and final mission.
You take
the helicopter behind Statesman to the final mission In this mission,
you end up on a ship docked in front of a long double corridor. Clear
all the mobs on the ramps and on both sides of the corridor. There’s a
courtyard beyond the corridor where you’ll find 4 AV’s; Mako, Black
Scorpion, Sirocco & Ghost Widow. All 4 are level 54. You want to
try to pull one at a time, but that is often difficult to do. The best
solution to them is to have a blaster snipe ONE of them and then accept
a TP back to the head of the corridor where the rest of the team is
waiting. Here’s a brief strategy for each of the 4 AV’s.- Mako:
Mako
is an AV level Stalker. Have the tank keep his attention while everyone
drops debuffs on him and takes him down. At about 20% health, he will
hit Elude; you must have enough tohit buffs to overcome this. Three
stacked Tactics is enough, but if you don’t have Tactics, then everyone
should eat a few yellow inspirations. With tohit buffs, Mako is easy to
handle and goes down quickly -- without them, he’s nearly impossible.
- Black Scorpion:
Black
Scorpion is an AV brute. Other than his hit points and resistance, he’s
pretty ordinary as AV’s go -- taking him out is usually a non-issue.
- Sirocco:
Sirocco
can be dangerous to squishie AT’s. He summons multiple tornadoes and
has other AOE damage. Have the tank hold his attention and he goes down
very quickly, the fastest of the four. If his aggro gets loose,
however, he can quickly kill off defenders, controllers or blasters.
Tanks and/or Scrappers shouldn’t have much problem with him, though.
- Ghost Widow:
Ghost
Widow is unquestionably the most dangerous of the four AV’s. She has a
MAG 100 hold that WILL hold any tanker thru his shields, and the hold
does enough damage to one-shot a tank with DOT once his armors drop.
She also has a melee heal that will heal off of all characters in melee
range, and it will take her from 10% to full health by hitting 3
characters.
With all this, you may wonder how you handle her?
Actually, if you’ve prepared ahead of time, she’s easy. Here’s the
secret -- defender mez resist buffs. One kinetic can, if he does
nothing else, keep 15 Increase Density buffs on the tank; a Stone tank
running Granite and Rooted needs 6 of them to resist the hold; any
other primary needs 8 of them. You can substitute Clear Mind from
empathy or Clarity from sonic for Increase Density, but remember, your
tanker needs 8 of them at all times.
Now about her heal? Well,
if the tank is taunting GW from range, she will never use her heal --
she’ll be content to stand there and blast away at the tank, freeing up
the rest of the team to dogpile on her and take her out with impunity.
A tanker with 8 mez resist buffs can stand at range and taunt her
safely, possibly assisted by an occasional heal. She will, however,
occasionally get tired of blasting and decide to come into melee range
of the tank. DO NOT ALLOW THIS TO HAPPEN! Either the tank will need to
continue falling back or you need to immobilize Ghost Widow.
Fortunately, she’s easy to immobilize. I’ve seen two blasters manage it
with their tier one secondary powers, and a controller or two can do it
even easier. She has the cycling high hold resistance of all AV’s, but
you only need a MAG 5 immobilize on her.
OK, we’ve taken out all 4 of the AV’s and watched Lord Recluse rant in his cutscene, now what?
Well,
there’s a trick to Lord Recluse . . . his towers buff his accuracy,
damage, regeneration and defense to ridiculous levels, but there’s
currently a loophole in his buffs. As long as nobody EVER gets into
aggro range of one of his towers, you can pull him all the way back to
the boat where his buffs go away, and the Longbow and Turrets can help
take him down. Here’s the method that we use for LR:
Everyone
EXCEPT for the tank and a blaster goes back to the ship and waits. The
tanker is at the head of the corridor, the blaster moves just barely
into snipe range of LR. At this point, someone at the boat starts TP on
the blaster. When the blaster sees the TP prompt, he starts his snipe.
As soon as it fires, he accepts the TP. LR comes running, the tank
taunts him at the head of the corridor and then also runs back to the
ship. Once LR reaches the gangplank of the ship, the tank goes to the
other side of LR to get LR to face away from the ship and the team. The
tank then moves into melee range and taunts. As long as the tank is
taunting in melee range, LR doesn’t summon his elite boss minions. The
tank turns LR away from the ship because LR has a nasty cone attack, so
you need to keep it away from the team. At this point LR has lost his
buffs and becomes relatively easy to take out. Remember, when he hits
roughly 15% health, he WILL summon hordes of minions – stay on LR and
he’ll fall quickly. At this point, the mission ends and you get your
reward screen, where you can choose between a synthetic HO, a rare
recipe or various SO's. If anyone needs the Aracnos Flyer badge, you
can go and kill it off at this point.
That’s the fastest and
easiest method for taking out Lord Recluse. If you insist on taking out
the towers, here’s a method for that, but it will take considerably
longer and lead to more debt. I’m listing it here in the interest of
completeness and in case the loophole of pulling him to the boat gets
closed:
OK, you’re gonna take the towers first, then LR . . .
well, I recommend having the tank and one empath pull LR to a corner
behind the red tower while the team takes down the red tower, followed
by the others. The tank taunts LR in melee range, pointing him away
from the team, while the empath heals the tanker and everyone else
kills the tower. LR’s damage is insane as long as the red tower is up,
so kill it quickly. While taking down each tower, the tower's repairmen
will spawn when the tower drops below 50%. Kill them before they can
heal the tower. The repairmen are only level 40, so they’re easy to
kill, but they can repair the towers VERY fast. Powers like Bonfire,
Hurricane, Ice Slick and Earthquake can help keep the Repairmen away
from the tower. Once all 4 towers are gone, you take out LR as in the
pulling method. The Arachnos Flyer can be a problem as it comes close.
It’s easiest to simply time your attack for just after the Flyer moves
past LR’s platform. You can safely engage the back two towers at any
time without drawing Flyer aggro, but for the front towers, you’ll need
to wait until the Flyer moves away. Taking out the flyer is a
possibility, but it respawns quickly, so this may not help.
"No can brain today. Want cheezeburger."
From NGE: Nobody Dies, by Gregg Landsman
http://www.fanfiction.net/s/5579457/1/NGE_Nobody_Dies
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| Remember when I said I'd get on soon? Yeah... about that... |
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Posted by: The Hunterminator - 07-16-2008, 01:38 AM - Forum: The Legendary
- Replies (6)
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Some of you might have noticed that I've been saying that I'd finally be able to come back to City of Heroes fairly soon. Well, I've discovered
today that I can't count on the customer giving me valid information that I MUST have and it's not the first time that same customer has managed to
foil my attempts at getting the job done so I have no idea when I'll be done. And once it IS done, there's other people I have to do before the end of
the month so I don't think I'll have much free time for at least a few more weeks.
Out of curiosity, how many days has Yukiyo not been online for according to the super group window?
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| Posi-tively Fun |
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Posted by: Sofaspud - 07-15-2008, 07:39 PM - Forum: The Legendary
- Replies (4)
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... or, how I learned to hate Positron with the passion of ten billion exploding supernovae.
Ahem. Actually, it's not all that bad, now that I've managed to complete it -- with much thanks to Ankh, Sweno, and OpMegs, who kept Onyx from
aggroing everything in sight with her mass holds. (Frankly, Sweno tended to aggro everything before Onyx could, at which point Ankh and Ops would leap in...
Onyx rarely had to worry about it. Now THAT's teamwork! *grin*)
Anyway, the Posi TF went smoothly enough, and is much more
manageable as a 3 or 4 man TF than as an 8-man clusterf*** (which is the only way I'd attempted it before). Now it's time for me to make good on my
promise to run Posi with others. This
here's the sign-up sheet, as it were. I can bring a variety of alts, including a tank, healer, debuffer, etc.; and I'd like to complete it on all of
them at some point, so no problem bringing whichever is needed to balance the team.
Schedule-wise and stuff, I'm free for at least a couple hours most weeknights, but not until late (server time; between 7 and 9 Pacific); weekends I can be
available at any time day or night.
Aside from that, I have one rule that I will stick to: I will -notnotnot- run Posi with more than 4! I'll shoot myself first. ![[Image: smile.gif]](http://www.ezboard.com/intl/aenglish/images/emoticons/smile.gif)
Alrighty then! So, who wants to run Posi? Line forms down below.
Edit to add:
Looks like Foxboy and Acyl may have already signed up (see other thread); you guys want to confirm? If we don't have any other interest by this weekend, a
Posi TF during double-XP weekend might be cool...
--sofaspud
--"Listening to your kid is the audio equivalent of a Salvador Dali painting, Spud." --OpMegs
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