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Ruin Mage

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Everything posted by Ruin Mage

  1. To be specific its Embracer Group AB - a video game holding company.
  2. DGR lasts the entire time, Wrench should be done at the countdown start
  3. Unfriendly Fire: Have someone have the wrench or Dimensional Grounding Ray if you can't reliably get someone with confuse (plant, mind, Electric, dark) What you need to do is have the tank drag Mr. Rivers away from the rest of the mobs and just hold his attention. Have everyone whallop Zoe & adds until Zoe is at about 10% health. Have 1-2 assigned damagers SLOWLY whittling her away. Bring Rivers close, bring Rivers down to boom boom point, and wrench him/DGR him. Unless you have uncontrollable pets, this should net you the badge. Ripple Raider is easy, just do the challenges. Power Overwhelming: You can either trigger this early or late. Basically, need to let one Effusion live. Spawn the puddle, pull Ripplesurge into it, and burn him down ASAP. Puddles last five minutes I think. The Power Analyzer temp power works wonders here. Blue Stuff (not actual badge name): It targets the furthest away, but never twice in a row. Have two ranged stay at max distance, pop lore pets, and burn the three phases ASAP. The tricky part is the upside down rooms. You may catch someone who isn't the two getting targeted. Having incans on hand helps for the upside down. During the real Midas part, just have everyone dogpile him in the cauldrons but the two people. That should maybe net you it. Also there's a Becky badge but its not required and if you lose this on Malicious I have some serious questions.
  4. Good. 🙂
  5. I don't know if one should take a signature as a dev's hint or a "teehee" sneaky thing. From what I know/have seen, if they do work with Wind Control it's going to not be as-seen via the wiki page. At least it's not another Blast set though. 😉
  6. Cool, I stand corrected. Thanks, Ex.
  7. Rain was a thing, IIRC, in the Vanguard/Portal Corp ripple. I imagine, but could be wrong, that one of the reasons it hasn't been done is wanting to try and get more atmospheric effects + the limits of the code/engine.
  8. I mean, I don't believe I've seen anything get a dev response in here in general. The Suggestions & Feedback forum is the red-headed stepchild. On the hand of 'speak for everyone and/or the devs', it's really down to wording and how one comes off. I'm sure (I could be wrong!) it's not intended, but it happens. Anyway, /jranger? /jranger.
  9. Retroactivity very very rarely ever works, and CoH has never been about retroactive badges, especially for defeats.
  10. I was mostly shitposting. I disagree with a Level 50 Ticket. However, on the latter requirement that's...tough to gauge. You can get tough badges by AFKing or getting carried. Could try the damage done (or taken) badges, but I have a feeling someone would find a way to cheese those. Defeat badges, maybe? Hmn.
  11. Better idea: You can only get 1 free 50 by getting to 1500 badges. 🙂
  12. the real game starts at the costume creator and ends when you realize there's not a lot to do at 50.
  13. Yeah, that team comp is great.
  14. It counted for the entire mission even before Golden Roller, Fitz. So there were plenty of chances to fuck it up if you didn't have a stealth-TPer.
  15. ...Probably. I made that post last year, at any rate. I still think some damage taken badges should be some vaguely high number the further you go, but maybe ones not tied to accolades.
  16. I have to say that if I can get through the MoASF with only a dark miasma and a cold domination as support on a team of 3 tanks, then anyone feasibly should be able to handle Malicious at least. Or maybe I'm just built differently.
  17. badge badge badge badge. Anyway, now its time to start throwing bodies at the Vanguard Challenge Fight.
  18. While I don't disagree that No Defeats is a good baseline challenge, there was a lot of room for error in that badge. It counted the entire map/mission. If you died at any point before getting to Roller, you lost out on the badge. Not entirely a fun badge given all the Brickernauts. The challenging one will be Avoid the Blue Stuff--sorry, I mean the Midas badge.
  19. In terms of an ASF team surviving higher difficulties, A Relentless team that I ran had some nutty survivability with: Dark Miasma (Shadow Fall) 2x Cold Domination (Benumb also fucking rocks) Sonic We also had a VEAT to help a little bit. You could throw stuff out there like someone with Shield Defense for scrapper/tanker or other supports like Nature, Time, or Thermal. In terms of tankers, the ones I've seen work the best are Electric Armor & Bio Armor. However, most any set should be fine...unless you go with no support at all. In which case god speed you magnificent bastards. Invuln could probably do well too.
  20. Relentless, with us getting Power Overwhelming too. This is the sort of stuff you can achieve.
  21. Ripple Raider requires no specific difficulty. All the rest require Malicious, the lowest (besides Villainous) difficulty on there. Each challenge badge is doable on Malicious if a team knows what they're doing and what to look out for. If anything they require coordination on Mission 4, 5, 6, and 7. That is the later half of the TF, with 1 badge per mission. One badge requires confuse, which you get with the Temp Power Wrench you get for completing the SF. No deaths on Mission 5 is getting removed from RR, and so it'll be easy. All you need to do is do the 3 ripple fights. One badge requires you to time things. This is not a PUG unfriendly thing - you have to make sure Ripplesurge is on a puddle that spawns from an effusion being eaten. This is getting modified tomorrow as well. The final badge for MoASF is a badge for dodging blue beams. That's it. None of those badges are impossible for PUGS. Getting them in one run come tomorrow will be easy IF a team can pay attention and coordinate. That's it. That's ALL it requires.
  22. Yeah, No Incarnates is not tied to the ASF.
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